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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.
91

Technical Communication Strategies in Marketing

Howard, Laura 06 May 2011 (has links)
No description available.
92

The Affect of Environmental Web-design on Student Perceptions of Social Presence in Online Learning Communities

Hovey, Christopher Michael 06 June 2014 (has links)
No description available.
93

Web Design, Development and Security

Panta, Purushottam 12 June 2009 (has links)
No description available.
94

A social cognitivist view of hypermedia learning

Cortese, Juliann 13 July 2005 (has links)
No description available.
95

Communicating Relatedness

Bergstrand, Hans, Brink, Thor January 2009 (has links)
This report is an evaluation of if it is good or bad to use a metaphor in order to display the results of an academic search engine in a web interface. In order to evaluate this we are describing our work with developing two different web interfaces for an academic search engine by the name Silverfish. This project has been a co-operation between Indian Institute of Information Technol- ogy in Bangalore, India and Malmˆ University K3, Sweden. To start our report we describe how we see our context we are to work within. We define our stakeholders as being academics worldwide and also define that we are working within a web 2.0 context. To strengthen our choices regarding the design process of the two different interfaces as well as in order to give more validity to our discussion surrounding metaphors we continue with presenting different studies and facts that give more weight to the above mentioned parts. To make it possible to create the interfaces we have made use of several methods. We give a short definition of how these methods are to be used and later describe in the design process how we have made use of them. To describe how we have made use of the methods as well as to describe how we have developed our prototypes we continue our report with describing the design process, regarding which deci- sions we have made and why we have made them. To summarize our report we come to a con- clusion regarding our thesis question; communicating related key phrases through web interface metaphors; good or bad? Regarding our question we have found that the orientational metaphor we are using does not work as it is supposed to. We believe that further studies are required in order to get a deeper un- derstanding of how the user understands the orientational metaphor we are using. This informa- tion could help us come to an understanding of how we could make better use of our orienta- tional metaphor, or help us find out of a metaphor that would be better to use than our orienta- tional metaphor.
96

Consistency in Web Design from a User Perspective

Axelsson, Anton January 2012 (has links)
Inom människa-datorinteraktion har det länge spekulerats huruvida inkonsekvent design påverkar användarupplevelsen. Att definiera och kategorisera olika typer av konsekvens har visat sig svårt. Flera studier på området har kategoriserat typer av inkonsekvens med blandade perspektiv av såväl systemet, dess utvecklare samt dess användare. Denna uppsats sätter användarens perspektiv i fokus och kategoriserar typer av inkonsekvens i perceptuell, semantisk och procedurell konsekvens. 21 personer, med måttlig erfarenhet av att bruka nätet, deltog i ett experiment utformat att utforska effekterna av inkonsekvent design på användbarhet. För att pröva såväl huvud- som interaktionseffekter baserades experimentet på en fullständig 2 × 2 × 2 faktordesign för upprepade mätningar. Deltagarnas uppgift var att använda åtta prototyper av en webbutik där en dropdownmeny för ämnesval utsattes för experimentell manipulation. En trevägs variansanalys med kovariat visade att perceptuellt och procedurellt inkonsekvent design påverkade användarupplevelsen negativt. Resultaten pekade också på att hämmande interaktionseffekter uppstod mellan vissa av de tre inkonsekvenserna. Resultaten ger viktiga implikationer för webbutvecklare när de skall utveckla användbara applikationer. Genom ett användarperspektiv kan utvecklare hjälpa användare att undvika felaktiga handlingar. / Within Human-Computer Interaction, it has long been speculated that inconsistency impedes the user experience. However, defining and categorising consistency has been shown to be a challenging task. Several studies on the subject have categorised consistency with mixed perspectives of the system, its developer, and its user. The present thesis considers only the user perspective, and categorises consistency into Perceptual, Semantic, and Procedural consistency. 21 subjects, with moderate experience in using the web, participated in an experiment designed to explore the effect inconsistency might have on usability. In order to test both main and interaction effects between the three proposed consistencies, the experiment was based on a full 2 × 2 × 2 factorial design for repeated measures. The participants’ task was to use eight partly different versions of a mock-up web shop in which a subject selection drop-down menu was experimentally manipulated. Multiple Analysis of Covariance revealed that Perceptual and Procedural inconsistency affected user performance negatively. It also indicated that inhibitory interaction effects occurred between some of the (in)consistencies. The results have important implications for web developers in designing usable applications. By adapting a user perspective, they can aid users to avoid performing faulty actions.
97

Design and Development of an Electronic Performance Enhancement Tool for Creating and Maintaining Information Management Web Sites

Bowden, Todd H. 18 April 2011 (has links)
This study explored the design and development of an electronic performance enhancement tool that can assist a person with limited programming skills to create a variety of simple customized information management websites. In particular, this study was modeled after needs within an Instruction Technology department in which individuals were able to create pre-functional web pages with various elements such as textboxes and dropdown menus but lacked the programming skills necessary to add functionality to these web forms. Skilled programmers could add functionality to these pre-functioning web forms or create customized information management websites from scratch. However, programmers are not always available when needed. At the time of this study, there was no readily available way for persons to create customized information management websites without the services of a programmer or without needing to learn programming skills themselves. This study sought to determine what functionalities, characteristics and capabilities could be included in an electronic performance enhancement tool to assist non-programmers to create simple customized information management websites and how a tool with such functionalities, characteristics and capabilities could be designed and developed. A prototype version of such tool (named the Form And DataBase Interaction Tool or "FADBIT") was designed and developed in this study. This tool asks users who have created simple pre-functional web forms to answer a series of questions related to those webforms. Given the user's responses to these questions, this tool is able to form a metalanguage representation of the user's intentions for the web form and can translate this representation into useful programming code to add the desired functionality. The tool was successfully designed and developed using a generalized modular framework, and a Create-Adapt-Generalize model, with each module addressing one or more patterns common to web programming. The prototype tool successfully allowed non-programmers to create functional information websites for two structured evaluation projects, and achieved some level of success and encountered some difficulties with an unstructured project. Proposed modifications and extensions to the tool to address the difficulties encountered are presented. / Ph. D.
98

organ-ing / organ-ing

Farkas, Gergő D. January 2024 (has links)
Organ-ing is a multidisciplinary choreographic project that operates through a set of obscure organs that expand from spaces into bodies and from bodies into spaces. These organs don’t have vital functions and don’t seem to want to be named either; one could absolutely survive without them. Their byproducts are dances, sounds, objects, and poems: a gathering of lovers in lust for touch. Organ-ing is a strategy for a worlding that doesn’t stop at the body's borders. It is realised through an interest in the organ as a form that holds things as well as an ongoing formation. As an organ grows, I learn what it does. The project doesn’t follow linear paths of causality concerning what forms what: these organs shape and are shaped by what they create and hold. While realised and felt inside the human body, they also pour into and out of it. They might be organs of a human but they aren’t human organs. These emergent organs propose a sense of fiction to intertwine with the body’s pre-existing narratives, whether medical or holistic, and bring forth an array of fantasies that weave together the felt sense of the body. The organs of organ-ing don’t mean correcting or questioning what is already there. Instead, they twist or expand mostly pre-existent physical capacities to fabricate a body lustfully entangled with itself and its environment, with the ability and deep desire to belong. This alternative thesis is a website found on https://organ-ing.gergodfarkas.com/. The website contains hyperlinks, which lead to a series of footnotes. These footnotes can also be read as a coherent text.
99

Responsive Web design : Ett fullvärdigt alternativ till plattformsspecifik utveckling?

Karlsson, Stefan, Michelle, Davis January 2013 (has links)
I och med lanseringen av nya och mobila plattformar, såsom smarttelefoner och surfplattor, uppstår svårigheter med att anpassa webbsidor för samtliga typer av enheter. Tidigare har mobila applikationer (appar) och mobila sidor använts för att överkomma dessa problem. Responsive Web Design (RWD) är en ung designprincip som uppkom 2010 och har anammats av många webbutvecklare. Designprincipen medför att en webbsidas presentation förändras beroende på skärmstorleken som används för att visa sidan. I en studie har fem företag intervjuats för att få deras tankar och åsikter om RWD i jämförelse med utveckling av mobila sidor och appar. Detta för att besvara huruvida RWD kan ersätta denna plattformsspecifika utveckling. Majoriteten av företagen har helt gått över till att utveckla responsiva webbsidor istället för andra mobilanpassningar men appar utvecklas fortfarande. Skiftet från mobila sidor beror främst på att denna typ av lösning kräver dubbelt arbete med innehållet då olika innehåll visas på olika enheter. Med RWD används istället samma innehåll över samtliga olika skärmtyper. Undersökningen visar på att RWD kan ersätta plattformsspecfik utveckling av informationssidor och e-tjänster. Däremot kommer det inte kunna ersätta appar då dessa i grunden fyller olika syften. Vid större krav på funktionalitet är dessvärre RWD inte alltid lämpligt att använda.
100

Webbdesign som väcker känslor : Ett verktyg för hotellwebbplatser för att påverka kundrelationer med Generation Z / Web design that evokes emotions : A tool for hotel websites to affect customer relationships with Generation Z

Ojala Åkerman, Kajsa, Meijer, Elinor January 2022 (has links)
Webbplatser har idag mindre än en sekund på sig att göra ett visuellt intryck innan besökaren riskerar att gå vidare till en annan webbplats. I hotellbranschen där kundrelationer är högt värderat och det fysiska mötet i många fall har bytts ut mot hotellets webbplats spelar det visuella intrycket en viktig roll. Varje kontakt en besökare har med ett företags webbplats påverkar besökarens känslor för varumärket och således kundrelationen. Framtidens stora kundsegment Generation Z kräver hög kvalitet på webbdesign vilket innebär att det är viktigt för företag att förstå hur deras webbplats kan skapa ett bra intryck för att fånga målgruppen. Forskning visar att visuella webbdesignelement har en påverkan på besökarens tillfredsställelse, tillit samt lojalitet, vilket även är tre viktiga faktorer för att bygga kundrelationer. Genom att analysera hur webbdesignelementen foto, färg, visuell ordning, visuell komplexitet samt informationsdesign/text påverkar tillfredsställelse, tillit samt lojalitet på en hotellwebbplats syftar studien till att skapa en förståelse för hur en hotellwebbplats således kan påverka kundrelationer med personer som tillhör Generation Z. Studien har genomförts med en kvalitativ metod i form av semistrukturerade intervjuer med en kompletterande enkät. Sex respondenter som tillhör Generation Z studerade två hotellwebbplatser där samtliga webbdesignelement diskuterades med utgångspunkt kring tillfredsställelse, tillit samt lojalitet. Studiens resultat visar att samtliga webbdesignelement i undersökningen har en avgörande roll för att uppfylla besökarens förväntningar och kan således påverka tillfredsställelse, tillit och lojalitet som i sin tur har en påverkan på kundrelationer. / Websites today have less than a second to make a visual impression before the visitor risks leaving for another website. In the hotel industry where customer relationships are highly valued and the face-to-face meeting has in numerous cases been replaced by the hotel's website, the visual impression plays an important role. Each contact a visitor has with a company's website will affect the visitor's feelings towards the brand and thus affect the customer relationship. Generation Z, the large customer segment of the future, requires high quality web design. This means that it is important for companies to understand how their website can make a good impression to capture the target audience. Research shows that visual web design elements have an impact on visitors' satisfaction, trust, and loyalty, which are also three important elements in building customer relationships. By analyzing how the web design elements photo, color, visual order, visual complexity and information design/text affect satisfaction, trust and loyalty, the study aims to create an understanding of how a hotel website can affect customer relationships with people belonging to Generation Z. The study was conducted with a qualitative method with semi-structured interviews and a supplementary questionnaire. Six respondents who belong to Generation Z studied two hotel websites where all web design elements were discussed based on satisfaction, trust, and loyalty. The findings in this study show that all web design elements examined are crucial for meeting the visitor's expectations. Thus, it can affect satisfaction, trust, and loyalty, which in turn has an impact on customer relationships.

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