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Creating a Graphical User InterfaceTemplate for Izolde : The complete design process, focusing on usability and designAdamek, Michel January 2010 (has links)
<p>The image analysis company Izolde was in need of a user friendly graphical user interface (GUI) to use as a modifiable template to be able to meet a variety of requests and demands from their clientele.</p><p>This paper describes the process of designing such a GUI with respect to theories within human computer interaction and available usability principles and theories.To familiarise and learn about other software on the market a background research was conducted. Wireframes as well as prototypes were created. With the help of recognised usability inspection tools tests were conducted on users with varied degree of computer experience. Test results were the basis for what would be altered and improved in terms of usability on the prototypes.</p><p>The final result is a flexible user friendly GUI in regards to the criteria outlined by Izolde.</p> / <p>Detta examensarbete beskriver tillvägagångssättet i skapandet av en mall till ett användargränssnitt. Ett användargränssnitt är utseendet på ett program som användaren ser och interagerar med på en datorskärm, skärmen på en telefon eller annan typ av skärm. Användargränssnittet är utseendet av en programvara och det användaren visuellt kan tolka. I klartext tillåter ett användargränssnitt en användare att interagera med hårdvara genom inmatning (användarens påverkan på systemet) och utdata (resultat av användarens påverkan).</p><p>Grafiska användargränssnitt skiljer sig från de textbaserade avändargränssnitten som tidigare var dominerande. Textbaserade lösningar känns ofta igen i äldre DOS-program och typiskt hos dessa är textinmatning av diverse kommandon och parametrar som leder till påverkan av systemet. Numer är det de grafiska användargränssnitten som dominerar. Fördelen med dessa är att de bygger på igenkänningsmekanismen hos människans tänkande och att de därför tillåter ett mer intuitivt användande av systemet i och med att de är just grafiska.</p><p>Målet med examensarbetet var att designa en gränssnittsmall åt bildanalysföretaget Izolde. Gränssnittsmallen ska kunna modifieras för att kunna möta Izoldes kunders efterfrågan utifrån den typ av analys de vill kunna genomföra. För att kunna genomföra designprocessen krävdes djupare kunskap i vad användarvänlighet innebär och hur denna skall tillämpas i skapandet av ett grafiskt användargränssnitt. Med hjälp av vedertagna principer och teorier inom användarvänlighet var det möjligt att anta rollen som interaktionsdesigner. Interaktiondesign är en disciplin som definieras som beteendet och interaktionen mellan ett föremål, i detta fall ett grafiskt användargränssnitt, och dess användare.</p><p>För att säkerställa att designprocessen skulle resultera i ett attraktivt och användarvänligt grafiskt användargränssnitt krävdes även att tester utfördes på användare med olika grad av datorkunskap på de wireframes och prototyper som skapades. En wireframe är en tidig skiss av designen på det slutgiltiga grafiska gränssnittet och kan beskrivas som en enkel ritning på ett papper eller en grov skiss skapat med lämplig programvara av vad designers vision av det slutgiltiga resultatet är. Genom att rita skisser skapar designern sig en god uppfattning om hur det grafiska gränssnittet kommer att presenteras i dess slutgiltiga skick. Dessutom är det mycket enklare och snabbare att göra ändringar på en skiss än i ett avancerat program som kräver mer exakt precision. Prototyper är mer sofistikerade versioner av wireframes och skapas i ett senare skede av designprocessen. Prototyper bär också större likheter med den slutliga produkten än wireframes.</p><p>Designprocessen resulterade i ett flexibelt användarvänligt grafiskt användargränssnitt vars karaktär är anpassat i avseende på de kriterier som angetts av Izolde. Förhoppningen är att det skapade gränssnittet kommer kunna användas som en förändringsbar mall till ett gränssnitt som kan anpassas efter de kriterier och önskemål som ges av Izoldes kunder.</p>
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Social Awareness Support for Cooperation : Design Experience and Theoretical ModelsSandor, Ovidiu January 2010 (has links)
This thesis addresses the research question of how social awareness support in computer systems for groups and communities can be designed in a successful way. While the field of human-computer interaction has been working with similar questions for more than 20 years, many aspects of people’s cooperation and the way those should be considered in system design still need further consideration and research. The thesis presents a number of projects where systems for cooperation have been designed for different settings and different kinds of use with a particular interest in social awareness. Drawing from the experiences of the different projects, design sensitivities around awareness, as a central prerequisite for collaboration, are suggested. Another contribution of the thesis is the presentation of a theoretical model for awareness, called Aether, introduced by us a number of years ago. We will discuss the theoretical implications of the model as well as a number of applications of it based on our own work as well as based on the work of other researchers who used Aether, by this providing confirmation of our model. Based on the findings around awareness, the thesis argues for a ‘translucent’ approach to the issue of socio-technical balance that one has to consider in the design process. Instead of trying to understand and model human behaviour or the social organization of cooperation, in order to ‘code’ them into the computer system, this approach advocates for systems that mediate information in a ‘translucent’ way so that people can retain the control of the organization of cooperation in their given context. By using a ‘reflective practitioner’ approach, the thesis discusses how people-centred methods have been used throughout these projects and looks into how awareness could be considered by using these methods. The focus of this investigation is twofold: on one hand to understand how the used methods have influenced our discussion about awareness and on the other hand it aims to address the practitioners of the field by questioning some of the common beliefs in the field. By investigating social awareness support in collaborative systems, the thesis contributes to theoretical arguments in the field of humancomputer interaction, and the area of CSCW in particular, while at the same time it provides the interaction design practitioner with a number of considerations for practical use. / QC 20100913
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Comparing the ‘Tourism Climate Index’ and ‘Holiday Climate Index’ in Major European Urban DestinationsTang, Mantao January 2013 (has links)
Tourism is one of the largest economic sectors globally. It is a climate sensitive sector, with climate being one of the most important attributes for a destination. The Tourism Climate Index (TCI), developed by Mieczkowski (1985), is the most widely used index for assessing a destination’s climatic suitability for general tourist activities. Major deficiencies such as the subjectivity of its rating system and component weightings have been identified in the literature, and the need to develop a new index has been identified by researchers for almost a decade. This study aims to fill the research gap by developing a new index, the Holiday Climate Index (HCI), for the purpose of overcoming the deficiencies of the TCI. The HCI was compared with the TCI in rating both current (1961-1990) and future (2010-2039, 2040-2069 and 2070-2099) climatic suitability for tourism of the 15 most visited European city destinations (London, Paris, Istanbul, Rome, Barcelona, Dublin, Amsterdam, Vienna, Madrid, Berlin, Stockholm, Warsaw, Munich, Athens and Venice). The results were also compared with monthly visitation data available for Paris to assess whether the HCI ratings more accurately represent visitation demand than the TCI. The results show that there are key differences between the HCI and TCI in rating the tourism climate suitability of the selected European city destinations, in particular in the winter months of the northern, western and eastern European city destinations where the performance of the TCI had been questioned in the literature. The comparison with leisure tourist visitation data in Paris also revealed that the ratings of the HCI were more reflective of seasonal pattern of tourist arrivals than the TCI ratings. Because the TCI has been widely applied (15 studies), these findings hold important implications for future research in assessing current and future climatic suitability for tourism.
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The Design of Table-centric Interactive SpacesWigdor, Daniel 26 February 2009 (has links)
The Design of Table-Centric Interactive Spaces, by Daniel J. Wigdor
A thesis submitted in partial conformity with the requirements for the degree of Doctor of Philosophy
Graduate Department of Computer Science, University of Toronto
© Copyright by Daniel J. Wigdor, 2008
Direct-touch tabletops offer compelling uses as direct, multi-touch, multi-user displays for face to face collaborative work. As task complexity and group size increase, the addition to the tabletop of multiple, vertical displays allows for more information content, while reducing the need to multiplex the tabletop display area. We dub such systems table-centric interactive spaces.
Although compelling, these spaces offer unique challenges. In particular, the displays in such spaces are seen by the users at angles not typically found in combination in other environments. First, the viewing imagery shown on a horizontal display by seated participants means that that imagery is distorted, receding away from the users’ eyes. Second, the sharing of information by users sitting around a horizontal display necessitates that on-screen content be oriented at non-optimal angles for some subset of those users. Third, positioning vertical displays around the table means that some subset of the seated users will be looking at those displays at odd angles.
In this thesis, we investigate the challenges associated with these viewing angles. We begin with a examination of related work, including tabletop technology and interaction techniques. Next, we report the results of controlled experiments measuring performance of reading, graphical perception, and ancillary display control under the angles we identified. Next, we present a set of design issues encountered in our work with table-centric spaces. We then review a series of interaction techniques built to address those issues. These techniques are evaluated through the construction and validation of an application scenario.
Through these examinations, we hope to provide designers with insights as to how to enable users to take full advantage of ancillary displays, while maintaining the advantages and affordances of collocated table-centric work.
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Nature et propriétés des espèces en solution dans le système K2O-Na2O-SiO2-Al2O3-H2O-HCI : contribution expérimentalePascal, Marie-Lola 02 March 1984 (has links) (PDF)
ON A ETUDIE LES EQUILIBRES ENTRE DES SOLUTIONS AQUEUSES CHLORUREES OU NON ET DES MINERAUX DU SYSTEME SIO::(2)-AL::(2)O::(3)-NA::(2)O-K::(2)O. LES DONNEES THERMODYNAMIQUES SUR LES PHASES SOLIDES ET LA DISTRIBUTION DES ESPECES ALCALINES ENTRE IONS ET MOLECULES DANS LES SOLUTIONS CONCENTREES DE CHLORURES DE SODIUM ET DE POTASSIUM SONT L'OBJET DE LA PREMIERE PARTIE; LA SECONDE PARTIE TRAITE DE L'IMPORTANCE DES COMPLEXES QUE LES ALCALINS FORMENT AVEC LA SILICE ET SURTOUT L'ALUMINE DANS LE SYSTEME ETUDIE
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Improving expressivity in desktop interactions with a pressure-augmented mouseCechanowicz, Jared Edward 20 November 2008
Desktop-based Windows, Icons, Menus and Pointers (WIMP) interfaces have changed very little in the last 30 years, and are still limited by a lack of powerful and expressive input devices and interactions. In order to make desktop interactions more expressive and controllable, expressive input mechanisms like pressure input must be made available to desktop users. One way to provide pressure input to these users is through a pressure-augmented computer mouse; however, before pressure-augmented mice can be developed, design information must be provided to mouse developers. The problem we address in this thesis is that there is a lack of ergonomics and performance information for the design of pressure-augmented mice. Our solution was to provide empirical performance and ergonomics information for pressure-augmented mice by performing five experiments. With the results of our experiments we were able to identify the optimal design parameters for pressure-augmented mice and provide a set of recommendations for future pressure-augmented mouse designs.
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Mobile Service Design: The effect of platform on the use of online services : A case study exploring uses of Facebook on desktop and a mobile environment.Assim Jalal, Mustafa January 2012 (has links)
Many studies looked at mobile information needs of users and how to support those needs in the mobile platform and the challenges it holds. In this study I tried to take a different approach in arguing that the uses of the services available on the stationary set up are used with different motivations and goals on the various mobile platform context and therefore designing the mobile versions of those require careful considerations of that. I present the results of a study conducted to investigate how the use of Facebook mobile differ over the stationary and mobile platform and use that as an example to elaborate on the design considerations of similar services.
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The Design of Table-centric Interactive SpacesWigdor, Daniel 26 February 2009 (has links)
The Design of Table-Centric Interactive Spaces, by Daniel J. Wigdor
A thesis submitted in partial conformity with the requirements for the degree of Doctor of Philosophy
Graduate Department of Computer Science, University of Toronto
© Copyright by Daniel J. Wigdor, 2008
Direct-touch tabletops offer compelling uses as direct, multi-touch, multi-user displays for face to face collaborative work. As task complexity and group size increase, the addition to the tabletop of multiple, vertical displays allows for more information content, while reducing the need to multiplex the tabletop display area. We dub such systems table-centric interactive spaces.
Although compelling, these spaces offer unique challenges. In particular, the displays in such spaces are seen by the users at angles not typically found in combination in other environments. First, the viewing imagery shown on a horizontal display by seated participants means that that imagery is distorted, receding away from the users’ eyes. Second, the sharing of information by users sitting around a horizontal display necessitates that on-screen content be oriented at non-optimal angles for some subset of those users. Third, positioning vertical displays around the table means that some subset of the seated users will be looking at those displays at odd angles.
In this thesis, we investigate the challenges associated with these viewing angles. We begin with a examination of related work, including tabletop technology and interaction techniques. Next, we report the results of controlled experiments measuring performance of reading, graphical perception, and ancillary display control under the angles we identified. Next, we present a set of design issues encountered in our work with table-centric spaces. We then review a series of interaction techniques built to address those issues. These techniques are evaluated through the construction and validation of an application scenario.
Through these examinations, we hope to provide designers with insights as to how to enable users to take full advantage of ancillary displays, while maintaining the advantages and affordances of collocated table-centric work.
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Emotional design : an investigation into designers' perceptions of incorporating emotions in softwareGutica, Mirela 11 1900 (has links)
In my teaching and software development practice, I realized that most applications with human-computer
interaction do not respond to usersâ emotional needs. The dualism of reason and emotion as two
fairly opposite entities that dominated Western philosophy was also reflected in software design.
Computing was originally intended to provide applications for military and industrial activities and was
primarily associated with cognition and rationality. Today, more and more computer applications interact
with users in very complex and sophisticated ways. In human-computer interaction, attention is given to
issues of usability and user modeling, but techniques to emotionally engage users or respond to their
emotional needs have not been fully developed, even as specialists like Klein, Norman and Picard argued
that machines that recognize and express emotions respond better and more appropriately to user
interaction (Picard, 1997; Picard & Klein, 2002; Norman, 2004). This study investigated emotion from
designersâ perspectives and tentatively concludes that there is little awareness and involvement in
emotional design in the IT community. By contrast, participants in this study (36 IT specialists from
various fields) strongly supported the idea of emotional design and confirmed the need for methodologies
and theoretical models to research emotional design. Based on a review of theory, surveys and interviews,
I identified a set of themes for heuristics of emotional design and recommended future research
directions. Attention was given to consequences; participants in this study raised issues of manipulation,
ethical responsibilities of designers, and the need for regulations, and recommended that emotional design
should carry standard ethical guidelines for games and any other applications. The research design
utilized a mixed QUAN-qual methodological model proposed by Creswell (2003) and Gay, Mills, and
Airasian (2006), which was modified to equally emphasize both quantitative and qualitative stages. An
instrument in the form of a questionnaire was designed, tested and piloted in this study and will be
improved and used in future research.
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Creating a Graphical User InterfaceTemplate for Izolde : The complete design process, focusing on usability and designAdamek, Michel January 2010 (has links)
The image analysis company Izolde was in need of a user friendly graphical user interface (GUI) to use as a modifiable template to be able to meet a variety of requests and demands from their clientele. This paper describes the process of designing such a GUI with respect to theories within human computer interaction and available usability principles and theories.To familiarise and learn about other software on the market a background research was conducted. Wireframes as well as prototypes were created. With the help of recognised usability inspection tools tests were conducted on users with varied degree of computer experience. Test results were the basis for what would be altered and improved in terms of usability on the prototypes. The final result is a flexible user friendly GUI in regards to the criteria outlined by Izolde. / Detta examensarbete beskriver tillvägagångssättet i skapandet av en mall till ett användargränssnitt. Ett användargränssnitt är utseendet på ett program som användaren ser och interagerar med på en datorskärm, skärmen på en telefon eller annan typ av skärm. Användargränssnittet är utseendet av en programvara och det användaren visuellt kan tolka. I klartext tillåter ett användargränssnitt en användare att interagera med hårdvara genom inmatning (användarens påverkan på systemet) och utdata (resultat av användarens påverkan). Grafiska användargränssnitt skiljer sig från de textbaserade avändargränssnitten som tidigare var dominerande. Textbaserade lösningar känns ofta igen i äldre DOS-program och typiskt hos dessa är textinmatning av diverse kommandon och parametrar som leder till påverkan av systemet. Numer är det de grafiska användargränssnitten som dominerar. Fördelen med dessa är att de bygger på igenkänningsmekanismen hos människans tänkande och att de därför tillåter ett mer intuitivt användande av systemet i och med att de är just grafiska. Målet med examensarbetet var att designa en gränssnittsmall åt bildanalysföretaget Izolde. Gränssnittsmallen ska kunna modifieras för att kunna möta Izoldes kunders efterfrågan utifrån den typ av analys de vill kunna genomföra. För att kunna genomföra designprocessen krävdes djupare kunskap i vad användarvänlighet innebär och hur denna skall tillämpas i skapandet av ett grafiskt användargränssnitt. Med hjälp av vedertagna principer och teorier inom användarvänlighet var det möjligt att anta rollen som interaktionsdesigner. Interaktiondesign är en disciplin som definieras som beteendet och interaktionen mellan ett föremål, i detta fall ett grafiskt användargränssnitt, och dess användare. För att säkerställa att designprocessen skulle resultera i ett attraktivt och användarvänligt grafiskt användargränssnitt krävdes även att tester utfördes på användare med olika grad av datorkunskap på de wireframes och prototyper som skapades. En wireframe är en tidig skiss av designen på det slutgiltiga grafiska gränssnittet och kan beskrivas som en enkel ritning på ett papper eller en grov skiss skapat med lämplig programvara av vad designers vision av det slutgiltiga resultatet är. Genom att rita skisser skapar designern sig en god uppfattning om hur det grafiska gränssnittet kommer att presenteras i dess slutgiltiga skick. Dessutom är det mycket enklare och snabbare att göra ändringar på en skiss än i ett avancerat program som kräver mer exakt precision. Prototyper är mer sofistikerade versioner av wireframes och skapas i ett senare skede av designprocessen. Prototyper bär också större likheter med den slutliga produkten än wireframes. Designprocessen resulterade i ett flexibelt användarvänligt grafiskt användargränssnitt vars karaktär är anpassat i avseende på de kriterier som angetts av Izolde. Förhoppningen är att det skapade gränssnittet kommer kunna användas som en förändringsbar mall till ett gränssnitt som kan anpassas efter de kriterier och önskemål som ges av Izoldes kunder.
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