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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.
241

Design and Evaluation of a User Interface for a Program, Used in a Flight Test Environment of Electronic Warfare Systems, with Regards to Usability in Terms of Low Error Rate / Design och utvärdering av ett gränssnitt för ett program som används i samband med flygprov och testning av plans EW-system med fokus på användbarhet och låg felfrekvens

Larsson, Elin January 2019 (has links)
In todays society the amount of connected devices are increasing. Many of these devices are in need of an interface to enable interaction with users. These devices are built for solving tasks of varying degree of difficulty and the need for user-friendly interfaces are highly relevant. Errors is one attribute that needs to be considered when creating a user interface. Therefore, this thesis project investigates how one can design and evaluate a user interface, which is used in a flight test environment, with regards to usability in terms of low error rate. Based on requirements gathered in the requirements elicitation process together with inspiration from the anchor-based subgoaling design principle, a low-fidelity and a high-fidelity prototype is created. To evaluate these prototypes user testing together with the thinking aloud technique is used. Data regarding the number of errors made by each user, if they complete a task or not and the users general thoughts of the prototypes are also gathered. The whole process of implementation and evaluation is done in an iterative manner. The results show that the users are satisfied with the interface, complete or partially complete each task, make few errors and can recover from the mistakes they make. Based on the results, a conclusion from this thesis can be drawn that by using an iterative design, creating prototypes inspired by the anchor-based subgoaling design principle and conducting user tests together with the thinking aloud technique one can create and evaluate a user interface with regards to usability in terms of low error rate.
242

Patterns of Trust in Ubiquitous Environments

Biel, Bettina, Grill, Thomas, Gruhn, Volker 08 November 2018 (has links)
In ubiquitous environments, users are exposed to public spaces and places where they are supposed to interact and provide also private information. In order to enhance user acceptance of such ubiquitous appliances they have to be designed to consider trust and trustworthiness already in the design phase. We focus on regarding trust in early phases and provide tools for designers by describing trust issues through patterns which are made available through design repositories. Such patterns help designers of ubiquitous applications to create designs quicker based on the availability of already proven solutions they can rely on.
243

Improving conceptual understanding of statics concepts through tactile feedback tools

Yoselyn Walsh (9706709) 15 December 2020 (has links)
<div>Learning practices in education are constantly evolving to provide high-quality education. One of the trends used to provide high-quality education is incorporating technological tools to teach and learn STEM concepts. Implementing physical manipulative tools and virtual manipulative tools in STEM classrooms positively influenced conceptual learning. Furthermore, visuohaptic simulations are learning tools that combine physical and virtual manipulative affordances in a single learning experience. For investigating the value of visual and haptic feedback in virtual environments, we designed an embodied learning experience where learners used a hands-on tool for learning friction concepts. The theoretical framework of embodied learning guided the design of the learning tools and the research design. The learning tools were visuohaptic simulations and physical manipulative tool. Results suggested no influence in conceptual knowledge of the physical manipulative tool. On the opposite, results suggested a positive influence of the visuohaptic simulation on conceptual knowledge. Moreover, our studies suggested that learners exposed to enhanced visual feedback and haptic feedback used two different mechanisms for improving friction conceptual knowledge. When enhanced visual feedback was activated, learners read the cubes' forces from the computer screen for correcting their answer or reinforce their correct knowledge. When haptic feedback was activated, learners inferred about the cubes' forces from the haptic feedback for correcting their answer or reinforce their correct knowledge. In a sequenced approach of feedback of haptic to haptic + enhanced visual, learners obtained the benefits of the haptic and visual feedback for learning friction. </div><div> </div>
244

Ergonomic posture correction through a camera live feed and its applicability in terms of usability.

El-mir, Yahia, Ivarsson, Jonatan January 2020 (has links)
In this thesis, we summarize our empirical research as well as findings towards an implementation and perception of a live feedback posture correction tool. Our goal is to develop a tool that could help a sedentary user to maintain correct posture without having to evaluate by themselves if their sitting position is ergonomical. The focus of the thesis lies in the identification of a posture recognizing tool, how to make use of the posture recognizing tool to evaluate posture status, and how the user interface should be presented towards the user. We also, based on user experience, focus on the usability in terms of effectiveness, efficiency, satisfaction and user friendliness of said posture correction tool.We chose to evaluate how well 3 different posture detection algorithms would fit our implementation based upon a certain number of criteria. We used the algorithm to get joint position data and drew out vectors between every joint. With our vectors we could calculate the angles between limbs in the human body and by doing so, evaluate if the user has good or bad posture. We conducted experiments on 7 participants towards our system, 3 of them are UX experts and 4 of them had no previous experience in UX design, after each experiment we provided the participant with a survey to share their experiences. The survey was focused on usability and user experiences. We then drew an analysis from our empirical research to form a conclusion.We managed to create a fully functional prototype which accurately could determine the participants posture. Out of our 3 different posture detection algorithms, we selected Openpose. We used their unity plugin and were able to calculate angles between limbs with unity’s built in functions towards vectors. From our testing, we got a lot of useful critique towards how the tool waspresented and explained towards the user, most of the feedback was towards the guidelines of the camera setup and its lack of guidance in that phase. We also received very positive feedback towards the tool and functionality itself, how responsive and accurate the system was for example.We have concluded that even though the tool we developed has some faults from a user perspective, we have come a long way to create something innovative and interesting. If there would be more time and resources to be spent towards the tool, this tool could definitely become big in the ergonomic world.
245

Valuable Visuals : Defining a design space for presenting medical results

Öhlund, Linnea January 2020 (has links)
Information visualization aims at creating visually concrete representations of big and abstract data. Research shows that the subject has good potential when it comes to conveying information within many various sectors. However, there is a scarce range of research defining a design space for information visualization tools with the aim of trying to convey clear and true information that is completely understandable for many different target groups with varying educational background, cognitive state, etc. To explore the gap of such design and the potential that information visualization has towards it, a study was conducted to gather the experience of healthcare practitioners with various experience of examining and presenting results to patients with a certain condition. To gather their opinions and thoughts, semi-structured interviews were used and from the results, four defined design aspects emerged. These four emerged design aspects have potential to work as a base when designing a future design concept.
246

State Prediction for Haptic Remote Teleoperation - A Kalman Filter ApproachState Prognos för haptisk Remote teleoperation – en metod baserad på Kalman-filter / State Prognos för haptisk Remote teleoperation – en metod baserad på Kalman-filter

Rufianto, Muhammad Haky January 2016 (has links)
Teleoperation system is an important tool to control a device or model in an isolated area remotely where the operator cannot perform the task locally. The vast majority of teleoperation systems provides the operator with visual and haptic control to accomplish the assignment as naturally as possible. However, on a teleoperation system with considerable distance, the time delay could cause a drop in performance. This thesis aims to minimize delay problem by implementing a prediction approach using Kalman Filter. Kalman Filter algorithm has been widely used to estimate user movement for tracking systems. Kalman filter provides an efficient mechanism to predict future state based on Bayesian estimation to sequentially predict future states and measure an actual system to update system parameters. The primary objective of this work is to extract information generated by our prototyping model and visualizing the data to reflect the performance of the system. We use Phantom Omni devices and 3D arm as a model. Different type of Kalman filter algorithms is used to test the accuracy and performance of predicted state generated by the filter. The result shows that the implementation of Extended Kalman Filter (EKF) and smoothing function could overcome the networking delay on certain degrees. The comparison shows that the EKF has better accuracy and performance compared to Unscented Kalman Filter (UKF) when estimating the future state. Additionally, the implementation of smoothing function could improve the stability of teleoperation system. / Teleoperation systemet är ett viktigt verktyg för att styra en enhet eller modell i ett isolerat område på distans där operatören inte kan utföra uppgiften lokalt. De allra flesta av teleoperation system ger föraren visuell och haptisk kontroll för att utföra uppdraget så naturligt som möjligt. Men på en teleoperation system med stort avstånd, kan tidsfördröjningen medföra en nedgång i prestanda. Denna avhandling syftar till att minimera förseningar problem genom att implementera en förutsägelse tillvägagångssätt med Kalman Filter. Kalman filteralgoritm har i stor utsträckning används för att uppskatta användarens rörlighet för spårning. Kalman filter ger en effektiv mekanism för att förutsäga framtida stat grundad på Bayesian uppskattningen att sekventiellt förutsäga framtida tillstånd och mäta ett verkligt system för att uppdatera systemparametrar. Det primära syftet med detta arbete är att extrahera information som genereras av vår prototypmodell och visualisera data för att återspegla systemets prestanda. Vi använder Phantom Omni enheter och 3D-arm som en modell. Olika typer av Kalman filter algoritmer används för att testa riktigheten och prestandan hos förutsagda tillståndet genereras av filtret. Resultatet visar att genomförandet av Extended Kalman filter (EKF) och utjämningsfunktionen kan övervinna nätverk dröjsmålsvissa grader. Jämförelsen visar att EKF har bättre noggrannhet och prestanda jämfört med Unscented Kalman Filter (UKF) vid bedömningen av framtida tillstånd. Dessutom, genomförandet av utjämningsfunktionen skulle kunna förbättra stabiliteten hos teleoperation systemet.
247

Digital Literacy Through Design : Self-explanatory Devices by Use of Form

Hylén, Jacob January 2022 (has links)
Everyday technology is easier than ever to use and harder than ever to misuse, for this, we can attribute credits to how user friendly and error-proof minimal and autonomous artefacts are today. However, this puts a significant distance between users and the inner workings of their artefacts, the artefacts have become almost completely opaque black boxes. Users do not know how their artefacts function, and if something breaks, they want to modify them, or they have a need to create something of their own, they do not know how or where to start. This thesis project explores how you might, through the use of design, change user’s attitudes towards tinkering with their technology, by finding out how to make artefacts that can teach about themselves and how they function when being used. The thesis identifies three major factors to take into consideration when designing an artefact with the intention to achieve this. Designers can leverage people’s general preference to teleological explanations, and an artefact’s ability to tell a narrative, to help users create a mental model that reflects the actual events that make the artefact function. Designers can leverage how users use visual clues to make sense of an object and how it interacts with other objects. And designers can also leverage how users often create a metaphorical chain of steps to break down a big process into smaller ones.
248

Streamlining Search User Interfaces on the Smartphone : An Experimental Study of Comparing Different GUI Versions of Karolinska Institutet's Search Solution / Effektivisera sökgränssnitt på smarttelefonen : En experimentell jämförelsestudie av användargränssnitt på Karolinska Institutets söklösning

Annebäck, Jesper January 2015 (has links)
The presentation of the search result information has become more important ever since the rapid development and use of smartphones. This thesis investigated what makes search engine result pages efficient and effective on the smartphone screen. For this thesis an experimental study of Karolinska Institutet’s search solution was executed. Three different versions of Karolinska Institutet’s search engine result pages were developed, by researching potential features that would improve the effectiveness and efficiency. The developed versions were compared to the original search engine result pages through experiments with students from Karolinska Institutet. The quantitative results showed no statistical significance of improvement in effectiveness or efficiency. The qualitative results indicated that categories and summary texts are preferable features in a search GUI in a smartphone. Thus the results were indecisive, the author reflects and provides ideas on how to achieve clearer results. / Hur man presenterar sökresultat har blivit allt viktigare i och med dagens av smarttelefoner. Det här arbetet undersökte vad som gör sökresultatssidor effektiva när man använder en smarttelefon. I arbetet utfördes en experimentell studie av Karolinska Institutets söklösning. Tre olika versioner av Karolinska Institutets smarttelefonsgränssnitt utvecklades genom att undersöka potentiella \emph{features} (funktioner, egenskaper) som förbättrar effektiviteten. De olika utvecklade versionerna jämfördes mot det original som Karolinska Institutet använder idag. Detta gjordes genom experiment med studenter från Karolinska Institutet. De kvantitativa resultaten kunde inte visa på någon statistisk signifikant effektivitetsförbättring. De kvalitativa resultaten pekade på att kategorisering och summeringstexter är föredragna features i ett sökgränssnitt i smarttelefonen.
249

HCI and Interaction Design : In search of a unfied language

Pappas, Hermes January 2011 (has links)
A careful, investigative look at what could be described as “metaresearch” (research on research) within Human-Computer Interaction and Interaction Design reveals that there is an issue regarding the conceptualizing and communication of complex ideas and meanings. The multidisciplinary nature of this field causes confusion and difficulty in expression when disparate terminology from its different fields is used in unison to express ideas unique to it or complex enough to need sketching, gestures or extensive explanation to get the message across. This thesis argues that creating a unified language that can join these forms of expression is something that could potentially solve this issue, and proposes a blueprint of what such a language would look like, backing its claims using literature research and expert interviews.
250

Designing a Precious Key : A First-Person Creation, Exploration and evaluation-process

Lindberg, Martin January 2022 (has links)
The purpose of this project is to explore aspects of a design that makes an electronic key feel precious toa user. The goal is to find information that is useful when designing electronic keys and to serve as partof the research in the project Precious Keys. Several prototypes and designs were created and evaluated,each over a period of several weeks. The designs each had different prominent aspects that were theorisedto carry preciousness and these aspects were analysed during the evaluation process. The designs werethen compared and iteratively improved upon in order to explore each aspect properly. The result showedthat function, visual appeal, fiddle-friendliness, history with the key and friction had the most impact onperceived preciousness. Creating the key with your own hands proved to be the most effective way tocreate preciousness through history. The aspects “unity” and “augmentation” were also discussed butcould not be proven to have an impact on perceived preciousness. In line with presented theories, thisstudy shows clear relations between aspects of design that have a positive impact on the perceivedpreciousness and electronic keys. It is even possible to grade these in terms of most impact to least impact.The study also has shown that first-person research is arguably a good method to research the topic. / Syftet med detta arbete är att utforska designaspekter som gör att en elektronisk nyckel känns värdefull för en användare. Målet är att hitta information som är användbar vid design av elektroniska nycklar och att låta detta arbete fungera som en del av forskningen i projektet Precious Keys. Flera prototyper togs fram och utvärderades, var och en under några veckors tid. De olika utformningarna hade olika framträdande aspekter som enligt teori skulle kunna bidra till att nycklarna skulle kännas värdefulla, och dessa aspekter analyserades under utvärderingsprocessen. Prototyperna jämfördes sedan och förbättrades iterativt för att utforska varje aspekt ordentligt. Resultatet visade att funktion, estetik, hur tillåtande nyckeln var att leka med i handen, erfarenheter med nyckeln samt friktion hade störst inverkan på upplevt värde. Att med egna händer skapa nyckeln visade sig också vara den erfarenhetsaspekt som hade störst inverkan. Aspekterna ”enhetlighet” och ”patina/föråldring” diskuterades också men kunde inte bevisas ha en inverkan på upplevt värde. I enlighet med uppvisad teori är det möjligt att koppla resultatet från denna studie till värdeskapande design-aspekter hos elektroniska nycklar. Det går även att se till vilken grad olika aspekter anses ha en effekt. Studien har även visat att förstapersonsforskning kan användas för att undersöka ämnet.

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