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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.
41

Application Design for the Quantified Pet Domain from a User Centered Design Perspective

de Haan, Sophie January 2018 (has links)
Quantifying personal information is a rapidly emerging lifestyle that has now extended to tracking non-personal information as well. The Quantified Pet (QP) domain enablespet owners to gain insights in their pet’s behavior and wellbeing. This study investigates how to design a QP application using the User Centered Design Method. To gain understanding in the inner drivers that form the human-pet relationship, five dog owners are interviewed. Three inner drivers that trigger interaction are revealed: habits, love and guilt. By surveying 104 users of existing QP applications, this study examined what motivates users to use a pet activity tracker and what sustains this usage. After performing a thematic analysis on this data, it was found that Activities,interest in activity data, and Health, improving and ensuringthe dog’s health, are dominantly portraited in the results. These themes provide the foundation for the establishment of two personas, of which the Health persona is chosen to be the primary design target. Next to user requirements following from the persona design, a heuristic evaluation is performed on one QP application (FitBark) to provide an additional set of design requirements. From these requirements, a design solution is proposed and evaluated amongst ten participants by means of a task list, semi- structured interview and a questionnaire. This revealed high usability for navigation and successful implementation of most requirements. However, design flaws, in specific of data visualization, and some misunderstanding of informational components remain. Future work proposes an improved design and provides additional suggestions for implementation and examination. / Att kvantifiera personlig information är en starkt växande uppkommande livsstil och har nu även utökats till att följa icke-personlig information. Quantified Pet (QP) domänen möjliggör husdjursägare att få insikter i deras husdjurs beteende och välmående. I denna studie undersöks hur en QP-applikation ska designas genom att använda metoden User Centered Design. För att få förståelse för de innersta drivkrafterna till det som formar relationen mellan människa och husdjur blev fem hundägare intervjuade. Tre innre drivkrafter som triggar interactionen klarlades: vanor, kärlek och skuldkänslor. Genom att studera 104 användare av redan existerande QP-applikationer, denna studie undersökte vad som motiverar användare till att använda en pet activity tracker och vad som upperäthåller ett fortsatt användande. Efter att ha genomfört en tematisk analys av denna data visade det sig att Aktiviteter, intresse av aktivitetsdata, och Hälsa, förbättra och säkerställa hundens hälsa är de mest framträdande i resultaten. Dessa teman bidrar till grunden för etableringen av två personas, där personan för Hälsa är vald som primärt mål för designen. Utöver de användarkrav som uppkommit från personadesignen, har en hueristisk evaluering av en QR-applikation (Fitbark) gjorts för att bidra till ett ytterligare antal designkrav. Utifrån dessa krav föreslås en designlösning som evalueras bland tio deltagare genom en uppdragslista, semistrukturerad intervju och frågeformulär. Detta visade på en hög användbarhet för navigering och en lyckad implementation av de flesta av kraven. Dock existerar fortfarande brister i designen, specifikt för datavisualisering och några missförstånd över informationskomponenter. Framtida arbeten föreslår en förbättrad design och bidrar med ytterligare förslag på implementation och examinering.
42

Accessibility in Social Media : Facebook and the Older Adult

Jeansson Hall, Angie, Al-Hadeethi, Arshed, Gustafsson, Jenny January 2024 (has links)
In recent years, there has been a substantial increase in the percentage of seniors using social media, yet few studies have been conducted to understand the challenges underlying social network utilisation by seniors. By understanding what motivates seniors to use social media, the difficulties they encounter while using them and what would be an inclusive social media from their perspective is paramount for designing inclusive user interfaces that suit this growing population. This study explores the accessibility challenges faced by older adults, specifically those aged over sixty, when using social media platforms by focussing on Facebook as a case study. Through a heuristic evaluation and a user study this research assesses Facebook’s compliance with Web Content Accessibility Guidelines (WCAG) and specific usability issues faced by people over sixty. The focus is on understanding the barriers that hinder effective engagement of older adults on social media platforms. Our findings highlight significant areas where Facebook fails to meet accessibility standards, potentially leading to digital exclusion of the elderly. The study also discusses the broader implications of these findings, emphasising the need for more inclusive design practices in social media platforms to accommodate the diverse needs of older adults. This research seeks to contribute to the field of inclusive design and accessibility by providing insights into how social media platforms can become more accommodating and accessible to older users.
43

Resursbesparande mätmetoder inom användbarhet

Johannes, Karlsson January 2010 (has links)
Detta arbete är en jämförande studie mellan mätningar inom användbarhet. Studien jämför en heuristisk utvärdering med ett användartest, med inriktning på ekonomi och resultat. Syftet är att belysa den ekonomiska aspekten mellan de två metoderna. Samtidigt undersöker studien om heuristisk utvärdering är en metod som lämpar sig som beslutsunderlag. Studien är genomförd på ett tryckeri där tryckeriets IT-system har testats och utvärderats utifrån de två metoderna. Studien baseras på kvalitativa och kvantitativa metoder så som strukturerade och ostrukturerade intervjuer, observationer och enkäter.Arbetet behandlar användbarhet som begrepp och metoder för hur användbarhet mäts. Relevant teori presenteras i teoridelen och behandlas i diskussionen. De båda metoderna var relativt lika varandra. Den stora skillnaden ligger i att användartestet gav mätbara resultat medan den heuristiska utvärderingen resulterade i en givande diskussion. Ur ett ekonomiskt perspektiv var den heuristiska utvärderingen betydligt billigare att genomföra. Undersökningen visar att den heuristiska utvärderingen fungerar bra. Dock bör metoden undersökas ytterligare för att styrka påståendet. / Resource-saving methods in usability This essay is a comparative study of measuring usability. The study compares a heuristic evaluation with a usability test, with focus on economy and performance. The aim is to highlight the economic aspect between the two methods, also if the study of heuristic evaluation is a method suitable for decision-making. The study is conducted on a printing company where the company’s IT systems have been tested and evaluated on the basis of the two methods. The study is based on qualitative and quantitative methods such as structured and unstructured interviews, observation and questionnaires.The study deals with usability as a concept and different methods for measuring usability. Relevant theory is presented in the theoretical part and is discussed and addressed in the discussion.Both methods were relatively similar. The major difference is that the user test yielded measurable results, while the heuristic evaluation resulted in a fruitful discussion. From a financial perspective, the heuristic evaluation is significantly cheaper to implement. The study shows that the heuristic evaluation works well. However, the method should be further investigated to prove the claim.
44

Usability and accessibility evaluation of the digital doorway

Adebesin, Tawakkaltu Funmilola 03 1900 (has links)
The Digital Doorway (DD) is a non-standard computer system deployed to promote computer literacy amongst the underpriviledged communities in South Africa. Since its inception there has been no usability evaluation of the software installed on the DD. This study investigate the applicability of standard involved two cycles of design research phases to develop a set of multi-category heuristics for evaluating a selection of interfaces and applications installed on the DD. The heuristic evaluation method was found to be an appropriate method for the evaluating the usability of the software as well as the direct accessibility support provided on the DD. As a triangulation exercise the heuristic evaluation was complementary role of using a combination of evaluation methods. / Computing / M. Sc. (Information Systems)
45

The Evaluator Effect in Heuristic Evaluation: A Preliminary Study of End-users as Evaluators

Weinstein, Peter 27 November 2012 (has links)
Heuristic Evaluation (HE) is a popular usability inspection method. Yet little is known about the effect the evaluators have on the outcome of HE. One potentially important feature of evaluators is their end-user status, that is, whether or not they are end-users for whom the interface is designed. I completed a detailed review of the HE literature, combined sources, developed an explicit method for conducting an HE and trained HE novices from different work domains using it. Using these methods I conducted a preliminary randomized crossover study (n=6) of the effect of end-user status during the inspection and merging stages of HE. I estimate a larger study of approximately 148 end-users would be needed to test hypotheses regarding end-user status. I demonstrated a novel measure of the effect of end-user status for the merging stage of HE, which I called the measure of matching similarity (MMS).
46

The Evaluator Effect in Heuristic Evaluation: A Preliminary Study of End-users as Evaluators

Weinstein, Peter 27 November 2012 (has links)
Heuristic Evaluation (HE) is a popular usability inspection method. Yet little is known about the effect the evaluators have on the outcome of HE. One potentially important feature of evaluators is their end-user status, that is, whether or not they are end-users for whom the interface is designed. I completed a detailed review of the HE literature, combined sources, developed an explicit method for conducting an HE and trained HE novices from different work domains using it. Using these methods I conducted a preliminary randomized crossover study (n=6) of the effect of end-user status during the inspection and merging stages of HE. I estimate a larger study of approximately 148 end-users would be needed to test hypotheses regarding end-user status. I demonstrated a novel measure of the effect of end-user status for the merging stage of HE, which I called the measure of matching similarity (MMS).
47

Evaluating the Usability and Usefulness of an E-Learning Module for a Patient Clinical Information System at a Large Canadian Healthcare Organization

Dafalla, Tarig Dafalla Mohamed 03 September 2013 (has links)
Alberta Health Services (AHS) has introduced e-learning for health professionals to expand their existing training, offer flexible web-based learning opportunities, and reduce training time and cost. This study is designed to evaluate the usability and usefulness of an e-learning module for a patient clinical information system scheduling application. A cost-effective framework for usability evaluation has been developed and conceptualized as part of this research. Low-Cost Rapid Usability Engineering (LCRUE), Cognitive Task Analysis (CTA), and Heuristic Evaluation (HE) criteria for web-based learning were adapted and combined with the Software Usability Measurement Inventory (SUMI) questionnaire. To evaluate the introduction of the e-learning application, usability was assessed in two groups of users: frontline users and informatics consultant users. The effectiveness of the LCRUE, CTA, and HE when combined with the SUMI was also investigated. Results showed that the frontline users are satisfied with the usability of the e-learning platform. Overall, the informatics consultant users are satisfied with the application, although they rated the application as poor in terms of efficiency and control. The results showed that many areas where usability was problematic are related to general interface usability (GIU), and instructional design and content, some of which might account for the poorly rated aspects of usability. The findings should be of interest to developers, designers, researchers, and usability practitioners involved in development of e-learning systems. / Graduate / 0769 / 0984 / 0541 / tdafalla@uvic.ca; tdafalla@gmail.com
48

Usability and accessibility evaluation of the digital doorway

Adebesin, Tawakkaltu Funmilola 03 1900 (has links)
The Digital Doorway (DD) is a non-standard computer system deployed to promote computer literacy amongst the underpriviledged communities in South Africa. Since its inception there has been no usability evaluation of the software installed on the DD. This study investigate the applicability of standard involved two cycles of design research phases to develop a set of multi-category heuristics for evaluating a selection of interfaces and applications installed on the DD. The heuristic evaluation method was found to be an appropriate method for the evaluating the usability of the software as well as the direct accessibility support provided on the DD. As a triangulation exercise the heuristic evaluation was complementary role of using a combination of evaluation methods. / Computing / M. Sc. (Information Systems)
49

Desenvolvimento de um protótipo lo-fi de repositório de objetos de aprendizagem com utilização do Método de Bruno Munari

Ieiri, Aline Yuri January 2016 (has links)
Orientadora: Profa. Dra. Juliana Cristina Braga / Dissertação (mestrado) - Universidade Federal do ABC, Programa de Pós-Graduação em Ciência da Computação, 2016. / Objetos de Aprendizagem (OAs) são recursos educacionais digitais ou não que possibilitam apoiar o processo educativo, tendo como sua característica principal, a reusabilidade. Eles podem ser encontrados em Repositórios de Objetos de Aprendizagem (ROAs), definidos como bibliotecas digitais aonde são armazenados, catalogados e disponibilizados. Problemas de usabilidade nestes repositórios, podem ser empecilhos que inviabilizam a possibilidade de reúso dos OAs por parte dos usuários finais docentes. Um desses problemas, está relacionado ao design de interface de usuário de alguns ROAs, ser pouco intuitivo. Este trabalho apresenta 3 métodos que viabilizam a detecção de problemas de usabilidade e como propor baseando-se em alguns resultados, um protótipo Lo-fi de interface de usuário intuitiva e amigável. A Revisão Sistemática (Método 1) foi realizada com o objetivo de identificar os problemas de usabilidade em diversos ROAs. O Método 2, Avaliação Heurística, foi realizada com especialistas de IHC em busca de observar os problemas e dificuldades na interação com 3 ROAs: Ariadne, BIOE e MERLOT. O Método 3, consiste em aplicar métodos da área de Design para propor o visual estético de um protótipo Lo-fi, sendo esta, a etapa final. Foram identificados durante e após a Revisão Sistemática, que muitos problemas de usabilidade são relacionados ao design da interface do usuário e também com os sistemas implementados nesses ROAs. Os resultados obtidos na Revisão Sistemática Avaliação Heurística foram importantes para obter dados que agregassem informações relevantes em relação à usabilidade dos ROAs escolhidos para análise, além de ser possível propor checklists de usabilidade para ROAs. Foram aplicados métodos da área do Design para a concepção do protótipo Lo-fi, entitulado de OAS PARA VOCÊ. Sugere-se realizar posteriormente, a validação das checklists de usabilidade para ROAs e a implementação do OAS PARA VOCÊ. / Learning Objects (LOs), are digital or non digital educational resources which can support the educational process, presenting as a main characteristic, its reusability. The can be found in Learning Object Repositories (LORs), which can be defined as digital libraries where stores, catalogs and makes them available. Usability issues in these repositories may be possible obstacles which can make the possibility of reuse, very difficult for the end users, the teachers. One of these issues, is related to the fact that some user interface design presented in some LORs, aren¿t intuitive. This work presents three methods which enable the usability issues detection and how to propose result based, an intuitive and user-friendy Lo-fi prototype. The Systematic Review (Method 1) was performed aiming to identify usability issues in several LORs. Method 2, Heuristic Evaluation, was held with HCI experts, trying to observe issues and difficulties while interacting with 3 LORs: Ariadne, BIOE and MERLOT. Method 3, consists in applying methods from the Design¿s field aiming to propose visual aesthetics of Lo-fi prototype, this is the work¿s final step. Were identified during and after the Systematic Review, that many usability issues were related to user¿s interfaces and also within the systems implementation in these LORs. The results obtained in the Systematic Review and Heuristic Evaluation were important to get data which could add up relevant information related to the usability in those chosen LORs for analysis, in addition, was possible to propose usability checklists for LORs. For the Lo-fi prototype¿s (entitled OAS PARA VOCÊ) conception, were applied methods from the Design¿s field. It is suggested to put into practice in the future, the validation or the usability heuristics for LORs and the implementation of the OAS PARA VOCÊ.
50

Fruit and Vegetable Identification Using Machine Learning

Olsson, Adam, Femling, Frida January 2018 (has links)
This report describes an approach of creating a system identifying fruit and vegetables in the retail market using images captured with a video camera at- tached to the system. The system helps the customers to label desired fruits and vegetables with a price according to its weight. The purpose of the sys- tem is to minimize the number of human computer interactions, speed up the identification process and improve the usability of the graphical user interface compared to existing systems. To accomplish creating a system improving these properties, an idea of implementing machine learning to identify the products aroused. Instead of assigning the responsibility to the user, who usually iden- tify the products manually, the responsibility is given to a computer. To classify an object, different convolutional neural networks have been tested and retrained. The networks have been retrained on data sets collected from ImageNet. To improve the accuracy, the networks have also been retrained on images where the background environment is similar to the environment the networks are supposed to perform in. The networks tested in this report are MobileNet and Inception. The networks have different propagation time and varies in accuracy. MobileNet performs the classification about seven times faster than Inception, but Inception gives more accurate results. To improve the systems further, usability testing has been performed on the graphical user interface of existing system and resulted system. To test the usability, a heuristic evaluation has been performed in combination of a second test produced by the authors. The tests concluded that the resulted system was more user friendly compared to existing systems. The hardware of the system constitutes of a Raspberry Pi, camera, display, load cell and a case. The software includes Python-code to label an image, a graphical user interface to interact with the user and a server created with Node.js. The graphical user interface has been programmed with JavaScript supplemented with the React library. To conclude, implementing convolutional neural networks to classify images and developing a new user interface resulted in a faster identification process together with fewer usability flaws.

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