• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 533
  • 215
  • 60
  • 35
  • 34
  • 30
  • 17
  • 11
  • 6
  • 6
  • 5
  • 2
  • 2
  • 2
  • 2
  • Tagged with
  • 1030
  • 1030
  • 513
  • 365
  • 341
  • 275
  • 234
  • 202
  • 189
  • 188
  • 179
  • 167
  • 153
  • 151
  • 146
  • 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.
31

Návrh metodiky UIX designu pro mobilní aplikace / Design methodology UIX Design for Mobile Applications

Šolín, Petr January 2012 (has links)
This thesis describes the design methodology for User Experience Design and its use in the creation of mobile applications. The theoretical part focuses on defining the field of User Experience Design (UXD) in conjunction with the definition of user experience. It then focuses on the role of UX Designer and his knowledge especially in the field of design of cognitive and memory operations. The main goal of the theoretical part of the thesis is to make up a comprehensive procedure for creating mobile UX applications serving as company's manual or guidance in creating a user-friendly application. The main goal of the practical part is the author's design of methodology UX Design for mobile applications. The methodology is proposed based on the author's experience gained from the project positions as UX designers and graphic designer. A secondary goal of the practical part is the application of created the methodology on a case study of creating mobile applications.
32

The role of user experience design within digital transformation : Insights from Sweden

Panchev, Aleksandar January 2020 (has links)
No description available.
33

User Experience messen und gezielt steuern – Jeder will es, doch wer kann es? Wir zeigen, wie es geht!

Toussaint, Claude January 2012 (has links)
designaffairs entwickelt seit 20 Jahren Strategien und Design für Produkte in den Bereichen Hardware, Software und Services. Mit weltweit mehr als 70 Experten bieten wir Leistungen in Research, Strategie, Design und Engineering an. Dabei kombinieren wir erfolgreich Kreativität mit wissenschaftlichen Methoden. [... aus dem Text]
34

DESIGNING A CENTRALIZED FACULTY PERFORMANCE DASHBOARD: OPTIMIZING FEEDBACK AND SCHOLARLY DATA REPORTING

Munford, Vanessa January 2021 (has links)
BACKGROUND: Faculty members in higher education participate in a diversity of scholarly activities. Feedback performance and data on these academic contributions must be tracked for multiple formative and summative purposes including faculty development, promotions, and annual reporting requirements. However, this data are frequently not captured, primarily because most teaching institutions have not implemented a system to effectively collect and report this data. PURPOSE: This thesis designed prototypes for an online performance analytics dashboard for Health Sciences faculty members, including researchers, teachers, administrators, leaders, and clinical educators. This project incorporated UCD (user-centered design) to focus on the end-users and seek to understand their needs and wants. METHOD: McMaster University was used as a case study for this Design-Based Research study. Dashboard preferences were gathered from literature reviews, stakeholder interviews, document analysis, focus groups and interviews. These findings informed the build of a dashboard prototype. Multiple iterations of end-user evaluation and prototype revisions were conducted to refine the design. A constructivist grounded theory approach was utilized to analyze qualitative data from focus group and interviews to generate theory. RESULTS: 25 key resources from the literature review were listed in an annotated bibliography. 10 stakeholders were interviewed. Several McMaster policies and forms were reviewed. 18 faculty members reviewed the dashboard and provided feedback. Qualitative data from focus groups and interviews revealed 4 main themes pertaining to dashboard needs. CONCLUSION: By designing prototypes, this study revealed several requirements and considerations for the construction of a faculty performance dashboard. The dashboard must be customizable, dynamic, organized by user groups, and include specific requirements for the relevant faculty roles. The quality, governance and weighting of data in the dashboard must be considered. Notably, the implementation of this solution would enhance faculty learning and assessment, data reporting and faculty development in the Health Sciences. / Thesis / Master of Science (MSc)
35

User Experience Designer+ Multidisciplinary Team: Guideline to an Efficient Collaboration

Aghanasiri, Maliheh January 2016 (has links)
No description available.
36

Social Integration in Agile User Experience: Building Social Capital in Agile User Experience Software Teams

Barksdale, Jeremy Totton 27 August 2013 (has links)
As the practice of software engineering matures, project teams are leveraging the expertise of those with a background in other disciplines such as user experience. This multidisciplinary collaboration has implications on how user experience is incorporated into the software they produce. It also has consequences for the interaction within the team. This research aims to address the implications and consequences by explaining and evaluating the impact of socio-cognitive factors and governance forms on agile user experience software teams. The objective is to support multidisciplinary agile user experience software teams in managing their interaction as a means to improving how user experience knowledge is managed. Results from a qualitative comparative analysis (QCA) were that: a combination of trust and shared meaning are associated with the impediment of knowledge construction and dissemination; a combination of lead governance, trust, and shared meaning are associated with knowledge dissemination; and a combination of lead governance and shared meaning are associated with the impediment of knowledge use. Review from an expert review of the Team Interaction Framework were that there are benefits to using the framework and ways to ease it use, but also limitations and anticipated challenges to its application. The findings from this research suggest that each theoretical component of the framework is relevant, but it is unclear whether the structural dimension is useful when studying agile user experience teams given environment similarity across teams. The contributions of this research are the Team Interaction Framework as a guide to evaluating the social interaction in agile user experience teams, a method for assessing the social interaction in agile user experience teams via a Team Interaction Assessment, and lightweight practices for improving the social interaction in these teams. / Ph. D.
37

UX Gap : Analysis of User Experience Awareness in practitioners’ perspective

Bang, Gihoon January 2016 (has links)
Many within the industry, including designers, recognize the need to consider UX as the key to designing new products and services. As a consequence of this, the territory of UX has extended into many different industries and different disciplines. However, some practitioners still claim a UX project does not pay off even if they have improved UX. This way of thinking is induced from an old issue of UX. The term itself does not have a clear theoretical definition and it even makes a contradiction of itself. This phenomenon further aggravates the issue. The rapid expansion of UX territory made a gap between academia and practitioners. This research attempts to measure and examine the gap between academia and practitioners. A survey was conducted to observe how aware practitioners are of UX and their ability to recognize it as compared to the recent academia’s research.
38

Causal effects of wiki site design on anxiety and usability

Cowan, Benjamin Richard January 2011 (has links)
Within society Information Technology (IT) is becoming pervasive. This is no more pronounced than in Higher Education where IT is almost ubiquitously used. Current developments have also seen Web 2.0 tools such as wikis being used in pedagogical contexts. Research in computer anxiety has identified that quality of initial experience may be important in the onset of anxiety towards IT. However the concept of computer anxiety is too vague to reflect likely reactions to specific IT scenarios especially in interactions with social technology such as wikis. Although wikis are growing in popularity little is known about users‟ emotional reaction towards contributing to them, how their experiences shape these emotions as well as the users‟ view of usability above that mentioned in qualitative research. Due to the interface, social and flexible nature of wikis users may be anxious towards editing. This research aims to offer causal insight into the influence of wiki site design characteristics on anxiety towards wiki editing and users usability evaluation of wiki editing experiences. Three experiment-based studies are presented addressing the effects of site characteristics such as in-built training spaces (i.e. tutorials and sandboxes commonly used on wikis), user editing identity as well as aspects inherent to wiki sites such as content flexibility, on anxiety felt by users in editing scenarios and users usability rating of their editing experiences. The research also aimed to identify whether initial experiences affected anxiety about further editing, as suggested by computer anxiety research, or whether emotions are only affected during editing experience. The findings of the initial study on in-built training spaces suggest that the concept of wiki anxiety measured in this research more accurately reflects anxiety experienced during interaction than computer anxiety. Additionally the in-built training spaces using tutorials were seen to lead to better first experiences for novice users in using the wiki markup interface than those without (such as when experiencing sandbox training spaces and no training). Similarly the presence of a tutorial reduced wiki anxiety during interaction but did not affect anxiety towards future editing. From these findings the work advanced to study the effect of identity salience on wiki anxiety during editing and wiki usability focusing on contributing content using a user group with experience editing wikis. This was so as to explore the effect of wiki characteristics on user experience variables above that from first exposure anxiety likely in novice users. The research found that participants were less anxious when editing the wiki anonymously than when editing using a pseudonym and full name identity. There was however no effect of identity salience on usability rating. Additionally the type of edit conducted by participants, in terms of addition or deletion and replacement of content, did not have a significant effect on either anxiety during editing or usability evaluation. Further research exploring the effect of flexibility and other user behaviour on user anxiety and usability evaluation when contributing subsequently found that there was no significant effect of flexibility on the wiki user experience variables. The work demonstrates successful empirical evaluation of the wiki user editing experience can be achieved and can lead to important causal insight into the effects of wiki site design on the users‟ experience. It also identifies aspects of the site that can lead to the reduction of anxiety towards editing during interaction and influence usability rating towards the system.
39

The user experience of crowds

Kendrick, Victoria L. January 2013 (has links)
This thesis is concerned with the user experience of crowds, incorporating issues of comfort, satisfaction, safety and performance within a given crowd situation. Factors that influence the organisation and monitoring of crowd events will be considered. A comprehensive review of the literature revealed that crowd safety, pedestrian flow modeling, public order policing and hooliganism prevention, has received the greatest attention with previous research on crowds. Whereas crowd performance, comfort and satisfaction has received less attention, particularly within spectator events (sporting and music for example). Original research undertaken for this doctoral thesis involved a series of studies: user focus groups, stakeholder interviews, and observational research within event security and organisation. Following on from these investigations, the findings have been integrated with a tool to assist crowd organisers and deliverers during the planning of crowd events, and accompanying user feedback interviews following use of the tool. The overarching aim of the research within this thesis was to explore the complex issues that contribute to the user experience of being in a crowd, and how this might be improved. The crowd user focus groups revealed differences in factors affecting crowd satisfaction, varying according to age and user expectations. Greater differences existed between crowd users, than across crowd situations, highlighting the importance of identifying expected crowd members when planning individual events. Additionally, venue design, organisation, safety and security concerns were found to highly affect crowd satisfaction, irrespective of group differences or crowd situations, showing the importance of these issues when considering crowd satisfaction for all crowd events, for any crowd members. Stakeholder interviews examining crowds from another perspective suggested that overall safety was a high priority due to legal obligations, in order to protect venue reputation. Whereas, comfort and satisfaction received less attention within the organisation of crowd events due to budget considerations, and a lack of concern as to the importance of such issues. Moreover, communication and management systems were sometimes inadequate to ensure compliance with internal procedures. In addition a lack of usable guidance was seen to be available to those responsible for organising crowd situations. Eleven themes were summarised from the data, placed in order of frequency of references to the issues: health and safety, public order, communication, physical environment, public relations, crowd movement, event capacity, facilities, satisfaction, comfort, and crowd characteristics. Results were in line with the weighting of the issues within the literature, with health and safety receiving the most attention, and comfort and satisfaction less attention. These results were used to form the basis of observational checklists for event observations across various crowd situations. Event observations took two forms: observing the role of public and private security, and observing crowd events from the user perspective. Observations within public and private security identified seven general themes: communication, anticipating crowd reaction, information, storage, training, role confusion, financial considerations and professionalism. Findings questioned the clarity of the differing roles of public and private security, and understanding of these differences. Also the increasing use of private over public security within crowd event security, and the differing levels of training and experience within public and private security were identified. Event observations identified fifteen common themes drawn from the data analysis: communication, public order, comfort, facilities, queuing systems, transportation, crowd movement, design, satisfaction, health and safety, public relations, event capacity, time constraints, encumbrances, and cultural differences. Key issues included the layout of the event venue together with the movement and monitoring of crowd users, as well as the availability of facilities in order to reduce competition between crowd users, together with possible links to maintaining public order and reducing anti-social behaviour during crowd events. Findings from the focus groups, interviews, and observations were then combined (to enhance the robustness of the findings), and developed into the Crowd Satisfaction Assessment Tool (CSAT) prototype, a practical tool for event organisers to use during the planning of crowd events. In order to assess proof of concept of the CSAT, potential users (event organisers) were recruited to use the CSAT during the planning of an event they were involved in organising. Semi-structured feedback interviews were then undertaken, to gain insight into the content, usefulness, and usability of the CSAT. Separately human factors researchers were recruited to review the CSAT, providing feedback on the layout and usability of the tool. Feedback interviews suggested the CSAT was a useful concept, aiding communication, and providing organisers with a systematic and methodical structure for planning ahead, prioritising ideas, and highlighting areas of concern. The CSAT was described as being clear and easy to follow, with clear aims, and clear instructions for completion, and was felt to aid communication between the various stakeholders involved in the organisation and management of an event, allowing information to be recorded, stored and shared between stakeholders, with the aim of preventing the loss of crucial information. The thesis concludes with a summary model of the factors that influence crowd satisfaction within crowd events of various descriptions. Key elements of this are the anticipation, facilities, and planning considered before an event, influences and monitoring during an event and reflection after an event. The relevance and impact of this research is to assist the planning of crowd events, with the overall aim of improving participant satisfaction during crowd events. From a business perspective the issue is important with competition between events, the desire to encourage return to events, and to increase profit for organisers. From an ergonomics perspective, there is the imperative of improving the performance of crowd organisers and the experience of crowd users.
40

A user centred approach to the modelling of contextualised experience adaptation in relation to video consumption

Mercer, Kevin January 2015 (has links)
This research focused on the development of a user centric framework for the interpretation of contextualised TV and video viewing experiences (UX). Methods to address content overload and provide better contextualisation when consuming video have been an area of academic discussion for almost 20 years (Burke, Felfernig, & Goker, 2011). However over the same period technical system design for video has actually moved away from attempts to model the nature of real viewing contexts. With now near ubiquitous access to video from a range of disparate devices the addition of contextualisation within video applications and devices represents an opportunity in terms of improving viewer UX. Three user studies were carried out to inform development of the framework and employed mixed method approaches. The first focused on understanding where video is watched and the contextual factors that defined those places as viewing situations. This study derived eight Archetype viewing situations and associated contextual cues. The second study measured viewing UX in context. Significant differences in subjective ratings for measured UX were found when viewing was compared within subjects across Viewing Archetype situations. A third study characterised viewing UX, identifying behavioural, environmental and technological factors which through observed frequency and duration were identified as indicative enablers and detractors in the creation of viewing UX. Concepts generated within the studies that related to viewing context identification and viewing UX classification through experiential factors were integrated into the framework. The framework provides a way through which to identify, describe and improve viewing UX across contexts. Additionally the framework was referenced to develop an exemplar system model for contextual adaptation in order to show its relevance to the generation of technical system design. Finally information for designers was created in the form of scenarios and suggestions for use in order to bring the framework to life as a resource for development teams.

Page generated in 0.0506 seconds