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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.
11

Grundlagen zur methodischen Beurteilung der montagegerechten Produktgestaltung anhand virtueller Werkzeuge

Kneschke, Christoph, Schmauder, Martin January 2012 (has links)
No description available.
12

Additive   manufacturing   of   spare   parts   for   the  mining   industry  a   pilot   study   on   business   impact   from   an   aftermarket   perspective.

Vingerhagen, Kristian, Alfredsson, Julia January 2021 (has links)
The   purpose   of   this   pilot   study   was   to   identify   and   evaluate   different   business   cases   for   Epiroc’s  Parts   &   Services   Division   (PSD)   regarding   the   use   of   additive   manufacturing   (AM),   also   known   as  3D   printing,   for   their   spare   parts   within   the   mining   industry.    This   study   presents   an   approach   for  how   spare   parts   promising   for   AM   can   be   identified   and   shows   the   difficulties   with   AM.   The   study  follows   the   design   research   methodology   (DRM)   standard   for   research   within   product   and   process  development.   Through   interviews   and   literature   searches,   a   "top-down"   approach   was   applied.   A  developed   cost-benefit   model   accompanied   this   approach   and   was   used   to   identify   and   evaluate  potential   spare   parts   for   AM   from   Epiroc’s   current   spare   parts   portfolio.   The   results   were   evaluated  as   promising   for   several   of   the   spare   parts   in   terms   of   reduced   manufacturing,   procurement,   tool  cost,   and   lead   time   reduction,   which   results   in   increased   uptime   for   the   customer.   With   reduced   lead  times,   the   availability   increases   for   the   customer,   who   may   increase   Epiroc’s   sales   and   aftermarket  revenues   in   the   long   run.   There   is   also   great   potential   for   reducing   the   costs   for   warehousing,   where  spare   parts   of   low   demand   can   have   their   stocks   reduced   or   eliminated   by   securing   supply   through  on-demand   manufacturing.   Although   many   exciting   business   cases   have   been   identified   and  evaluated,   it   has   been   acknowledged   that   CNC-machining   in   many   cases   is   the   cheaper   alternative.  Despite   this,   it   is   worth   investing   in   AM   from   a   strategic   point   of   view   as   it   is   seen   as   a   tool   for   the  future.   Before   it   can   be   adopted   and   implemented,   Epiroc   should   do   test   trials   with   companies  offering   AM   services.   These   can   be   used   to   update   and   tune   the   cost-benefit   model   accordingly   to  increase   its   reliability   and   validity.   The   model   could   also   be   developed   further   to   incorporate   AM’s  additional   benefits,   such   as   weight   and   material   reduction   through   design   for   additive  manufacturing   (DfAM). / Syftet   med   denna   förstudie   var   att   identifiera   och   utvärdera   olika   affärsmöjligheter   för   Epirocs   Parts  &   Services-division   (PSD)   gällande   användningen   av   additiv   tillverkning   (AM),   även   känd   som  3D-printning,   för   deras   reservdelar   inom   gruvindustrin.   Denna   studie   presenterar   ett  tillvägagångssätt   för   hur   reservdelar   passande   för   AM   kan   identifieras   och   visar   på   svårigheterna  med   AM.   Studien   följer   "design   research   methodology"   (DRM),   vilket   kan   översättas   till  designforsknings-metodologin,   som   är   vanligt   förekommande   vid   forskning   inom   produkt-   och  processutveckling.   Genom   intervjuer   och   litteratursökningar   tillämpades   en   "top-down"-metod.  Detta   åtföljdes   av   en   utvecklad   kostnadsnyttomodell   som   tillsammans   användes   för   att   identifiera  och   utvärdera   potentiella   reservdelar   för   AM   från   Epirocs   nuvarande   reservdelsportfölj.   Resultaten  utvärderades   som   lovande   för   flertalet   av   reservdelarna   vad   gäller   reducerad   kostnad   för  tillverkning,   inköp,   verktyg   och   minskad   ledtid,   vilket   resulterar   i   ökad   drifttid   för   kunden.   Med  minskade   ledtider   ökar   tillgängligheten   för   kunden,   som   kan   öka   Epirocs   försäljning   och  eftermarknadsintäkter   på   lång   sikt.   Det   finns   också   en   stor   potential   i   att   minska   kostnaderna   för  lagerhållning,   där   reservdelar   med   låg   efterfrågan   kan   få   sina   lager   att   reduceras   eller   elimineras  genom   att   säkra   utbudet   genom   tillverkning   vid   behov.   Även   om   många   intressanta  affärsmöjligheter   har   identifierats   och   utvärderats   har   det   uppmärksammats   att   CNC-bearbetning   i  många   fall   kan   vara   det   billigare   alternativet.   Trots   detta   är   det   värt   att   investera   i   AM   ur   en  strategisk   synvinkel   eftersom   det   ses   som   ett   verktyg   för   framtiden.   Innan   AM   kan   anammas   och  implementeras   bör   Epiroc   göra   testförsök   med   företag   som   erbjuder   AM-tjänster.   Dessa   kan  användas   för   att   uppdatera   och   justera   kostnadsnyttomodellen   i   enlighet   med   detta   för   att   öka   dess  validitet   och   reliabilitet.   Modellen   kan   också   utvecklas   vidare   för   att   införliva   AM:s   ytterligare  fördelar,   såsom   vikt-   och   materialreduktion   genom   design   för   additiv   tillverkning   (DfAM).
13

Development of a Performance Management System Artifact Based on Business Intelligence for SMEs: A Design Science Research Methodology Approach

Seifollahi, Mohammadreza 03 October 2022 (has links)
Although interest in Performance Measurement and Management Systems (PMMS) and their application in various organizations has grown substantially, they are mainly developed for larger companies, and practitioners find it challenging to implement these systems in Small and Medium-sized Enterprises (SMEs). SME characteristics such as limited budget, lack of experience and knowledge, and pace of change usually make it difficult for managers to adopt and use traditional PMMS. One of the solutions to the lack of applicability of PMMS in the SME context is provided by integrating traditional PMMS with Business Intelligence (BI) and Business Analytics (BA) tools and technologies. The main goal of this thesis is to design and evaluate a Performance Management System based on Business Intelligence (PMS-BI) artifact that contains frameworks, architectures, tools and guidelines to help SMEs evaluate their current Performance Management System (PMS), select the most suitable PMS-BI system components, and design their own PMS based on BI. This artifact also guides them throughout the year by providing tools to assess their PMS-BI and maintain it. For this thesis, I applied a Design Science Research (DSR) methodology to collect the relevant information needed in the design step, design and develop the artifact, and evaluate it. I used the case study approach in the design's information collection and artifact evaluation phases. The final artifact consists of an executive document that guides the SME managers to design their own PMS-BI and helps them have a perception of its efficiency. In the data collection phase, I systematically reviewed the relevant literature to understand best practices, then interviewed eleven participants from seven SMEs to find out the gaps and requirements regarding PMS in SMEs. These participants are directly responsible for the PMS in their organization. Then by combining this information, I extracted the PMS-BI features. In the creative process of system design, I used these features to develop the artifact. Then, I presented the results to the same participants in the form of an executive summary. Finally, I used a “usability questionnaire” to understand participants' opinions about the artifact and document their feedback. My research fills the gap in the application of DSR in the PMS artifact development. This thesis helps researchers understand the application of DSR in designing and developing PMS artifacts for SMEs. In addition, the final artifact can be used by SMEs to develop and apply their own PMS-BI.
14

Psychosocial inclusivity in design : a definition and dimensions

Lim, Yonghun January 2018 (has links)
Significant changes in demographics, including a growing ageing population and a larger number of people with disabilities, have made inclusive design an increasingly relevant notion in the design of products, services, and environments. However, there is considerable concern that the concept of inclusive design is rather limited in its current definition and applications and has not yet been thoroughly applied. This is possibly due to the conventional understanding and application of inclusive design, mainly rooted in and focused on physical aspects of inclusion, such as accessibility, usefulness, and usability. This limited focus has led various voices in design academia and industry to speak of the need for further consideration of the psychological and social aspects of inclusive design as the next step to facilitate inclusive design, and make impact. In this research, inclusivity on psychological and social levels, is referred to as "psychosocial inclusivity". The concept of psychosocial inclusivity, including a clear definition thereof and its application, is rather limited in the existing literature. Therefore, this PhD research aims to further explore this concept by establishing a clear definition and the dimensions thereof. In order to achieve this, an initial definition and dimensions of the psychosocial inclusivity in design are established through a critical review of existing literature from both social science and design perspectives. The initial definition and dimensions are then developed, refined, and evaluated through four empirical studies: the Delphi study (expert survey); field study I (ethnographic interviews with mobility scheme users); field study II (ethnographic interviews, creative workshop, and observation of older individuals); and an evaluation study (online survey of design academics and professionals). These studies have been designed based on a triangulation approach in order to enhance the reliability and validity of the outcomes. At the end of this research, the definition and dimensions for psychosocial inclusivity in design (Cognitive, Emotional, Social, and Value dimensions) are proposed. The outcomes of this research can enhance the understanding and knowledge of the concept of psychosocial inclusivity in design. Also, the definition and dimensions can be used by design academics and professionals or third parties to consider psychosocial aspects. The dimensions also can be developed as a complete set of framework or toolkit through further research.
15

The influence of designers' cultural preferences on product concepts

Razzaghi, Mohammad, Built Environment, Faculty of Built Environment, UNSW January 2007 (has links)
Products are designed to satisfy user needs. Thus, industrial designers are expected to have a thorough understanding of user needs and to incorporate those understandings into the design of products; however, it is not a straightforward task for designers to translate their conditional understanding into a product. The gap between product and user can be even wider when latent user needs, such as cultural ones, are calculated into the problem. Therefore the meanings and functions imbued in products by the designer may not be recognized and acknowledged by users, due to the differences in cultural preferences of designers and users from separate cultures. In spite of the fact that user satisfaction has been extensively supported in the design literature, it seems that such an approach allows only a passive role for designers, who actually act as cultural intermediaries; that is, the designers' role is merely presumed to catalyze the process and match user requirements to the end product. Thus, the impact of designers' cultural preferences is considered as incidental, or at least overlooked. A content analysis method was triangulated to collect and analyze diverse visual and textual data relating to the concept generation stage of the product development process. To collect data, professional industrial designers in the two culturally diverse countries of Australia and Iran were recruited to participate in half-hour design exercise sessions to sketch to a design brief, followed by responding to an interview questionnaire. The analysis of data revealed that: (1) designers' cultural preferences do influence their approaches toward tackling the design problem; (2) there are nexuses between the design aspects of the concepts generated and the cultural dimensions of the values of the societies in which the designers were born and has lived, and; (3)potential users can unconsciously comprehend the meaning invested in the product by the designer. This thesis breaks new ground for further advancing the study of the Designer-Precedent Approach (DPA) in other cultural and social contexts, while it challenges the conventional approaches of user-centered design (UCD) broadlyperceived as the ultimate method of incorporating users' wants into products.
16

The influence of designers' cultural preferences on product concepts

Razzaghi, Mohammad, Built Environment, Faculty of Built Environment, UNSW January 2007 (has links)
Products are designed to satisfy user needs. Thus, industrial designers are expected to have a thorough understanding of user needs and to incorporate those understandings into the design of products; however, it is not a straightforward task for designers to translate their conditional understanding into a product. The gap between product and user can be even wider when latent user needs, such as cultural ones, are calculated into the problem. Therefore the meanings and functions imbued in products by the designer may not be recognized and acknowledged by users, due to the differences in cultural preferences of designers and users from separate cultures. In spite of the fact that user satisfaction has been extensively supported in the design literature, it seems that such an approach allows only a passive role for designers, who actually act as cultural intermediaries; that is, the designers' role is merely presumed to catalyze the process and match user requirements to the end product. Thus, the impact of designers' cultural preferences is considered as incidental, or at least overlooked. A content analysis method was triangulated to collect and analyze diverse visual and textual data relating to the concept generation stage of the product development process. To collect data, professional industrial designers in the two culturally diverse countries of Australia and Iran were recruited to participate in half-hour design exercise sessions to sketch to a design brief, followed by responding to an interview questionnaire. The analysis of data revealed that: (1) designers' cultural preferences do influence their approaches toward tackling the design problem; (2) there are nexuses between the design aspects of the concepts generated and the cultural dimensions of the values of the societies in which the designers were born and has lived, and; (3)potential users can unconsciously comprehend the meaning invested in the product by the designer. This thesis breaks new ground for further advancing the study of the Designer-Precedent Approach (DPA) in other cultural and social contexts, while it challenges the conventional approaches of user-centered design (UCD) broadlyperceived as the ultimate method of incorporating users' wants into products.
17

The Quest for the Hydroponic Pepper : Applying Design Research Methodology to Develop Support Tools for Successfully Designing a Post-harvest System for a Plant Factory

Antser, Charlie, Lundvall, Kimmy January 2021 (has links)
The world is facing a food shortage as the world’s population increases and arable land decreases. Despite this, the food industry is wasteful, and 30% - 40% of all produced food is lost before reaching the end consumer. Emerging technologies aim to increase the amount of food that can be grown per m2 or allow the growing of food in climates or on lands previously impossible. Four main farming techniques utilising these emerging technologies are Controlled Environment Agriculture, Hydroponic Farming, Urban Farming and Vertical farming. When used together, these techniques form the basis for what can be called a Plant Factory. Despite the positive effects these technologies have on the production rate, few Plant Factories have managed to achieve profitability. By creating support for developing the post-harvesting system for a plant factory, this thesis aims to aid in the development of profitable plant factories. The thesis uses Design Research Methodology to achieve this aim in three parts. The first part identifies the underlying factors of the post-harvesting system affecting plant factory profitability. The second presents a set of support components that will aid the developers to improve key factors affecting profitability. The third part is a case study where the support components applicability at targeting the key factors are evaluated, and suggestions for further improvements and testing of the support is suggested.  Further, using Design Research Methodology, the methods used to develop support in this thesis are presented to easily be replicated by other researchers to aid them in developing support for other industries and circumstances. The suitability of the developed support was tested using the principles of an initial DS-II. The developed support proved very useful for the investigated case, and with its conditions, the application evaluation was considered a partial success. Two key factors were successfully improved and indicated that the intended support is ready for a comprehensive DS-II. A third support component needs more work to provide the intended support fully. Therefore a second  PS iteration is recommended before a comprehensive DS-II is done to increase its value.
18

Simulace a návrh inteligentních agentů / Simulation and Design of Intelligent Agents

Šperka, Svatopluk Unknown Date (has links)
Conventional method of development which repeats phases of design, implementation and testing is not adequate for systems like intelligent agents for which complex behavior is required but specification is unclear at the beginning of development process. Incremental design of agent's model during simulation seems more suitable for it enables direct feedback in behavioral changes of a system. This interactivity speeds up development process and helps to uncover parts of a space of all models to designer - thanks to new knowledge acquired during simulation. This thesis aims to provide comparison of suitability of two agent architectures and respective platforms in context of SmallDEVS modeling and simulation framework for this methodology of development. First approach is reactive and decentralized subsumption architecture based on DEVS formalism and the second one is PNagent, framework realizing deliberative BDI architecture using Object Oriented Petri Nets.
19

PRODUCT SERVICE SYSTEMS AND MODULAR DEVELOPMENT : Implications and Opportunities in the Construction Equipment Industry / Produkt och Servicesystem med Modulär utveckling : Konsekvenser och Möjligheter i Entreprenad-branschen

Gustafsson, Rikard, Blomqvist, Andreas January 2013 (has links)
Volvo Construction Equipment is considering applying modular design to their organisation in order to constrain the growing intangible information and parts assortment within the company, and as well to enable a rearrangement of production, sales and logistics in the near future of organisational growth and industrial footprint. Hence the purpose of this thesis is to investigate the opportunities and threats of implementing modular design to Volvo Construction Equipment. The analysis is scoped on the generic aspects of modularity and the organisational weaknesses within Volvo CE towards implementing a new organisational structure, product design and production with modular design. Modularity enables the company to move towards decupling the constraints of tangible sales and provides an opportunity to offer Product Service Systems as a Total Solution for each individual customer. By implementing the authors common knowledge and education within engineering revolving tangible and intangible products and services alongside with innovation, together with informal interviews of stakeholders, the results of the thesis was reached. The analysis of the results was reached by implementing Design Research Methodology to the structure of the thesis, research method and interviews made. There is a distinct opportunity for Volvo CE to implement modular design since the informational flows, innovation, research and development is enhanced by a correct modular design. Although there is a distinct risk in changing a well-established product design, development process and organisational structure, the opportunities to create a product service system strategy and to re harvest and recycle value within the company with modularity outweigh the risk. Incomprehension of how to optimize a modular design may amplify the reasons why Volvo CE is considering revising their products and organisation with modularity, thus the authors recommend implementing a generic and specific education in modularity within Volvo CE to ensure a shared language of modularity and enhance traceability of the development within the company. In order to enhance the organisational velocity around development, the authors also recommend a new computer environment which enables the different disciplines of engineering and marketing to modularise the product, services and processes while keeping the comprehension of the subject close to hand. This enables the organisational structure to change and improve towards modular deployment and to further accelerate Volvo CE’s growth, market share and revenue. / Volvo Construction Equipment överväger att tillämpa en modulär design till sin organisation i syfte att begränsa den växande immateriella information och det växande sortiment av delar inom företaget som finns idag. Volvo ser även till möjligheterna med modulär design för att möjliggöra en omflyttning av produktion, försäljning och logistik inom den närmaste framtiden för organisatorisk tillväxt och för att minska det industriella fotavtrycket. Därav syftet med denna uppsats; att undersöka möjligheter och hot för att genomföra modulär design i Volvo Construction Equipment. Analysen är fokuserad på generiska aspekter på modularitet och organisatoriska svagheter inom Volvo CE mot att genomföra en ny organisationsstruktur, produktdesign och produktion med modulär design. Modularitet möjliggör för företaget att gå mot att minska begränsningen av materiell försäljning och ger en möjlighet att erbjuda system med Product och Service lösningar som en helhetslösning för varje enskild kund. Genom att implementera författarnas gemensamma kunskap och utbildning inom teknik roterande kring materiella och immateriella produkter samt tjänster tillsammans med innovation, och med informella intervjuer av intressenter, har resultaten i denna avhandling uppnåtts. Analysen av resultaten uppnåddes genom att implementera metodiken Design Research Methodology till strukturen, forskningsmetod och gjorda intervjuer i avhandlingen. Det finns en tydlig möjlighet för Volvo CE att genomföra modulär design eftersom de informativa flöden, innovation, forskning och utveckling förstärks av en korrekt modulär design. Även om det finns en klar risk i att ändra en väletablerad produkts design, utveckling process och organisations struktur, är möjligheterna i att skapa en produkt strategi med servicesystem och att återvinna återvinna värde i företaget med modularitet väl värt risken. Oförståelse för hur man optimerar en modulär design kan innebära ytterligare risker och förklarar varför Volvo CE överväger revidera sina produkter och organisation med en ny design, och då kanske en modulär struktur. Detta har lett till att författarna rekommenderar att genomföra en allmän och specifik utbildning i modularitet inom Volvo CE för att säkerställa ett gemensamt språk för modularitet och öka spårbarheten av utvecklingen inom företaget. För att öka den organisatoriska hastigheten kring utveckling, rekommenderar författarna också en ny datormiljö som gör att de olika disciplinerna i teknik och marknadsföring ligger närmre till hands för att modularisera produkter, tjänster och processer samtidigt som förståelsen av ämnet blir enklare att uppnå. Detta maximerar effektiviteten i den organisatoriska strukturen för att förändra och förbättra mot en modulär utbyggnad och att ytterligare påskynda Volvo CE : s tillväxt , marknadsandelar och intäkter
20

gestUI: a model-driven method for including gesture-based interaction in user interfaces

Parra González, Luis Otto 13 October 2017 (has links)
The research reported and discussed in this thesis represents a novel approach to define custom gestures and to include gesture-based interaction in user interfaces of the software systems with the aim of help to solve the problems found in the related literature about the development of gesture-based user interfaces. The research is conducted according to Design Science methodology that is based on the design and investigation of artefacts in a context. In this thesis, the new artefact is the model-driven method to include gesture-based interaction in user interfaces. This methodology considers two cycles: the main cycle is an engineering cycle where we design a model-driven method to include interaction based on gestures. The second cycle is the research cycle, we define two research cycles: the first research cycle corresponds to the validation of the proposed method with an empirical evaluation and the second cycle corresponds to the technical action research to validate the method in an industrial context. Additionally, Design Science provides us the clues on how to conduct the research, be rigorous, and put in practice scientific rules. Besides Design Science has been a key issue for organising our research, we acknowledge the application of this framework since it has helps us to report clearly our findings. The thesis presents a theoretical framework introducing concepts related with the research performed, followed by a state of the art where we know about the related work in three areas: Human-computer Interaction, Model-driven paradigm in Human-Computer Interaction and Empirical Software Engineering. The design and implementation of gestUI is presented following the Model-driven Paradigm and the Model-View-Controller design pattern. Then, we performed two evaluations of gestUI: (i) an empirical evaluation based on ISO 25062-2006 to evaluate usability considering effectiveness, efficiency and satisfaction. Satisfaction is measured with perceived ease of use, perceived usefulness and intention of use, and (ii) a technical action research to evaluate user experience and usability. We use Model Evaluation Method, User Experience Questionnaire and Microsoft Reaction cards as guides to perform the aforementioned evaluations. The contributions of our thesis, limitations of the tool support and the approach are discussed and further work are presented. / La investigación reportada y discutida en esta tesis representa un método nuevo para definir gestos personalizados y para incluir interacción basada en gestos en interfaces de usuario de sistemas software con el objetivo de ayudar a resolver los problemas encontrados en la literatura relacionada respecto al desarrollo de interfaces basadas en gestos de usuarios. Este trabajo de investigación ha sido realizado de acuerdo a la metodología Ciencia del Diseño, que está basada en el diseño e investigación de artefactos en un contexto. En esta tesis, el nuevo artefacto es el método dirigido por modelos para incluir interacción basada en gestos en interfaces de usuario. Esta metodología considera dos ciclos: el ciclo principal, denominado ciclo de ingeniería, donde se ha diseñado un método dirigido por modelos para incluir interacción basada en gestos. El segundo ciclo es el ciclo de investigación, donde se definen dos ciclos de este tipo. El primero corresponde a la validación del método propuesto con una evaluación empírica y el segundo ciclo corresponde a un Technical Action Research para validar el método en un contexto industrial. Adicionalmente, Ciencia del Diseño provee las claves sobre como conducir la investigación, sobre cómo ser riguroso y poner en práctica reglas científicas. Además, Ciencia del Diseño ha sido un recurso clave para organizar la investigación realizada en esta tesis. Nosotros reconocemos la aplicación de este marco de trabajo puesto que nos ayuda a reportar claramente nuestros hallazgos. Esta tesis presenta un marco teórico introduciendo conceptos relacionados con la investigación realizada, seguido por un estado del arte donde conocemos acerca del trabajo relacionado en tres áreas: Interacción Humano-Ordenador, paradigma dirigido por modelos en Interacción Humano-Ordenador e Ingeniería de Software Empírica. El diseño e implementación de gestUI es presentado siguiendo el paradigma dirigido por modelos y el patrón de diseño Modelo-Vista-Controlador. Luego, nosotros hemos realizado dos evaluaciones de gestUI: (i) una evaluación empírica basada en ISO 25062-2006 para evaluar la usabilidad considerando efectividad, eficiencia y satisfacción. Satisfacción es medida por medio de la facilidad de uso percibida, utilidad percibida e intención de uso; y, (ii) un Technical Action Research para evaluar la experiencia del usuario y la usabilidad. Nosotros hemos usado Model Evaluation Method, User Experience Questionnaire y Microsoft Reaction Cards como guías para realizar las evaluaciones antes mencionadas. Las contribuciones de nuestra tesis, limitaciones del método y de la herramienta de soporte, así como el trabajo futuro son discutidas y presentadas. / La investigació reportada i discutida en aquesta tesi representa un mètode per definir gests personalitzats i per incloure interacció basada en gests en interfícies d'usuari de sistemes de programari. L'objectiu és ajudar a resoldre els problemes trobats en la literatura relacionada al desenvolupament d'interfícies basades en gests d'usuaris. Aquest treball d'investigació ha sigut realitzat d'acord a la metodologia Ciència del Diseny, que està basada en el disseny i investigació d'artefactes en un context. En aquesta tesi, el nou artefacte és el mètode dirigit per models per incloure interacció basada en gests en interfícies d'usuari. Aquesta metodologia es considerada en dos cicles: el cicle principal, denominat cicle d'enginyeria, on es dissenya un mètode dirigit per models per incloure interacció basada en gestos. El segon cicle és el cicle de la investigació, on es defineixen dos cicles d'aquest tipus. El primer es correspon a la validació del mètode proposat amb una avaluació empírica i el segon cicle es correspon a un Technical Action Research per validar el mètode en un context industrial. Addicionalment, Ciència del Disseny proveeix les claus sobre com conduir la investigació, sobre com ser rigorós i ficar en pràctica regles científiques. A més a més, Ciència del Disseny ha sigut un recurs clau per organitzar la investigació realitzada en aquesta tesi. Nosaltres reconeixem l'aplicació d'aquest marc de treball donat que ens ajuda a reportar clarament les nostres troballes. Aquesta tesi presenta un marc teòric introduint conceptes relacionats amb la investigació realitzada, seguit per un estat del art on coneixem a prop el treball realitzat en tres àrees: Interacció Humà-Ordinador, paradigma dirigit per models en la Interacció Humà-Ordinador i Enginyeria del Programari Empírica. El disseny i implementació de gestUI es presenta mitjançant el paradigma dirigit per models i el patró de disseny Model-Vista-Controlador. Després, nosaltres hem realitzat dos avaluacions de gestUI: (i) una avaluació empírica basada en ISO 25062-2006 per avaluar la usabilitat considerant efectivitat, eficiència i satisfacció. Satisfacció es mesura mitjançant la facilitat d'ús percebuda, utilitat percebuda i intenció d'ús; (ii) un Technical Action Research per avaluar l'experiència del usuari i la usabilitat. Nosaltres hem usat Model Evaluation Method, User Experience Questionnaire i Microsoft Reaction Cards com guies per realitzar les avaluacions mencionades. Les contribucions de la nostra tesi, limitacions del mètode i de la ferramenta de suport així com el treball futur són discutides i presentades. / Parra González, LO. (2017). gestUI: a model-driven method for including gesture-based interaction in user interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/89090 / TESIS

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