• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 11
  • 8
  • 3
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 30
  • 30
  • 9
  • 8
  • 7
  • 7
  • 6
  • 6
  • 5
  • 5
  • 4
  • 4
  • 4
  • 4
  • 3
  • 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.
1

Waste Not, Want Not: A Smartphone Application Designed to Form Sustainable Habits

Buswell, Amy Rose 01 January 2019 (has links)
This paper chronicles the creation of the smartphone application, `Waste Not, Want Not'. The application is designed to create sustainable habits and change wasteful behaviors in order to reduce personal waste production. The paper explores related works in the fields of environmental science, psychology, and computer science. These related studies establish the need for an application focused on personal waste reduction and the means to build such an application. The design process for the application follows User Experience Design's four phases: Research, Sketch, Design, and Evaluation. The target audience for the application is surveyed and imagined. Next, a basic outline of the application's functionality is created. From this outline, a prototype of the application is built. This prototype undergoes usability testing. It ranks above the average for each of the three usability metrics: effectiveness, efficiency, and satisfaction. The paper then explores possible expansions and implementations of the application.
2

Graphic Design and Morale: Helpful Widgets and Worthwhile Distractions for the Masculine Chemo Crowd

Brown, Carrie W 09 April 2015 (has links)
This thesis explores the possibility that graphic design can have a positive impact on the morale of a male undergoing chemotherapy for testicular cancer. The paper explains the concept of “morale,” why it is vital for patients at a cancer infusion center, and subsequently how graphic design can boost morale. The supporting research fostered a socially-responsible design solution—a mobile application that intertwines design, health, and technology. The application is geared to the patient experience. As such, it can reduce anxiety by providing a distraction in the form of entertainment (as well as providing tools and an anonymous connection for the individual patient to a similar patient population). Furthermore, the application is also designed for research purposes by establishing a framework for collecting measurable data. In turn, this data can be used to enhance the chemotherapy experience—thus contributing to a positive impact on the morale of the cancer patient.
3

[en] SEMANTIC MODELING DESIGN OF WEB APPLICATION / [pt] MODELAGEM SEMÂNTICA DE APLICAÇÕES NA WWW

FERNANDA LIMA 13 October 2003 (has links)
[pt] Este trabalho apresenta um modelo para projeto e implementação de aplicações hipermídia no contexto da Web semântica. A partir dos princípios o Object Oriented Hypermedia Design Method, utilizamos as noções de ontologias para definir o modelo conceitual de uma aplicação, estendendo o poder expressivo daquele método. Os modelos de navegação são definidos utilizando-se uma linguagem de consulta que permite referências tanto ao esquema de dados quanto às suas instâncias, possibilitando a definição de estruturas de navegação flexíveis e abrangentes. Adicionalmente, propomos a utilização de estruturas de acesso facetadas para o apoio à escolha de objetos de navegação utilizando múltiplos critérios. Finalmente, apresentamos uma arquitetura de implementação que permite a utilização direta da especificação da aplicação na derivação da implementação da aplicação final. / [en] In this thesis we present a method for the design and implementation of web applications for the Semantic Web. Based on the Object Oriented Hypermedia Design Method approach, we used ontology concepts to define an application conceptual model, extending the expressive power of the original method. The navigational models definitions use a query language capable of querying both schema and instances, enabling the specification of flexible access structures. Additionally, we propose the use of faceted access structures to improve the selection of navigational objects organized by multiple criteria. Finally, we present an implementation architecture that allows the direct use of the application specifications when deriving a final application implementation.
4

User Centered Mobile IntranetApplication Design for Employees in the Field : Creating a concept mobile intranet application for fieldemployees

Schulze, Robin January 2018 (has links)
The intranet usage is continuously growing, but many companies have yet to advanceto mobile intranet solutions for employees who work out in the field. Also due to this,many of the existing mobile intranet solutions are not designed with the field employeesuser experience in mind, who would benefit most from the mobile intranets. In the case ofdesigning for employees in the field, what would the design look like? The objective of this thesis is to find a mobile intranet application concept that furthermostconsiders the field employees user experience. In this thesis, intranet, mobile intranetand design for intranets are investigated. Furthermore in the thesis, guidelines of mobiledesign for iOS and Android are examined. The evaluation of three current mobile intranetapplications are also presented. Ideation sketches, prototypes and a final concept applicationare developed based on interviews, literature and feedback from actual field employees. Theresults includes findings from the interviews, figures of the ideation sketches, illustration ofthe high-fidelity prototype and screenshots of the final concept application. At the end ofthe thesis, the concept application is discussed and problems that arose during the thesisare brought up.
5

Implementujte Android aplikaci pro stahování a poslech audio podcastů / Implement Android Application for Download and Listening to Audio Podcasts

Švehla, Ján January 2016 (has links)
This master's thesis is aimed at the problems and issues which are encountered over the development of application for mobile devices. An application for managing and listening of audio podcasts was chosen to be developed. This thesis will guide the reader through general topics and issues of "User Experience" research, its usage and specification on mobile devices and actual design and the implementation of developed application. Results of this work can be used for the development of applications with respect to user centered design.
6

Sustainability by Design: How to Promote Sustainable Tourism Behavior through Persuasive Design?

Liu, Zhaoran, M.A. 11 July 2019 (has links)
No description available.
7

Enhancing Pupils’ Attitude Towards School Lunch by Designing a User-Friendly Interface

Sjöberg, Pernilla January 2023 (has links)
A hungry student has challenges absorbing knowledge. So, maintaining good habits regarding food is important for their health and education. The objective of this paper is to provide insights into how the content and the usability of an application have an impact on pupils' attitudes toward school lunches. By redesigning the Mitt Käk mobile application, the aim is to make school lunches a more positive experience. The Design Thinking method was used throughout the study, which consists of five phases, empathize, define, ideate, prototype, and test. During the emphasize phase, a survey, focus group, and two stakeholder interviews were held. The define and ideate phases consisted of bringing the data and information into insights and turning these into ideas and solutions. These were brought into the next phase, prototype, in which two prototypes were made, one low fidelity and one high fidelity. They were tested as the next phase, test, instructs. The result from the first phase, empathize, shows that the general impression of the current application is good. It was found that the pupils choose their lunches mainly based on the taste of the food. Other important aspects are the look of the food and its climate impact. The pain point that causes the pupils to feel negative feelings is that the pupils do not think that the pictures of the dishes are realistic and that they would like more information about what they are eating. It has been shown that the gamification feature of the application has increased the pupils' presence in the can-teens and that more pupils are eating the lunch that the school provides. It was noted that the pupils found that gamification also creates an engagement between their friends as well as their attitude toward the dishes. The study's final results confirm that including more gamification features creates a more engaging and positive effect on the pupils. As well as improving functions that have been shown to cause aggravation, and had a positive effect on the pupils. These actions have created a more positive and rewarding experience, that could lead to a more positive attitude toward food.
8

How can graphic design contribute to a better social affinity at the gym?

Zwolski, Alexander January 2016 (has links)
Svenskar lägger årligen tiotals miljoner kronor på gymkort för ett medlemskap som aldrig används. Min hypotes är att det handlar om motivationen med en avgränsning inom välkomnandet samt omhändertagandet för hur man som nybörjare bemöts på gymmen av de som redan är där. En undersökning genomfördes via intervjuer av både medlemmar, anställda samt chefer hos gymkedjorna Friskis och Svettis samt Fitness 24 Seven i Malmö. Komplement till undersökningen kom genom en kartläggning av gymkedjornas anläggningar för att se hur reklam och annan information faktiskt syntes utifrån en medlems perspektiv. En konkurrentanalys av liknande mobilapplikationer genomfördes också. Analysen av materialet resulterade i specifika värdeord med kompletterande fakta vilket blev min röda tråd. Värdeord som Community, Social samhörighet och Gemenskap var ord som präglade mina intervjuer från undersökningen och som blev designprojektets grund. Baserat på denna information designade jag en mobilapplikation vid namn Socify vars syfte är att lösa de sociala problemen som många nybörjare känner och samtidigt knyta samman det med de praktiska och teoretiska kunskapsbristerna som nybörjare oftast besitter. / Swedes spend annually tens of million crowns on gym memberships that are never used. My hypothesis is that it’s about motivation with a demarcation within the welcome and care for how beginners gets treated in the gyms by other members. A survey was conducted through interviews with both members, employees and managers from two gym chains, Friskis och Svettis and Fitness 24 Seven in Malmo, Sweden. A complementary to the survey came through a survey of the gym chains facilities to see how the advertising and other information was perceived by the members. A competitive analysis of similar mobile applications was also conducted. The analysis of the material resulted in specific core values including some additional facts which became my silver thread. Core values such as Community, Social affinity and Fellowship became words that characterized my interviews from the survey and later becoming the foundation for the design project. Based on this information, I designed a mobile application called Socify whose purpose is to solve the social problems that many beginners feel while linking it with the practical and theoretical knowledge gaps that beginners usually possess.
9

Designing Applications for use of NB-IoT

Tengvall, John, Wildmark, Dennis January 2017 (has links)
IoT är en marknad som har växt fort under de senaste åren och skapat sig en egen industri. Kärnan i IoT är internetanslutningen och i många fall är mobil kommunikation den bästa lösningen för en IoT-produkt. Problemet är att det inte finns något självklart val av mobil kommunikation för användning i en IoT-produkt. Den mobila kommunikationsbranschen har reagerat på det nya behovet av mobil kommunikationsstandard för IoT och 2016 släppte 3GPP en ny standard av typen LPWAN kallad NB-IoT. Flera företag verkar för att implementera denna standard, och det finns ett behov av att undersöka hur applikationer kan utnyttja standarden på ett effektivt sätt. Denna uppsats presenterar en jämförelse mellan två applikationer som använder olika ALP, HTTP och CoAP, i en LPWAN-kontext. Resultaten av denna jämförelse visar att det finns mycket att vinna på att välja CoAP istället för HTTP, speciellt i en IoT-miljö som applikationerna presenterade i denna uppsats. Uppsatsen presenterar även en samling egenskaper som en applikation bör ha för att utnyttja en LPWAN-kommunikationsstandard effektivt. / The Internet of Things (IoT) is a market that has grown very fast in the last few years,creating an industry of its own. The core of IoT is the Internet connectivity and many times, the best solution for an IoT device is to use some form of mobile connection to solve this. The problem is that there is no obvious choice of mobile communication standard for use in an IoT device. The mobile communications industry has reacted to this newly emerged need of amobile communications standard designed for the IoT domain and in 2016 the 3rd Generation Partnership Project (3GPP) released a Low-Power Wide-Area Network (LPWAN) type of standard named Narrowband IoT (NB-IoT). Several companies are working on implementing this standard, and there is a need to investigate how applications can utilize the standard effectively. This thesis presents a comparison between two applications using different ApplicationLayer Protocol (ALP)s, Hyper-Text Transfer Protocol (HTTP) and Constrained Application Protocol (CoAP), in an LPWAN context. The results of this comparison shows that there is a lot to gain by choosing CoAP over HTTP, especially in an IoT environment such as the applications presented in this thesis. The thesis also presents a collection of properties that applications should have to use an LPWAN effectively.
10

Campus Information Access Through the Virtual Tour Environment:The UC News Application Design

Pang, Rui 22 August 2022 (has links)
No description available.

Page generated in 0.1173 seconds