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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.
381

Understanding Digital TabletopUser Sessions through Log Files

Svensson, Cassandra January 2022 (has links)
The purpose of this study was to investigate what useful and meaningful interaction patterns that could be found in raw log files from a digital tabletop at a museum exhibit and what they could tell about the users’ experiences interacting with the digital tabletop. The data was collected during a period of four and a half month. The data was processed and interpreted by a custom made parser programmed in Python. The interpretations are based on previously well-used and proven measures of visitor attention at museum exhibits. According to the parser, the data consisted of 2686 user sessions, which are spread out over the data collection period. The results of those sessions are consistent with ones from a shorter observational study conducted to validate the results from the parser. The output from the parser was analyzed by answering three questions regarding the possibility to predict the length of a user session based on what was happening during the first or last seconds of a session or based on what was happening during a whole session. To calculate this, multiple linear regression with Bootstrap through the backward method was used on the three different data sets. The results showed that there are interactions that happen during a session that seems to indicate how long the session will become. Nothing conclusive could be said about predicting the session duration from the log data because there was no clear linear relationship between the chosen predictor variables and the session duration. That being said, the study showed that it is still possible to find meaningful user patterns in raw data files that can be used to gain an understanding of the user experiences when interacting with the digital tabletop.
382

Design explorations for more efficient data filtering interaction principles in VR for map based information visualizations

Fridh, Gustav January 2018 (has links)
When using web interfaces to filter data on map-based visualizations, filtering interfaces tend to acquire space that otherwise could be used by the visualization. This study examines how to make use of virtual reality's strengths to design more efficient data filtering interaction principles for map-based visualizations. To do this, a virtual reality application was developed and tested on 19 subjects performing 9 predetermined tasks. Qualitative data was gathered through semi-structured interviews and observations along with quantitative data derived from logging user interactions. These results were compared to a control study with subjects using an already existing web based filtering interface. Results indicate that using some of virtual reality's strengths such as 3D space, two-hand interaction and body movement when designing filtering interfaces can increase efficiency of data filtering interactions on map-based visualizations. The main advantages of interfaces like these seems to be that the strengths of virtual reality provides room for efficient solutions to observe and filter data simultaneously.
383

Adequate Usability for Simplifying Complex User Interfaces while Maintaining Functionality / Adekvat Användbarhet för Simplifiering av Komplexa Användargränssnitt med Bibehållande av Funktionalitet

Lundmark, Jonathan, Lundgren, Simon January 2018 (has links)
Complex interfaces can be subject to inferior usability, encompassing difficulties- to learn and handle them as well as deficient recovery from erroneous usage. This thesis seeks to establish potential measures employable to reduce the complexity of an interface, without negatively impacting functionality. Adequate usability is furthermore the highlighted stance from which to pursue potential solutions. Related research presented applicable knowledge in terms of clarifying usability aspects to consider when analyzing as well as designing a complex interface. Previously employed evaluation methodologies for interfaces with successful outcomes were additionally reviewed. Evaluation strategies for relevant surveys, prototypes and tests were consequently established. Succeeding literature studies, the design process of proposing an interface assembly was separated into three core phases. Initially, an interface subject to appropriate complexity was procured and investigated. The investigation resulted in an interactable prototype suitable for evaluation. Evaluation results from the prototype furthermore emitted the basis from which an actual interface implementation was developed. The accumulated results from each design phase in conjunction with acquired design knowledge, ultimately formed a set of proposed design guidelines about element distinguishment, designing for intuition and flattening of nested layers. The conducted design phases were concluded to incrementally have simplified a complex interface and substantially heightened usability. The constraint of maintaining functionality while reducing complexity, was exceeded by instead heightening functionality. Established and employed design guidelines, were concluded to correlate with the proven increase in usability heuristics and performance. However, which guidelines having a more drastic impact than others were inconclusive and subsequently proposed for future work to analyze further in order to potentially prioritize design considerations. / Komplexa gränssnitt kan vara föremål för undermålig användbarhet. Svårigheter kan förekomma inom deras hantering och lärbarhet, men det finns även en ökad risk för deficit återhämtning från felaktigt användande. Denna studie avser etablera potentiellt implementerbara medel för att minska komplexiteten hos ett gränssnitt, utan att negativt påverka dess funktionalitet. Adekvat användbarhet är den utsedda grundställningen varifrån potentiella lösningar sökes. Relaterad forskning presenterade applicerbar kunskap i form av förtydliganden för aspekten användbarhet att beakta vid analys och design av komplexa gränssnitt. Tidigare implementerade utvärderingsmetoder för gränssnitt med lyckade utfall undersöktes därefter. Utvärderingsstrategier för relevanta frågeformulär, prototyper och tester etablerades följaktligen. Nästföljande litteraturstudier, planerades designprocessen att föreslå ett utvecklat gränssnitt till tre huvudfaser. Inledningsvis införskaffades ett gränssnitt med lämplig komplexitet för inspektion. Utredningen resulterade i en interagerbar prototyp passande för utvärdering. Utvärderingsresultat från prototypen utgjorde följaktligen grunden för en slutgiltigt utvecklad implementation. De ackumulerade resultaten från varje designfas kombinerat med inhämtad designkunskap, formade slutligen en uppsättning föreslagna designriktlinjer om särskiljning av element, design gentemot intuition och sammanfogning av nästlade lager. Designfaserna konkluderades till att stegvis ha minskat ett gränssnitts komplexitet och påtagligt ökat dess användbarhet. Begränsningen att bevara funktionalitet vid minskningen av komplexitet, överträffades istället genom att höja funktionaliteten. Etablerade och tillämpade designriktlinjer summerades till att korrelera med ökningen av heuristik inom användbarhet och prestanda. Vilken riktlinje vars påverkan var mer drastisk än andra var dock ovederhäftigt, således föreslogs en framtida vidareanalys för ett potentiellt utfall av prioriterade designriktlinjer att överväga.
384

Interrupting prolonged sitting behavior with gamification: Mobile adaptation of the break reminder desktop app Liopep / Att avbryta långvarigt sittbeteende med gamification: Mobilanpassning av pauspåminnelse-skrivbordsappen Liopep

Hernandez Cerutti, Angelica Caridad January 2023 (has links)
The present work aims at guiding the design transition of the break reminder desktop application Liopep to a mobile platform. The goal is to improve and adapt the gamified intervention to address sedentary behavior at an organizational level. Addressing sedentary behavior at the workplace is crucial given the evidence that prolonged sitting periods are associated with a variety of metabolic health problems. Consequently, mobile based interventions appear to be a promising avenue for behavior change techniques allowing companies to stay up to date with competitive demands. The study began with a preparation phase involving analysis of the desktop application, interview with the client and examination of the relevant theoretical frameworks used to identify strategies for the intervention. Through an iterative approach, the initial insights and theoretical strategies were applied to prototype the mobile app. The first iteration included a client feedback while the second incorporated a user evaluation. The user evaluation involved test tasks, a feedback questionnaire and the System usability scale (SUS) test. Although the study is conducted on a relatively small scale, the feedback on the gamified system's improvement and adaptation was positive and demonstrated a good overall usability of the app. In conclusion, the integration of theoretical strategies, client feedback and user evaluation showed to contribute to the transition of the app, enhancing flexibility, accessibility and functionality. The study outlines practical design techniques based on theoretical models of motivation, behavior change and persuasive system principles.
385

Requirements of a dairy farm owneron a organizational software tool : Using interaction design to design and evaluate aprototype of an organizational tool for dairy farmers

Zetterman, Ellinor January 2023 (has links)
This study was conducted in collaboration with Agricam, a Swedish agritech company thatdevelops digital solutions to monitor animal health on dairy farms. The purpose of the study is toexamine the requirements dairy farmers have for a new digital planning tool Agricam isdeveloping, and to develop a design proposal that accommodates these requirements. Additionally,the study also aims to examine whether or not both the requirements of Agricam and those of theircustomers can be met simultaneously. The following research questions are posed: “What needsand requirements do dairy farmers have for a desktop-oriented organizational software tool?”,“How can interaction design be used to design a product that meets these needs andrequirements?”, and “Can interaction design be used to accommodate these needs andrequirements while still complying with stakeholder demands?” Through a case study of a singleSwedish dairy farm, requirements were identified and incorporated into a digital prototype usinginteraction design, mental models, and gestalt principles. The prototype was evaluated through afeedback interview with the dairy farm owner, as well as through a heuristic analysis. Theevaluation showed that the prototype sufficiently fulfilled the requirements of the dairy farm ownerwhile maintaining the requirements placed upon the planning tool from the stakeholder Agricam.
386

Digital Third Place for older adults after the Covid-19 pandemic

Toumpin, Alexandros January 2023 (has links)
No description available.
387

Human-Centered Computing, Online Communities and Virtual Environments

Brown, J.R., van Dam, A., Earnshaw, Rae A., Encarnacao, J.L., Guedj, J.L. January 1999 (has links)
No
388

Measuring of Wearable Haptic Interaction : Design and Characterization of novel 3D structured Electronic Skin

Nordström, Jesper January 2022 (has links)
Haptic garments provide a medium for generating mediated social touch. Though,not everything is understood about how the forces from the haptic garments affect theusers. To better understand how the haptic garments impact the user, the first step is tomeasure the forces from the haptic garment. Therefore, this thesis created two electronicskins with a novel 3D structure to detect and measure the normal and shear forces thatthe haptic garments exert and some social touch gestures. Both E-skins differed in size andsensing material, one used Force Sensitive Resistors and the other used Velostat and coppertape. The different sensors were evaluated and it was concluded that the Force SensitiveResistors E-skin experienced less hysteresis and was more stable than the Velostat E-skin,two characteristics found to be important for haptic garments measurements. Though, theVelostat E-skin shows potential for its novel shear force distinction. The potential of theE-skin motivates further development and research in the area of 3D structured E-skins.
389

Consistency, Efficiency, and Scalability in Design Systems: A Comparative Analysis of Material Design, Apple's Human Interface Guidelines, and IBM Design Systems.

Visnapuu, Kaspar January 2023 (has links)
This research paper aims to answer the question: 'How do Material Design, Apple's Human Interface Guidelines, and IBM Design Systems compare in terms of factors contributing to Consistency, Efficiency, and Scalability?' By employing a comparative analysis, this study offers valuable insights into the design systems. Conducting a thematic analysis of an autoethnographic journal, the findings provide a comprehensive look into the dynamics of Material Design, Apple’s Human Interface Guidelines, and IBM Design Systems. A thematic analysis, paired with the perspective of Activity Theory, reveals a unanimous priority towards consistency across the systems. Yet, this often comes at the expense of potentially stifling designers' creative freedom. While each system boasts unique efficiency strategies, there's an overarching concern about generic solutions that might overlook specific user needs. Their adaptability to the fast-paced tech world underscores their scalability, but evolving designs may alienate users acquainted with older interfaces. Beyond these systems, the broader design community, encompassing designers to end-users, finds its practices and trends shaped by them. Delving deeper through an autoethnographic lens, the study offers a personal touch, spotlighting the profound societal ripple effects of design choices. Ethical quandaries emerge, pondering the balance between inclusivity and unintentional biases. In conclusion, while the research illuminates critical facets of these design systems, it also emphasises the fluidity of design perceptions and the importance of reflection in both design and research practices.
390

Att våga handla online: ”Får man prata med någon så vet man ju att det blir rätt” Övertalande systemdesign för att leva upp till konsumentbehov: information, inspiration och trygghetskänsla / Dare to shop online: "If you can talk to someone, you know it will be right" Persuasive system design to meet consumer needs: information, inspiration and sense of security

Sofie, Forsberg January 2020 (has links)
No description available.

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