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Keep your screen happy: Improving the usability of screen time tracking appsPacherazova, Milena January 2019 (has links)
The adoption of technology in our daily activities increased the time that we spend in front of the screen and changed the way we communicate and work. In recent years, many big companies started to develop and implement screen time management tools in their products to educate the user on how to improve their digital health. Those tools are an important step in the process, they bring awareness and help the users to change their habits. Several studies have focused on screen time tracking apps but not from the design perspective. Therefore, this thesis aims to explore the design of screen time management apps by developing two prototypes, which were used to evaluate different design elements and features. The results of this thesis present a guideline on how to improve the design of the existing screen time tracking tools and what additional features could be added to fulfil their aim and encourage users to change their behaviour.
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Aplicativo móvel para uma operação de ônibus comandada pelo viajante: um processo de experiência do usuário (UX). / Mobile application for a bus operation controlled by the traveler: a user experience design projewct (UX).Frederico, Claudio de Senna 13 March 2019 (has links)
A dissertação apresenta uma solução para a singular dependência, até hoje, de gestos de mão para se conseguir que o ônibus pare no ponto. É o único transporte coletivo que ainda depende desse método de baixa confiabilidade, que se mostra especialmente problemático no caso de usuários vulneráveis e para todos os usuários nos horários e locais críticos. Ao mesmo tempo, esta solução permite que os ônibus deixem de fazer paradas não solicitadas, aumentando a velocidade comercial. Propõe-se uma solução através do uso de um aplicativo colaborativo em redes de celulares, semelhante ao que já acontece com os taxis. Ao contrário de outros aplicativos, que informam posições e distâncias dos ônibus, esse coordena as ações adequadas a serem tomadas pelos ônibus para o atendimento solicitado. Três alternativas são delineadas para adoção em serviços que estejam especificando novos sistemas, para aqueles que já possuem um controle centralizado antigo e que desejam adaptar esse novo recurso a ele ou os que preferem uma solução paralela simples. Esse último caso também pode ser usado em cidades que sem ter operação controlada e com poucos recursos procuram uma solução barata, mas completa. A provável aceitação pública da proposta é testada sem o desenvolvimento ainda de um protótipo operacional, utilizando técnicas de Projeto de Serviço (Service Design - SD) com grupos de discussão estimulados visualmente para relembrar as experiências de viagem. A utilização desse método simples se prova suficiente para a verificação precoce de desenvolvimento de sistemas que pode - de forma econômica - corrigir enganos antes de maiores investimentos. A proposta, por irradiação voluntária das intenções do viajante, deixando o resto a cargo do sistema de transporte, se alinha à tendência atual de dar maior importância aos sistemas com resultados determinados pelo contexto e intenções dos usuários, ao invés de os que oferecem informações para que ele decida. As aplicações adicionais são inúmeras, já que a solução aqui pesquisada se enquadra numa nova tendência de Resultados por Contexto, em que os serviços se reorganizam à situação (ou intenção) de seu usuário se essas informações forem transmitidas e utilizadas. / The thesis proposes a solution for the unique way in which passengers until now hail buses at stops using hand gestures to try to make them stop. This is the only case in which public transportation riders still depend for service on this undependable method that is especially critical for those with disabilities or all users during stressful conditions or hours. At the same time, the use of the application permits services that halt at all stops to stop doing so resulting in higher commercial speeds. The proposed solution uses a mobile collaborative network like those used for e-Hailing taxis and cars. Different from other solutions that display location and time distances of all buses to passengers, it takes over all actions that are necessary to stop the bus where the passenger has called from. Three development options are outlined for services that are specifying new systems, for those that already have an outdated one and wish to adapt them to include these new functions or those that prefer a simple parallel solution. This last alternative can also be used by cities without centralized bus operation control and counting on limited funds that are looking for a simple and economical but complete solution. The probable acceptance of this application by the public is tested without having to develop a working prototype, by using discussion groups with visual stimulation to develop travel experience recall. The use of this simple method proves itself adequate for early pre-prototype testing of system development which can economically correct major mistakes before greater investments in the project are made. The application, by broadcasting traveler intentions and leaving the rest to the transportation system, is in line with today\'s choice of emphasizing system developments that include context, as well as intentions, in their results instead of search information that is turned over for passenger decision. Many additional applications are possible, as the approach researched agrees with today\'s trend of Results from Context in which services rearrange themselves according to the situation and user intentions if this information is transmitted and used.
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Improving user comprehension and entertainment in wireless streaming media : introducing cognitive quality of serviceWikstrand, Greger January 2003 (has links)
<p>In future mobile networks service quality might be poor. A new measure is needed to be able to assess services in terms of their effectiveness and usefulness despite their lacking visual appeal. Cognitive Quality of Service is a way to measure the effectiveness in use of a networked service.</p><p>This thesis introduces Cognitive Quality of Service and puts it in relation to other ways to measure quality in streaming media. Through four studies the concept is used to improve multicast performance in a WLAN, to assess the effectiveness of simple animations compared to video, to build an application that fuses video and animations and to assess the differences between various levels of streaming video quality.</p><p>Guidelines on how to measure Cognitive Quality of Service are introduced based on a review of available literature and later analyzed in light of the studies presented in the thesis. It turns out that the guidelines are sound and should be used as a basis for assessing Cognitive Quality of Service.</p><p>Finally, the usefullness of Cognitive Quality of Service is analyzed. It turns out that it is especially useful when comparing different media, e.g. animations and video. In the video only case even bit-rate might be a useful predictor of subjective quality.</p> / <p>I framtiden kommer användare att titta på videosekvenser i trådlösa apparater, exempelvis mobiltelefoner. På grund av tekniska faktorer som störningar och på grund av kostnaden för det kommer den kvalitet som de erhåller inte att vara jämförbar med till exempel den kvalitet som kan erhållas när man tittar på tv. Trots det kan man anta att sådan video kan vara intressant och upplysande.</p><p>I avhandlingen introduceras och används begreppet Cognitive Quality of Service (CQoS) - kognitiv servicekvalitet. Begreppet definieras av att den överföring som ger den bästa förståelsen och känslomässiga reaktionen också har bäst CQoS. För att mäta CQoS bör man följa vissa riktlinjer, särskilt som det är svårt att mäta förståelse i samband med att man tittar på video.</p><p>Författaren har tillsammans med medarbetare tittat på hur man kan förbättra förhållandena för själva radioöverföringen (studie I). Genom en algoritm som ger multicast-paket bättre skydd mot kollisioner visas att man kan erhålla förbättrad överföringskapacitet för strömmande video i ett trådlöst nätverk.</p><p>Animeringar är ett alternativ till video som kräver låg bandbredd. I ett experiment har man undersökt hur väl animeringar står sig mot video av olika kvalitet när det gäller att upplysa användaren och ge en bra upplevelse (studie II). Det visade sig att animeringar var bättre för förståelsen medan video gav en bättre känslomässig upplevelse. Vanare åskådare föredrog videon medan ovanare åskådare föredrog animeringarna.</p><p>Frågan som ställdes var då hur man kunde kombinera respektive mediums fördelar för att få en så bra blandning som möjligt. Å ena sidan var animeringarna billiga och lätta att förstå medan videon var dyrare och mer intressant. Ett prototypgränssnitt skapades. Där kunde användaren själv välja vilken mix mellan de två alternativen som skulle visas (studie III). Det visade sig att försökspanelen föredrog video och dessutom ville ha mer information om spelare och match.</p><p>Trots animationernas förträfflighet kan man anta att det ändå är video som kommer att dominera i framtiden. En sista studie genomfördes för att se om man kunde finna liknande resultat vid olika kvalitetsgrader i video som man tidigare hade funnit mellan video och animeringar (studie IV). Det visade sig att så länge man höll sig till ett format var sambanden enklare. Mer var helt enkelt bättre upp till en viss gräns där det inte tillförde mer att öka överföringsresurserna för videon.</p><p>Sammanfattningsvis visar studierna att CQoS kan ge värdefull designkunskap. I synnerhet när man jämför olika presentationsformer som i det här fallet animeringar och video. Nästa steg blir att gå vidare med att applicera CQoS i tvåvägskommunikation, särskilt i Conversational Multimedia (CMM) ungefär bildtelefoni där det är särskilt goda möjligheter att sammanställa en för omständigheterna anpassad mediamix.</p>
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Hybrid Human Agency: A Teleodynamic Socio-Spatial Interaction Model for Emergent Human Agency ArchitectureBoyko, Erik 16 April 2010 (has links)
People relate with one another in space and through imagined and technologically mediated networks. This thesis is concerned with the relationship between these two types of social connections – spatial and network. Spatial connections structure collectives of people in the same place at the same time. Network connections structure relations between people without regard to place or time. Spatial connections are complex, but rigid by nature, while network connections are simple, but flexible. Essential articulations emerge between these two connection types. These articulations create and evolve contemporary socio-spatial systems such as the city, its many places, and groups of people therein. However, the basic human experience of these systems remains largely polarized between spatial and network social practices to the disadvantage of human agency.
This thesis proposes a teleodynamic, socio-spatial interaction model for the articulation of these social practices in human agency architecture. The model is a mobile experience design that functions through people with ‘smart’ mobile devices. It connects them with one another in public place and to global information and communication networks simultaneously. Sociological study informs the model’s design – constraints and conditions for the connection extents and integrity of social interaction. The model supports self-organizing circular relationships between human interaction dynamics and their trace structures based on a methodology for emergence in complex systems. It effects the emergence of the aforementioned socio-spatial, human agency architecture, with great flexibility. The model and architecture together serve to better articulate contemporary spatial and network social practices to the benefit of human agency in urban space.
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Hybrid Human Agency: A Teleodynamic Socio-Spatial Interaction Model for Emergent Human Agency ArchitectureBoyko, Erik 16 April 2010 (has links)
People relate with one another in space and through imagined and technologically mediated networks. This thesis is concerned with the relationship between these two types of social connections – spatial and network. Spatial connections structure collectives of people in the same place at the same time. Network connections structure relations between people without regard to place or time. Spatial connections are complex, but rigid by nature, while network connections are simple, but flexible. Essential articulations emerge between these two connection types. These articulations create and evolve contemporary socio-spatial systems such as the city, its many places, and groups of people therein. However, the basic human experience of these systems remains largely polarized between spatial and network social practices to the disadvantage of human agency.
This thesis proposes a teleodynamic, socio-spatial interaction model for the articulation of these social practices in human agency architecture. The model is a mobile experience design that functions through people with ‘smart’ mobile devices. It connects them with one another in public place and to global information and communication networks simultaneously. Sociological study informs the model’s design – constraints and conditions for the connection extents and integrity of social interaction. The model supports self-organizing circular relationships between human interaction dynamics and their trace structures based on a methodology for emergence in complex systems. It effects the emergence of the aforementioned socio-spatial, human agency architecture, with great flexibility. The model and architecture together serve to better articulate contemporary spatial and network social practices to the benefit of human agency in urban space.
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The Changing Social Experience in World of Warcraft : Social Affordances in World of Warcraft and their impact on the Social Gaming ExperienceGabrielsson, Andree January 2018 (has links)
Design philosophies in MMOs seem to have seen a shift in recent years. What used to be designs for social dependencies and challenging content seems to have become designs for social independence and casual play. This has not gone by unnoticed by communities of players that have gradually increased in size, hoping to find regression in design philosophies for their favorite games. This study combines the social component of Yee’s (2006) model for motivations for online play with Bradner’s (2001) concept of social affordances, and quantitative surveys with qualitative interviews in order to examine how the social player experience in World of Warcraft has changed in relation to changes made to the game. Some of the findings are that the incentives and necessity for socializing with strangers in the game has generally diminished as a consequence of changes made in the game that focus on practical efficiency. External factors that seems to have played a role in these results are age, technological contexts and life contexts of the respondents.
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Rodadas de Interação: um modelo para o projeto de interfaces de websites que potencializem a motivação em interagir / Interaction Rounds: a framework for website interface design to potentialize motivation to interactAndré Pereira das Neves Braz 08 March 2013 (has links)
Este trabalho tem por objetivo propor um modelo de pensamento projetual que oriente o designer de experiências interativas no formato de websites. Baseia-se em um corpo teórico e diretrizes adequadas para estimular a manutenção da
atividade do usuário e o prolongamento da experiência interativa no tempo, aumentando a probabilidade da ocorrência de momentos memoráveis e emocionalmente positivos ao interator, sem prejuízo à usabilidade do sistema. Esta abordagem se afasta do paradigma de projeto voltado para o cumprimento de
objetivos e tarefas, no qual procura-se reduzir o tempo de interação aumentando a produtividade do interator. Ao contrário, aqui se propõe um olhar voltado para o engajamento em uma atividade, sendo esta o fim em si. / This work aims to propose a design thinking framework, able to inspire user experience designers focused in interactive websites. Its based in a body of knowledge and precepts necessary to stimulate and motivate the users to continuously interact, extending the experience in time, thus increasing the odds of
one or more occurrences of memorable and positive moments for the user, with no compromise to good usability. This perspective draws away from the paradigm of an exclusively goal or task-oriented design, in which productivity plays a big role and
usually a smaller period of time is a measure of good usability. Instead, the proposal of this conceptual framework is to provide the designer a new set of lenses that puts the activity in the fore, not as means to an end, but an end itself.
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Användarens önskade upplevelse vid behandling av social fobi med virtual reality / The user's desired experience in treatment of social phobia with virtual realityBergdahl, Jenny January 2018 (has links)
Social fobi är en ångeststörning som i stor utsträckning påverkar livet hos den som är diagnostiserad. Kärnan i social fobi ligger i rädslan att bli granskad och riskera att göra bort sig eller bli förlöjligad. Den behandlingsmetod som visats vara mest effektiv i behandling mot social fobi är kognitiv beteendeterapi (KBT). Det är en tidsbegränsad och nutidsorienterad psykoterapi där patienten lär sig både kognitiva och beteenderelaterade färdigheter som behövs för att denne adaptivt ska kunna fungera i både inter- och intrapersonella världar. I takt med att teknologin utvecklas blir det möjligt att flytta terapin till en virtuell miljö, där patienten kan exponeras för de stimuli som de anser vara ångestframkallande. Denna behandingsform kallas för Virtual Reality Exposure Therapy (VRET) och tar terorier inom KBT och förflyttar dem till en miljö i virtual reality. User experience-mål beskriver den önskade upplevelsen hos användaren när denne interagerar med interaktiva system. UX-mål delas upp i pragmatiska och hedoniska aspekter. Resultatet av studien blev två pragmatiska och två hedoniska UX-mål som beskriver den önskade upplevelsen hos användaren när denne behandlas med VRET mot social fobi. De framtagna målen visar att känslor av kontroll, realism, belöningar och utmaningar är det som användarna anser vara de viktigaste aspekterna när en mjukvara för behandling av social fobi ska designas.
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UX-MOGNAD : Jämförelse mellan UX-mognadsmodeller inom spelindustrin / UX MATURITY : A comparison between UX maturity models in the game industryRunsten, Jacqline January 2018 (has links)
UX-mognad inom företag kan enklast beskrivas som mätningen av användarfokus under utvecklingen av en produkt och inom ett företag. Syftet med denna rapport är att jämföra två UX-mognadsmodeller i praktisk tillämning inom ett spelföretag utifrån aspekterna lätthanterlighet, modellprecision samt tillgänglighet. Nielsens UX-mognadsmodell som kom ut 2006 är utformad för organisationer, medan McAllisters UX-mognadsmodell är specifikt utformad för spelföretag och släpptes 2018. Den praktiska tillämpningen av modellerna bestod av en fältstudie där anställda på spelföretaget intervjuades. Analysen gjordes sedan i två delar. Den första delen var att fastställa spelföretagets UX-mognadsnivå genom användning av modellerna, under denna analys separerades modellerna. Andra analysen var den jämförande analysen mellan de två modellerna ur de tre aspekterna, även under denna analys separerades de två modellerna. Studiens resultat påvisar att McAllister UX- mognadsmodell är bättre på att fastställa spelföretags UX-mognadsnivå ur aspekterna lätthanterlighet och modellprecision, men Nielsens modell är mer tillgänglig. De hinder som stöttes på i studien pekar på att båda modellerna innehåller svagheter som bör förändras för enklare tillämpning i praktiken. Ihop med studiens resultat uppenbarades det även att finns behov för områdesspecificera UX-mognadsmodeller, och att detta skulle leda till enklare tillämpning för företag, organisationer och konsulter.
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Rodadas de Interação: um modelo para o projeto de interfaces de websites que potencializem a motivação em interagir / Interaction Rounds: a framework for website interface design to potentialize motivation to interactAndré Pereira das Neves Braz 08 March 2013 (has links)
Este trabalho tem por objetivo propor um modelo de pensamento projetual que oriente o designer de experiências interativas no formato de websites. Baseia-se em um corpo teórico e diretrizes adequadas para estimular a manutenção da
atividade do usuário e o prolongamento da experiência interativa no tempo, aumentando a probabilidade da ocorrência de momentos memoráveis e emocionalmente positivos ao interator, sem prejuízo à usabilidade do sistema. Esta abordagem se afasta do paradigma de projeto voltado para o cumprimento de
objetivos e tarefas, no qual procura-se reduzir o tempo de interação aumentando a produtividade do interator. Ao contrário, aqui se propõe um olhar voltado para o engajamento em uma atividade, sendo esta o fim em si. / This work aims to propose a design thinking framework, able to inspire user experience designers focused in interactive websites. Its based in a body of knowledge and precepts necessary to stimulate and motivate the users to continuously interact, extending the experience in time, thus increasing the odds of
one or more occurrences of memorable and positive moments for the user, with no compromise to good usability. This perspective draws away from the paradigm of an exclusively goal or task-oriented design, in which productivity plays a big role and
usually a smaller period of time is a measure of good usability. Instead, the proposal of this conceptual framework is to provide the designer a new set of lenses that puts the activity in the fore, not as means to an end, but an end itself.
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