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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.
221

Installationsgränssnitt under Linux och Windows XP utifrån ISO 9241 / Installation interface in Linux and Windows XP on the basis of ISO 9241

Nilsson, Christoffer, Nilsson, Marcus January 2004 (has links)
This thesis investigates how different Linux-distributions installation interface relate to the ISO 9241 standard, parts 12 and 13, and how they relate to the installation interface of Windows XP, with the hypothesis: "There is a Linux-distribution whose installation interface according to applicable HCIrecommendations is equivalent to that of Windows XP." With the checklists provided by ISO 9241 an empirical study has been made, and so comparable measurements of how well the Linux-distributions and Windows XP follows the recommendations of the standard was obtained. By comparing the results from the tests similarities and differences between the installation interfaces can be deducted. As the result and the conclusion shows there are Linux-distributions whose installation interface, according to the applicable HCI-recommendations, are equivalent to that of Windows XP.
222

Design för Flow : En analys av designkriterier för användbarhet

Westin Brahn, Malin, Fälth, Helena, Möller, Helen, Frändberg, Jenny January 2005 (has links)
Human Computer Interaction (HCI) handlar om att utveckla produkter med god användbarhet. Med användbarhet menas att system ska vara lätta att använda och lära. Jakob Nielsen är en av förgrundsfigurerna när det gäller riktlinjer för hur detta ska uppnås. Han har utvecklat tio kriterier som kan användas för att ett så bra system som möjligt ska kunna utvecklas. På senare år har forskare börjat se till, inte bara tekniska aspekter utan även till de känslor som användaren kan tänkas uppleva under det att denna interagerar med en webbsida. Ett flertal forskare har utvecklat teorier kring begreppet Flow. Detta handlar om de känslor som uppstår när en användare till exempel sitter vid datorn. Dessa känslor kan vara tidlöshet, kontroll och fridfullhet som resulterar i att en användare stannar kvar på webbsidan en längre tid. Tiden som en användare spenderar på en webbsida är en viktig aspekt för ett företag som säljer produkter eller tjänster och att designa för Flow kan därför vara en fördel gentemot de företag som inte gör det. Mihalyi Csikszentmihalyi är forskare inom psykologi och var den som grundade begreppet Flow. Det var för ca 15 år sedan han först presenterade sin teori och denna hade han kommit fram till efter att studerat personer som spenderade mycket tid och energi på en aktivitet som inte gav dem någon finansiell vinning utan endast stor tillfredsställelse. Csikszentmihalyi är idag förgrundsfigur inom Flow-begreppet och vi har i detta arbete använt mycket av hans teorier eller andra forskares teorier som grundats på hans forskning. Vår frågeställning i detta arbete handlar om att utvärdera Nielsens tio kriterier för god användbarhet. Tanken är att med arbetet var att dessa ska utvärderas och eventuellt utvecklas. Vi utvärderade Aftonbladets webbsida med hjälp av Nielsens tio kriterier. Därefter fick en grupp respondenter svara på en enkät där frågorna var utformade efter Flow-teorin. Vi kom fram till att vissa av Nielsens kriterier inte behövde omformuleras men ett av dem kompletterades för att passa för Flow. Vi har även identifierat en brist i HCI-kriterierna och därför tillfört ytterligare ett kriterie som vi anser behövs för att underlätta för Flow. / Human Computer Interaction (HCI) is about developing products with good usability. Usability means that systems should be easy to use and learn. Jakob Nielsen is a well renowned scientist when it comes to guidelines and how these should be reached. He has developed ten guidelines for designers to accomplish good usability. In recent years scientists have started to look at, not only the technical aspects, but also the emotions that the user can have during the interaction with a website. Several scientists have developed theories regarding the concept of Flow. This is about the emotions that occur when someone is using a computer. Such emotions can be a lost sense of time, control and peacefulness which results in the user remaining on the webpage during a long period of time. The time a customer remains on a webpage is crucial to a company that is selling products or services and therefore designing with Flow in mind can be an advantage towards companies that has not done this. Mihalyi Csikszentmihalyi is a scientist in psychology and was the one that first came up with the theory about Flow. He first presented it fifteen years ago and the research he made to come up with the theory was to study people that spent a lot of time and energy on activities that did not give them any financial gain but only great satisfaction. Csikszentmihalyi is today a prominent figure in Flow-theory and we have in this essay used a lot of his theories or other scientist’s theories based on his research. Our research questions in this thesis are about evaluating Nielsen’s ten guidelines for good usability. Our purpose is to evaluate and possibly develop these guidelines. We evaluated Aftonbladet´s website using the ten guidelines. Thereafter a group of respondents were asked to answer our survey where the questions were based on the Flow theory. Our conclusion was that several of Nielsen’s guidelines did not need to be reformulated, but one of them however was further developed to also include Flow. We have also identified a gap in the HCI guidelines and therefore added another guideline ourselves that we feel is needed to ease the ability of Flow.
223

What is the Lega? : Exploring the use of a movement-based interactive artifact in an art exhibition

Andrén, Stina January 2011 (has links)
This thesis explores the use of an interactive artifact designed to let friends physically share their experiences with each other in an art exhibition. The device, called “the Lega” is a research prototype designed with an interest in bodily interaction and visitors' interactions in museum environments. The Lega is a handheld device which has an ovoid shape that fits in the palm of a user's hand. By moving and touching the Lega in different ways the users can create tactile traces of their experiences that can be received by their friends.The thesis presents results from a qualitative analysis of material from a user observation conducted with the Lega at the Vårsalongen exhibition at Liljevalchs in the spring 2010. The analysis investigates how the visitors used the Lega in experiencing the art and to express themselves as well as their social behavior around the Lega, and how the Lega became a part of their art hall visit. Findings on different ways that users create an understanding of and finds meaning in an ambiguous artifact are presented, as well as different ways users use the body to establish a relationship with the artifact. Among these findings are those of users inventing a language of movements to express themselves with the Lega and users who mimic art pieces with the Lega.
224

Mobila kartapplikationer : Interaktionselements inverkan på användbarhet

Hammeltz, Mikael January 2010 (has links)
Mobila applikationer har under senare år fått ett allt större användningsområde. En typ av applikation som blir allt populärare är mobila kartapplikationer. Denna uppsats belyser problematik kring mobila kartapplikationer och den brist som idag råder i fråga om att skapa gränssnitt med bra användbarhet till denna typ av applikationer. Uppsatsen identifierar och undersöker interaktionselement som används i två befintliga mobila kartapplikationer genom en kvalitativ studie. En inledande studie genomfördes för att identifiera interaktionselement i två befintliga mobila kartapplikationer; Yahoo! Go och Eniros mobila karttjänst.  Kartapplikationerna testades i en emulator för mobiltelefon av mindre modell eftersom det ansågs vara svårare att uppnå bra användbarhet desto mindre skärmytan i enheten är. Utifrån teori inom området kategoriserades interaktionselement in i fyra områden. Områdena var: navigering, innehåll, layout och feedback. Teorin sammanfattades i en teoretisk referensram. Undersökningen återkopplade även till användbarhet då det i uppsatsens syfte ingick att lyfta fram designriktlinjer, som utifrån användares perspektiv kan göra mobila kartapplikationer mer lätthanterliga. I studien samlades data in genom ett uppgiftsbaserat test där respondenterna uppmanades att tänka högt i syfte att fånga deras känslor kring gränssnittens olika interaktionselement. Det uppgiftsbaserade testet följdes av en intervju, där frågor som återkopplade till interaktionselement och användbarhet i de testade gränssnitten ställdes. Intervjun återkopplade även till de problem och kommentarer som respondenterna yttrat under testet. Resultatet av observationen och intervjuerna analyserades och ställdes mot den teoretiska referensramen och slutsatser kunde dras för hur olika interaktionselement påverkar i fråga om användbarhet i mobila kartapplikationer. De slutsatserna som kunde härledas var bland annat att scroll bör undvikas och att på vilket sätt knappsatsen utnyttjas av systemet påverkar användbarhet. Slutsatserna sammanställdes och presenterades som riktlinjer för att uppnå en högre användbarhet i mobila kartapplikationer.
225

Utvärdering av den auditiva modaliteten i förhållande till grafik i multigränssnittsspelet Sightlence / Evaluation of the auditory modality in relation to the graphic modality of the multi-interfaced game Sightlence

Johansson, Anna January 2014 (has links)
Denna uppsats syftar till att utvärdera ljudmodaliteten i multigränssnittsspelet Sightlence, genom att jämföra gränssnitten grafik mot det grafisk-auditiva gränssnittet. 16 personer har testats och intervjuats i en studie med mixed design. Kvalitativa och kvantitativa datum har använts för att kunna jämföra resultat och upplevelser i spelets två gränssnitt, och för att undersöka om förbättringar skulle kunna göras med avseende på ljudets användbarhet i spelet.Resultaten visar att det inte finns några skillnader mellan de två gränssnitten vad gäller prestation eller underhållningsvärde, vilka mättes kvantitativt. Det visade sig dock att kvalitativa data gav information om att majoriteten av deltagarna upplevde att det var mer underhållande att spela med ljud även om det inte upplevdes som prestationshöjande. Det framgick även att ljudet påverkade spelarna på två olika sätt, några spelare ansåg att ljudet gjorde spelet mer fängslande och att de blev mer fokuserad på spelet, medan andra spelare såg ljudet som ett hjälpmedel som gjorde att de kunde fokusera visuellt på något annat än spelet. En sammanställning av resultaten visar på att spelupplevelse vad gäller ljudfeedback är individuell och att Sightlence som multigränssnittsspel har fördelen att spelaren kan anpassa gränssnittet efter eget önskemål.
226

Att navigera på en kommunal webbplats : – En studie om menystruktur och navigation på Nyköpingskommuns webbplats / Navigating on a municipal website : – A study on menu structure and navigation on Nyköping municipality's website

Karlsson, Jennifer January 2017 (has links)
Websites for municipalities has a wide target audience and therefore the website has to adapt to all involved. This bachelor thesis focuses on the issues that may occur on Nyköping municipality’s website in form of menu structure and navigation. The purpose of this study is to create a development suggestion for Nykoping.se as it shows possibilities in development. With the help of earlier research in navigation on mobile phones, and menu structures in general, multiple analytical tools has conjured in form of the User experience, Human-computer interaction and Usability to help analyze results of this study. In collaboration, methods in the form of user testing and semi-structured interviews later opened up to comparisons. The analysis shows a number of both quantitative and qualitative similarities that conjure into a couple of development suggestions. The proposals implies a menu structure where the user is already able to provide a clear overview of the content of the site in the form of a hierarchical menu from the start page. This means that the user can be able to overcome a large amount of information on the same web page which can benefit the user experience and Nyköpings municipality’s visitors.
227

Non-invasive gesture sensing, physical modeling, machine learning and acoustic actuation for pitched percussion

Trail, Shawn 07 May 2018 (has links)
This thesis explores the design and development of digitally extended, electro- acoustic (EA) pitched percussion instruments, and their use in novel, multi-media performance contexts. The proposed techniques address the lack of expressivity in existing EA pitched percussion systems. The research is interdisciplinary in na- ture, combining Computer Science and Music to form a type of musical human- computer interaction (HCI) in which novel playing techniques are integrated in perfor- mances. Supporting areas include Electrical Engineering- design of custom hardware circuits/DSP; and Mechanical Engineering- design/fabrication of new instruments. The contributions can be grouped into three major themes: 1) non-invasive gesture recognition using sensors and machine learning, 2) acoustically-excited physical mod- els, 3) timbre-recognition software used to trigger idiomatic acoustic actuation. In addition to pitched percussion, which is the main focus of the thesis, application of these ideas to other music contexts is also discussed. / Graduate
228

From tailoring to appropriation support: Negotiating groupware usage

Pipek, V. (Volkmar) 21 January 2005 (has links)
Abstract This thesis contributes to the field of collaborative information systems and Computer-Supported Cooperative Work (CSCW). It extends the notion of technological support for design activities "in use" beyond providing the flexibility to tailor collaborative software, to provide means to support the appropriation process of these tools in their application fields. Two long-term studies on the evolution of usages of collaborative software in a German authority and in a network of freelancers in the field of consulting form the foundation of this work. Based on the experience there, it was possible to identify user activities that drive the appropriation process and to establish a perspective on the appropriation of a Groupware as a social process. Appropriation can be described as a collaborative effort of end users, who perform "appropriation activities" to make sense of the software in their work context. Besides activities to configure the software to fit into the technological, organisational and individual work context of the users ('Tailoring'), there is a larger area of technology-related communication, demonstration and negotiation activities aimed at establishing a shared understanding of how a software artefact works and what it can contribute to the shared work context. The mutual shaping of the technology and organisational contexts resemble an ongoing design process that end users perform largely without any involvement of professional developers. This perspective is the guiding line for developing means for "Appropriation Support", i.e., means to support the appropriation activities that end users perform. To inform the design of appropriation support measures and functions, current approaches that capture the collaborative dimensions of tailoring, and the necessities of 'discourse ergonomics' for technology-related online communication are explored. The trend to work with a tool 'infrastructure' instead of monolithic Groupware tools is a complicating yet important secondary consideration here, since it demonstrates the necessity to offer support 'beyond one tool' to support a use-oriented perspective on appropriation. The resulting idea of 'Use Discourse Environments' as a main concept for appropriation support which captures the activities of communication, demonstration and negotiation as well as the activity of tailoring (where possible) was implemented and evaluated in two prototypes that refer to the application fields of the initial studies. The idea of integrating online discourse, tool representations and tailoring facilities served as a guideline for the use discourse both in an event notification service as well as in the 'Online Future Workshop' that addressed a shared inter-organisational software development infrastructure. Based on the evaluations, design recommendations for appropriation support are made, and the problematic nature of appropriation activities as 'infrastructural work' versus the 'productive work' that end users consider their main area of work is addressed. The thesis concludes with a vision of collaborative software tools that do not only provide their original services, but also address end users as a 'virtual community of technology practice'.
229

Social Cybersecurity: Reshaping Security Through An Empirical Understanding of Human Social Behavior

Das, Sauvik 01 May 2017 (has links)
Despite substantial effort made by the usable security community at facilitating the use of recommended security systems and behaviors, much security advice is ignored and many security systems are underutilized. I argue that this disconnect can partially be explained by the fact that security behaviors have myriad unaccounted for social consequences. For example, by using two-factor authentication, one might be perceived as “paranoid”. By encrypting an e-mail correspondence, one might be perceived as having something to hide. Yet, to date, little theoretical work in usable security has applied theory from social psychology to understand how these social consequences affect people’s security behaviors. Likewise, little systems work in usable security has taken social factors into consideration. To bridge these gaps in literature and practice, I begin to build a theory of social cybersecurity and apply those theoretical insights to create systems that encourage better cybersecurity behaviors. First, through a series of interviews, surveys and a large-scale analysis of how security tools diffuse through the social networks of 1.5 million Facebook users, I empirically model how social influences affect the adoption of security behaviors and systems. In so doing, I provide some of the first direct evidence that security behaviors are strongly driven by social influence, and that the design of a security system strongly influences its potential for social spread. Specifically, security systems that are more observable, inclusive, and stewarded are positively affected by social influence, while those that are not are negatively affected by social influence. Based on these empirical results, I put forth two prescriptions: (i) creating socially grounded interface “nudges” that encourage better cybersecurity behaviors, and (ii) designing new, more socially intelligent end-user facing security systems. As an example of a social “nudge”, I designed a notification that informs Facebook users that their friends use optional security systems to protect their own accounts. In an experimental evaluation with 50,000 Facebook users, I found that this social notification was significantly more effective than a non-social control notification at attracting clicks to improve account security and in motivating the adoption of promoted, optional security tools. As an example of a socially intelligent cybersecurity system, I designed Thumprint: an inclusive authentication system that authenticates and identifies individual group members of a small, local group through a single, shared secret knock. Through my evaluations, I found that Thumprint is resilient to casual but motivated adversaries and that it can reliably differentiate multiple group members who share the same secret knock. Taken together, these systems point towards a future of socially intelligent cybersecurity that encourages better security behaviors. I conclude with a set of descriptive and prescriptive takeaways, as well as a set of open problems for future work. Concretely, this thesis provides the following contributions: (i) an initial theory of social cybersecurity, developed from both observational and experimental work, that explains how social influences affect security behaviors; (ii) a set of design recommendations for creating socially intelligent security systems that encourage better cybersecurity behaviors; (iii) the design, implementation and comprehensive evaluation of two such systems that leverage these design recommendations; and (iv) a reflection on how the insights uncovered in this work can be utilized alongside broader design considerations in HCI, security and design to create an infrastructure of useful, usable and socially intelligent cybersecurity systems.
230

Kansei Engineering Experimental Research with University Websites

Bakaev, Maxim, Gaedke, Martin, Heil, Sebastian 18 October 2016 (has links) (PDF)
This technical report presents the data and some results of the experimental research in the field of Human-Computer Interaction (Kansei Engineering), undertaken jointly by Technische Universität Chemnitz (Germany) and Novosibirsk State Technical University (Russia) in Feb- March 2016. In the experiment, 82 Master and Bachelor students of both universities evaluated 21 website of selected German and Russian universities per 10 emotional and 5 quality scales.

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