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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.
21

Presenting Structured, RSS-Fed New Media Streams Within A Portable Media Player: A Category Or Source Organizational Decision

Travis Joseph Bryant 11 April 2006 (has links)
The RSS protocol allows, among other uses, for portable media player devices to download files automatically from the internet. Although text RSS feed on portable media devices is currently limited, it is possible that text feeds will become a ubiquitous feature on future PDA/media crossover devices. With the increasing usage of video-enabled portable media players, video content on these devices will also gain strength in the consumer market. Through qualitative interviews this pilot study hopes to investigate usage of new media streams on portable devices, with additional focus on RSS feeds, content categorization and interface category customization. Do users prefer to display their content and RSS feeds by a descriptive category, or by the website from which the feed was retrieved? In this study we hope to gain insight into which style users prefer, if any.
22

The Design, Implementation, and Evaluation of the Multimedia Story Builder and Multimedia Story Player Content Management and Delivery Systems.

Thomas C Jackson 16 November 1906 (has links)
This paper documents the planning, design, implementation, and preliminary evaluation of the Multimedia Story Builder and Multimedia Story Player – two applications that together are used to create, edit, manage, and deliver web-based multimedia presentations. These applications incorporate simple and intuitive interfaces, extensive functionality, multiple presentation methods, and support for multiple media types, all of which represent improvements over similar systems. The results of a preliminary usability test and suggestions for future testing and development are also described.
23

Design and Implementation of a Web-based Financial Information System

Justin C Watt 2004 April 1900 (has links)
This paper describes the design and initial implementation of a web-based financial information system, intended to replace a Microsoft Access financial database in support of a federally funded, international health project. This system is being reimplemented for the web in order to provide stakeholders across the country (and potentially around the world) access to the project's financial information.
24

Memorality: The Future of Our Digital Selves

Myra, Jess January 2013 (has links)
Digital Immortality or Not?The aim of this thesis was to explore how we might be stewards for our post-life digital self after physical death, and to provide a new interaction experience in the form of a tangible, digital, or service design solution. Prior to the project kick-off secondary research, including academic research papers, analogous services, and existing projects, was distilled to form topical questions. These questions were then presented in many casual topical conversations and revealed that although post-life digital asset management awareness is increasing, little consideration exists on how to reflect legacies into the future long after death. A second stage of primary research included multiple on-site investigations, paired with in-person interviews and a quantitative online survey. Insights and understandings then lead to initial concepts that were tested to address distinctive qualities between tangible and digital design solutions. The main findings included that although people want to be remembered long after they die, current methods of tangible and digital content management can not sufficiently support the reflection of legacies long into the future. In conclusion, this thesis argues that to become part of an everlasting legacy, the interaction experience can leverage commonalities and shared moments from life events captured in digital media. These points of connections rely on associated metadata (i.e. keyword tags, date stamps, geolocation) to align relevant moments that transcend time and generations. The solution proposed here harnesses the benefits that both digital and tangible media afford and are presented as a tablet interface with an associated tangible token used as a connection key.
25

Is a big button interfaceenough for elderly users? : Towards user interface guidelines for elderly users

Phiriyapokanon, Tanid January 2011 (has links)
In the world today, the portion of aging people grows continuously. Due to successfulof healthcare services, people are living longer and the number of newborn isdecreasing. This can imply that the population of young and working people isdecreasing in many countries. This leads to the mean value incrementing of the meanworld population’s age value in the whole world. It has become more and moreimportant to consideration human factors of elderly people in many businesses.Software companies have to consider design of software concerning of usability forageing people. Currently, most of the software is designed to support younger users.To support elderly users, we have to consider more on age-related differences. Thisthesis presents a literature survey, and related theories used in designing graphic userinterface for ageing people. Besides, criteria for designing software for older users arealso discussed and suggested as guidelines for future studies and development. Thepurpose is to improve older users’ potential in using information technologies, and topotentially allow older users to gain more benefit from using of computer software.A case study for software design for elderly users was implemented to verifysuggested guideline and gain deeper design understanding. The elderly volunteerswere involved in design evaluation process. The results from case study have showneffectiveness of the design guideline approach.
26

Representations in development of usable computer-based systems : Contains a suggestion for a user-involved methodology for

Lorenc, Boris January 2000 (has links)
<p>The inability of standard cognitive science, the information-processing approach, to provide theoretical underpinnings for designing usable computer-based systems has already been noted in the literature. It has further been noted, with varying degrees of clarity, that the breakdown of standard cognitive science in this respect is not an independent event, but that it rather is coupled with the spreading of computer use, that is, the appearance of personal computers, which brought into plain view the incommensurability of humans and present-day computers, and the difficulty in "interfacing" them to each other. In this work, the insufficiency of standard cognitive science is investigated towards demonstrating that it lies in the fallacious assumption and reliance on mental representations as formally defined physical entities on which mental operations are performed. It is further argued that, if the formal approach within cognitive science is seriously taken, then cognitive science cannot account for some important cognitive processes, namely abstraction and interpretation.</p><p>In its empirical part, this study is related to a concrete development project. With respect to a possible application within it, some newer cognitive theories are reviewed and discussed, namely those that take into account environment, society, situation, and artefacts. Based on these considerations and the theoretical findings regarding standard cognitive science, a method for designing user interface is proposed and applied. Inspired by phenomenology and bearing similarities with nondirective counselling, it is referred to as "user-directed" method. Possible approaches to assessment of its validity are discussed.</p>
27

The role of culture in the structure of categories of application between Denmark and China

Nawaz, Ather January 2008 (has links)
<p>This project aims to investigate the impact of culture on the results of established methods of usability testing. The production and use of technologically advanced information and communication applications are no longer restricted to the Western world, and there are indications that usability testing procedures developed for use in, e.g., Europe or the US do not give reliable results in countries such as India, China or Malaysia. This project is an in-depth investigation of the cultural specifics that go into usability test situations in three countries: Denmark, India and China. In a second phase we want to explore possible developments of the testing methods in order to avoid cultural bias and produce comparable results across countries of the world</p> / This research is a part of project of Culturalusability. http://culturalusability.cbs.dk/
28

Vartotojo sąsajos modeliavimas duomenų srautų specifikacijos pagrindu / User Interface Design Based on the Data Flow Specification

Eidukynaitė, Vilma 29 May 2006 (has links)
The user interface is the direct mediator between the user and the system. It is one of main factors which influences how fluently and with what time resources system could be integrated into business process and how fast systems deployment could be performed. User interface is one of the most important points in software design, because it determines quality and rate of project implementation. Software design methodologies, based on Unified Modeling Language (UML), Oracle CASE, introduced by C. Finkelstein, D. J. Anderson, V. Balasubramanian, A. Granlund, D. Lafreniere, D. Carr are analyzed in this paper. The user interface modeling method based on data flow specification is presented in this work; the software prototype of modeling user interface based on this method is implemented.
29

INFLUENCE OF DESIGN ELEMENTS IN MOBILE APPLICATIONS ON USER EXPERIENCE OF ELDERLY PEOPLE : An Experiment approach

Donthula, Sushmitha January 2016 (has links)
Context: Technology in the field of health care has taken a step forward for making easy health maintenance on a daily basis. With gradual increase in the elderly population, it is important to provide this them, the facilities gained with the use of technology. But it is observed that the elderly show reluctance to the use of new technology like the mobile applications. In the thesis, an effort is made to overcome this barrier with the study of both user experience of elderly and user interface design of a m-health application and analyzing a relation among them.Objectives. In this thesis, user interface design responsible for an increase in the user experience of elderly is focused, to create a base for mobile application developers to design m-health applications that improve the usability of the application.Methods. Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment./Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Comparison is made between the user experience in both the cases and conclusion about the relation between the user experience and user interface design of Objectives: In this thesis, user interface design responsible for an increase in the user experience of elderly is focused, to create a base for mobile application developers to design m-health applications that improve the usability of the application.Methods. Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment./Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application.  Methods: Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment.Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application.  Results: The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Comparison is made between the user experience in both the cases and conclusion about the relation between the user experience and user interface design of the m-health application is made.Conclusions. With the analysis, we can conclude that the combined user interface design of Conclusions: With the analysis, we can conclude that the combined user interface design of m-health application, when designed as per the interest of elderly people can increase the user experience of the elderly while using the application. Besides, it increases the usability of the application resulting in the elderly population gets benefited with the advanced mobile technologies for their health promotion.
30

A GUI Standard's Impact on Usability / Hur en GUI standard påverkar användbarhet

Sjöberg, Hanna, Ukus, Demet January 2001 (has links)
Designing usable Graphical User Interfaces (GUIs) is a complex process and requires at least two things: knowledge of known GUI design principles and guidelines, and knowledge of structured methods for achieving usability. The purpose of writing this thesis was to investigate whether a GUI standard increases a program&apos;s usability or not. In many cases, people who take part in GUI decisions do not consider following a standard and the decisions are often based on what is best for them. Consequently, in most of the cases, programs turn out to be inconsistent and less usable. But following a GUI standard does not necessarily guarantee usability. To carry out the investigation, the GUI of a program was deliberately manipulated. Apart from the original one, two more versions were created; one strictly according to the Microsoft Standard, and one that among other things violated the standard. To be able to compare the three GUI versions, usability testing with four test users was conducted. The result of the entire investigation showed that a GUI standard increased the usability considerably. But the result also showed that the test users found the GUI, that in some aspects violated the standard, more pleasant to use, that is to say, users&apos; satisfaction was higher. This indicates that standards ensure consistency, which provides a sense of stability and makes the GUI familiar and predictable. But GUIs should also be tailored for and validated against the users&apos; requirements, and this is done with structured methods for achieving usability. As a GUI designer, your knowledge of the standards is the absolute minimum requirement for developing GUIs. By knowing and understanding the standards, you will also have the knowledge of how to violate the standards in order to achieve a higher degree of usability.

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