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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
81

Elementos de interface para facilitar a colaboração em ambientes virtuais de aprendizagem

Gugliano, Bruna Ferreira January 2018 (has links)
O crescente uso das tecnologias digitais no dia-a-dia das pessoas gerou diversas mudanças de comportamento; tendências colaborativas de troca e compartilhamento de informações, ideias, conhecimentos e bens materiais passam a integrar não apenas a vida social dos usuários da internet, mas também surgem no ambiente escolar e de trabalho, mediadas por diferentes interfaces e dispositivos digitais. Nesse contexto, esta pesquisa pretende compreender como as ferramentas que surgiram a partir do uso das novas tecnologias de informação e comunicação (TICs) impulsionaram ou facilitaram a colaboração entre usuários na internet, abordando os principais aspectos e necessidades da colaboração em ambientes virtuais e relacionando-os com conhecimentos da área do design de interfaces O principal objetivo do estudo é propor elementos de interface que, integrados aos ambientes virtuais de aprendizagem (AVAs), favoreçam a realização de atividades colaborativas. Para tanto, após revisão bibliográfica e análise de similares, foi realizada uma análise das ferramentas colaborativas na interface do AVA Moodle, sob o aspecto dos mecanismos de conversação, coordenação e percepção de Preece, Rogers e Sharp (2005). Em seguida, foi aplicado um questionário com professores da área de design a respeito do uso do Moodle e/ou de demais tecnologias digitais em atividades colaborativas com os alunos. Os resultados dessa etapa foram discutidos em uma oficina com especialistas do campo de design a fim de avaliar as possibilidades de implementação de elementos gráficos e ferramentas computacionais na interface do Moodle que pudessem facilitar a colaboração entre seus usuários. Esses procedimentos elucidaram um conjunto de necessidades, requisitos, elementos e funcionalidades de interface com vistas a apoiar a colaboração em AVAs e/ou outras plataformas digitais. / The increasing use of digital technologies in people's daily lives has generated a number of behavioral changes; collaborative tendencies of exchange and sharing of information, ideas, knowledge and material goods integrate not only the social life of internet users, but also arise in the school and work environment, mediated by different interfaces and digital devices. In this sense, this research aims to understand how the tools that have emerged from the use of the new information and communication technologies (ICTs) have driven or facilitated Internet user’s collaboration, addressing the main aspects and needs of collaboration in virtual environments, relating them to interface design topics. The main objective of the study is to propose interface elements that, integrated to the interface of learning management systems (LMS), promote the accomplishment of collaborative activities To do so, after a literature review and the analysis of interfaces with collaborative functions, an analysis of Moodle's collaborative tools was carried out considering the mechanisms of conversation, coordination and awareness (PREECE; ROGERS; SHARP, 2005). Then, a questionnaire was applied with professors from the design area regarding the use of Moodle and/or other digital technologies in collaborative activities with their students. The results of this stage were discussed in a workshop with design experts, in order to evaluate the possibilities of implementing graphic elements and computational tools in Moodle's interface that could facilitate user's collaboration. These procedures have generated a set of needs, requirements, interface elements and functionalities to facilitate collaboration processes in learning management systems and/or other digital platforms.
82

ANALYSIS ON WEBSITE DESIGN USING USABILITY PRINCIPLES / ANALYSIS ON WEBSITE DESIGN USING USABILITY PRINCIPLES

VELLORE-KANDABABU, MANOJ BABU, SANTOSH GANAPATHY, VARMA INDUKURI January 2011 (has links)
Although Internet booking system has reached its peak in the recent years many previous researches say there is always a growing interest in the role and nature of design in HCI principles. Small difference can create a large impact in the business of Internet booking system. The future of any online booking system will be heavily depended on how easy and how friendly the system is designed. In our thesis, we are going to suggest what aspects of usability principles are important in making the user interface of current flight booking systems to reach a high degree of usability. For the above purpose we will find usability flaws in the current user interface design of flight booking systems and highlight the potential factors or aspects that make user interface more acceptable to users. To reach this purpose we will use a case study and analyze using an explanation building technique. The empirical data was collected through satisfaction questionnaire which was based on nine “preset tasks” which are designed depending on various usability principles. In our thesis, we will create an understanding on the aspects of usability principles used to make a user interface more acceptable to the users. This understanding will lead future researches in the betterment of interface design of flight booking system.
83

Improving Knowledge Organizations Search Interface design by Evaluating Main-Stream Search Interface Design.

Murugan, Ganesh January 2011 (has links)
Usage of search is very popular among all kinds of people to locate unknown information in websites. Mainstream search engines like Google work really hard to deliver a simple and effective search experience with the help of professionals and usability lab testing. Search interfaces often show a poor usability for the users who want to find information in differentknowledge organizations website. The purpose of this research is to create an understanding for some important characteristics of search interfaces, characteristics that may enhance the usability of knowledge organization search interface design. This Paper aim is to identify and discuss the specialized search interface design for knowledge organizations. This paper provides the detailed information about the search interface design and its improvement. This study gives the specialized wireframe standards for improving knowledge organization search interface design. / Program: Magisterutbildning i informatik
84

Autoria no design de interfaces de redes colaborativas / Authorship in interface design of collaborative networks

Oliveira, Jackson Costa 01 December 2012 (has links)
Made available in DSpace on 2016-04-29T14:23:16Z (GMT). No. of bitstreams: 1 Jackson Costa Oliveira.pdf: 4684943 bytes, checksum: 904a659ca5d94259f93b749ac19a2792 (MD5) Previous issue date: 2012-12-01 / The issue: authorship, it is of great relevance in the digital revolution, moving a vast array of debates in society. We identified that this value is manifested in the design of digital interface so expressive, and more specifically, the use of this value to the development of collaborative virtual environments. We found that these measures can increase greats benefits to social development and design in turn, would be the connection between the user and the field of technology innovation and science. We understand in this study, cases in which authorship in interface design can encourage collaboration between users of digital networks, in favor of an approaching to understanding of what it is for the designer acting to contribute to the development of this framework delimiting. These questions were conducted based on the inquiries from Foucault, Barthes and Michael Rock about the authorship, the considerations of Pierre Levy, Steve Johnson and Lucia Santaella to the ramifications of cyberspace, and the placement of Gui Bonsiepe about design in the digital age. Among other authors who were important in development. Finally, we conclude that the designer s role in this context is of essential importance, and that the demonstration through the critical approach to the designer value of mediated authorship, attaches to the development of design projects for collaborative media interface, the application field innovation networks to these conditions by allowing the user to more natural interaction with cyberspace / A temática: autoria torna-se de grande relevância na revolução digital, movimentando uma vasta ordem de debates na sociedade. Identificamos que esse valor se manifesta no design de interface digital de maneira expressiva e, mais especificamente, no emprego desse valor ao desenvolvimento de ambientes digitais colaborativos. Constatamos que essas medidas podem trazer grandes benefícios ao desenvolvimento social e o design, por sua vez, é o meio de ligação entre o usuário e o campo da inovação da tecnologia e da ciência. Compreendemos, nesse estudo, processos em que a autoria no design de interface pode favorecer a colaboração entre usuários das redes digitais, em prol da aproximação de uma compreensão do que cabe ao designer desempenhar para contribuir com o desenvolvimento desse contexto delimitado. Esses questionamentos foram conduzidos com base nas contribuições de Foucault, Barthes e Michael Rock a respeito da autoria, nas considerações de Pierre Lévy, Steve Johnson e Lucia Santaella sobre os desdobramentos da cibercultura, e nas colocações de Gui Bonsiepe referentes ao design na era digital; entre outros autores que foram importantes nesse desenvolvimento. Por fim, concluímos que o papel do designer nesse contexto é de essencial importância e que a manifestação por meio da abordagem crítica desse profissional, mediada pelo valor autoria, confere ao desenvolvimento do design de interface de meios colaborativos, a inscrição no campo da inovação a essas redes ao permitir ao usuário condições cada vez mais naturais de interatividade com o ciberespaço
85

Supporting operator reliance on automation through continuous feedback

Seppelt, Bobbie Danielle 01 December 2009 (has links)
In driving, multiple variables in automated systems such as adaptive cruise control (ACC) and active steering, and in the environment dynamically change and interact. This complexity makes it difficult for operators to track the activities and responses of automation. The inability of operators to monitor and understand automation's behavior contributes to inappropriate reliance, i.e. when an operator uses automation that performs poorly or fails to use automation that is superior to manual control. The decision to use or not use automation is one of the most important an operator can make, particularly in time-critical or emergency situations, therefore it is essential that an operator is calibrated in their automation use. An operator's decision to rely on automation depends on trust. System feedback provided to the operator is one means to calibrate trust in automation in that the type of feedback may differentially affect trust. The goal of this research is to help operators manage imperfect automation in real-time and to promote calibrated trust and reliance. A continuous information display that provides information on system behavior relative to its operating context is one means to promote such calibration. Three specific aims are pursued to test the central hypothesis of this dissertation that continuous feedback on the state and behavior of the automation informs operators of the evolving relationship between system performance and operating limits, therefore promoting accurate mental models and calibrated trust. The first aim applies a quantitative model to define the effect of understanding on driver-ACC interaction failures and to predict driver response to feedback. The second aim presents a systematic approach to define the feedback needed to support appropriate reliance in a demanding multi-task domain such as driving. The third aim assesses the costs and benefits of presenting drivers with continuous visual and auditory feedback. Together these aims indicate that continuous feedback on automation's behavior is a viable means to promote calibrated trust and reliance. The contribution of this dissertation is in providing purpose, process, and performance information to operators through a continuous, concurrent information display that indicates how the given situation interacts with the characteristics of the automation to affect its capability.
86

Toward a Social-Cognitive Psychology of Speech Technology: Affective Responses to Speech-Based e-Service

Polkosky, Melanie Diane 28 February 2005 (has links)
Speech technologies, or technologies that recognize and respond to human speech, have recently emerged as a ubiquitous and cost-effective form of customer self-service (e-service). Although customer satisfaction is regarded as an important outcome of e-service interactions, little is known about users affective responses to conversational interactions with technology. Using a theoretical foundation derived from research in social cognition, interpersonal communication, psycholinguistics, human factors, and services marketing, two studies develop items for a speech interface usability scale, which is then used to examine interrelationships among individual differences (e.g., self-monitoring, need for interaction with a service provider, inherent novelty seeking), usability, comfort, and customer satisfaction. In the first study, speech and language experts' ratings of sixteen speech interfaces are used to identify six stimuli for the second study that represent high, average, and low quality. In the second study, participants listen to the six interfaces and provide ratings for the primary variables of interest. Results indicated that speech interface usability consists of four factors (User Goal Orientation, Customer Service Behavior, Verbosity, and Speech Characteristics). Usability items and individual differences predict affective responses to speech-based e-service. Implications of these findings for psychological and communication research and applied speech technology are described.
87

Towards Exploring Future Landscapes using Augmented Reality

Feuerherdt, Craig Nigel, craigfeuerherdt@gmail.com January 2008 (has links)
With increasing pressure to better manage the environment many government and private organisations are studying the relationships between social, economic and environmental factors to determine how they can best be optimised for increased sustainability. The analysis of such relationships are undertaken using computer-based Integrated Catchment Models (ICM). These models are capable of generating multiple scenarios depicting alternative land use alternatives at a variety of temporal and spatial scales, which present (potentially) better Triple-Bottom Line (TBL) outcomes than the prevailing situation. Dissemination of this data is (for the most part) reliant on traditional, static map products however, the ability of such products to display the complexity and temporal aspects is limited and ultimately undervalues both the knowledge incorporated in the models and the capacity of stakeholders to disseminate the complexities through other means. Geovisualization provides tools and methods for disseminating large volumes of spatial (and associated non-spatial) data. Virtual Environments (VE) have been utilised for various aspects of landscape planning for more than a decade. While such systems are capable of visualizing large volumes of data at ever-increasing levels of realism, they restrict the users ability to accurately perceive the (virtual) space. Augmented Reality (AR) is a visualization technique which allows users freedom to explore a physical space and have that space augmented with additional, spatially referenced information. A review of existing mobile AR systems forms the basis of this research. A theoretical mobile outdoor AR system using Common-Of-The-Shelf (COTS) hardware and open-source software is developed. The specific requirements for visualizing land use scenarios in a mobile AR system were derived using a usability engineering approach known as Scenario-Based Design (SBD). This determined the elements required in the user interfaces resulting in the development of a low-fidelity, computer-based prototype. The prototype user interfaces were evaluated using participants from two targeted stakeholder groups undertaking hypothetical use scenarios. Feedback from participants was collected using the cognitive walk-through technique and supplemented by evaluator observations of participants physical actions. Results from this research suggest that the prototype user interfaces did provide the necessary functionality for interacting with land use scenarios. While there were some concerns about the potential implementation of
88

Integrating Cognitive Science into Software Systems Development: Developing a User Interface for Fighter Control

Blom, Örjan January 2004 (has links)
<p>The purpose of this thesis was to integrate cognitive science into an existing organization of software systems development, and to display the benefits and importance of applying the theory and methodology of this interdisciplinary field onto this type of research. This was to be accomplished through participating in a project at ISD Datasystem AB, with the objective to investigate and develop new principles of man - machine interaction for fighter control, and build an appropriate workstation prototype. The participation spanned across the first iteration of the project’s development cycle, specified in accordance to the Rational Unified Process. A field study was conducted and several LoFi-prototypes of the graphical and physical man - machine interface (MMI) were made, as well as an evaluation of the developed prototype. The evaluation was performed with the help of end-users, who valuated the prototype in an inquiry and an interview after having performed a scenario interacting with it. The results showed that the prototype’s usability was highly valuated by the users.Data collected during the evaluation could also be used to guide further development of the prototype. The theoretical research and the empirical work in the project both showed that cognitive science is a valuable, and perhaps, an indispensable asset to software systems development, and that the knowledge and tools of cognitive science can be used in order to develop computer systems that are to be integrated in distributed man -machine systems of high complexity.</p>
89

A Usability Engineering approach to developing an e-commerce web application

Kvist, Markus January 2006 (has links)
<p>Usability is an important aspect of product development that deals with the quality of interaction between the user and the product. Capturing requirements is aimed at understanding what the users expect the system to do. This report attempts to apply principles from both the Usability Engineering and the Requirements Engineering methodologies in the development of a subsystem for managing an e-commerce solution. The main focus is on the user interface design, which is developed by iterating the three phases of design, usability testing and evaluation, until the desired level of usability is achieved. Prototyping was central to the rapid development, but the use of software prototyping tools instead of paper-mockups would reasonably have improved the usefulness of the evaluations. The desired usability level was set to reach a specified fix point, instead of attempting to achieve some absolute usability metrics as is typically practiced. The former approach was apparently simpler to use without the broader experience otherwise needed to write reasonable requirements. The transition from the throw-away prototype to the implemented evolutionary prototype in ASP.NET posed some interesting problems that are further discussed.</p>
90

Genreanalys som en del av designprocessen : En analys av genren Webbaserade Geografiska Informationssystem

Blomkvist, Johan January 2007 (has links)
<p>Boverket har huvudansvar för att skapa en portal för samhällsplanering som ska kunna förse kommuner, landsting, företag och privatpersoner med olika typer av kartinformation. Denna portal kallas Planeringsportalen och som ett led i dess utveckling hölls ett designmöte i april 2007. Inför mötet gjordes en analys av diverse förebilder för att beskriva de goda designlösningar som finns i genren WebGIS, enligt förlaga från Lundberg, Holmlid och Arvolas (2007) arbete. Uppsatsen beskriver hur dessa designlösningar kan användas i designen av Planeringsportalen tillsammans med en redogörelse för hur förebilder kan bidra till en bättre designprocess. Genren representeras i arbetet av webbplatserna Eniro, Norge digitalt, RATP samt Mapquest som alla studerats enligt ett formaliserat förfarande. Analysen identifierade ett stort antal goda designlösningar varav en del ansågs passa in i Planeringsportalens designsituation.</p>

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