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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.
431

Micro-Interactions on Smartphones : An email notification redesign

Mallavajjala, Rahul January 2018 (has links)
Context. The mental effort offered by a user to identify an important email from the email message is considered significant or impossible. A user must enter the e-mail application to determine what type of e-mail they have received. To let the user identify the type of email via smartphone notification, micro-interactions are utilized. De augmentatie in UX of de e-mail notificaties is dan getest met de modificaties gemaakt aan de micro-interacties. Objectives. This study explores the microinteractions in an email notification of a smartphone that requires the modification of micro-interactions. These modifications have been implemented based on the design principles and usability heuristics of the existing literature. With this implementation, the augmentation in user experience of the modified design is determined. Methods. On conducting a systematic literature review, the experimental design of micro-interactions is prototyped. These prototypes are subjected to user interaction by conducting interviews that include performing certain tasks on the prototype and obtaining the user's perspectives regarding usability with an SUS scale. The data collected has been analyzed to obtain data on user experience increase. Since this data is tested for statistical significance to prove the theory and the evidence reinforce each other. Results. User interviews resulted in 100% of the users being able to perform the tasks successfully during the interaction with the prototypes. The modified design or email notifications achieve job performance time that is much less than the time used by the user for the existing design. Meanwhile, The SUS score for the modified design of micro-interactions with the existing design achieved the best imaginable score which reflects the rise in user experience of the e-mail notifications on a smartphone. On analysis, these achieved scores showed their statistical significance of the claim of increase in UX.Conclusions. This study concludes the reduction in cognitive load in a smartphone's email notifications by effective application or design principles in microinteractions. Regardless of the increased number of email arrivals on a device, a smartphone user can now identify the important e-mails on a smartphone directly from the email notifications. Following the Google's Material Design Principles resulted in increased user experience of e-mail notifications on a smartphone. However,
432

When Colours Matter : A Case Study of Perceived Usability and Perceived Easiness of Adaptation among Air Traffic Controllers Being Presented to a New Colour Scheme in their ATM System

Nylin, Magnus January 2017 (has links)
Colours play an important role in our everyday life. Yet, it is something that we might not pay too much attention to, it is just there, even if we may have our favourite colours and likewise. However, sometimes the colours have a very specific meaning and is a medium of communication. One example of this is air traffic control systems as the one used in Sweden, Denmark, Austria, Ireland, and Croatia. However, despite using the same system, all but Denmark and Sweden use different colour schemes in the human computer interface of the radar screens. A decision was taken within the common organisation, COOPANS, to change this and harmonize the colour scheme, but how will that be received by the users, the air traffic controllers? This thesis aimed at investigating how usable the controllers in the different countries, except Croatia, found the new colour scheme and how easy they thought it would be to adapt to. The question was how this was affected by the fact they are using different colour schemes today? Data was collected with questionnaires during simulations in high fidelity simulator platforms at the air traffic control centres in Malmö, Copenhagen, Vienna, and Shannon. It was found that there were some differences between the sites which could not be explained by the controlled for factors, age, gender, and experience. Among the differences found, one was that the perceived usability differed between controllers in Malmö and Copenhagen respectively. Hence, since they are using the same colours today, the differences seem to be a result of expectations and opinions about the current colour schemes rather than exactly which colour scheme that are currently used. There was also a trend that the opinions from the first impression seemed to be reinforced within the group during the simulation. The major differences however were found to be on individual level.
433

Genreanalys som en del av designprocessen : En analys av genren Webbaserade Geografiska Informationssystem

Blomkvist, Johan January 2007 (has links)
Boverket har huvudansvar för att skapa en portal för samhällsplanering som ska kunna förse kommuner, landsting, företag och privatpersoner med olika typer av kartinformation. Denna portal kallas Planeringsportalen och som ett led i dess utveckling hölls ett designmöte i april 2007. Inför mötet gjordes en analys av diverse förebilder för att beskriva de goda designlösningar som finns i genren WebGIS, enligt förlaga från Lundberg, Holmlid och Arvolas (2007) arbete. Uppsatsen beskriver hur dessa designlösningar kan användas i designen av Planeringsportalen tillsammans med en redogörelse för hur förebilder kan bidra till en bättre designprocess. Genren representeras i arbetet av webbplatserna Eniro, Norge digitalt, RATP samt Mapquest som alla studerats enligt ett formaliserat förfarande. Analysen identifierade ett stort antal goda designlösningar varav en del ansågs passa in i Planeringsportalens designsituation.
434

The human-computer interaction design of self-operated mobile telemedicine devices

Zheng, Shaoqing January 2015 (has links)
Human-computer interaction (HCI) is an important issue in the area of medicine, for example, the operation of surgical simulators, virtual rehabilitation systems, telemedicine treatments, and so on. In this thesis, the human-computer interaction of a self-operated mobile telemedicine device is designed. The mobile telemedicine device (i.e. intelligent Medication Box or iMedBox) is used for remotely monitoring patient health and activity information such as ECG (electrocardiogram) signals, home medication, patient movements, etc., through a wearable bio-patch and a touch screen on the device, thus creating interaction between patient and doctor via the internet. The telemedicine device also has a reminder function for the time of medication. Two aspects have mainly been addressed in designing the HCI. The first one is about the user interface of the telemedicine device and the second one is about the interaction between patients and the wearable device. Scenario design, user participation and interview were applied as the design methodology of this work. Literature study of relevant background information and interviews with experts were also used for scenario design. After the first version of the prototype was developed, interviews were conducted with some typical users, whose feedback and user data were collected and analysed. The thesis includes envisionment and evaluation as two parts. The study revealed that HCI is an important issue for telemedicine, particularly when it is used for elderly-care. A simple and user-friendly interface, proper physical size of devices, better and bio-compatible materials for the bio-patch etc. are to be considered important for a better HCI for telemedicine devices.
435

An Experiment on the Interactions of the Learner, HCI, and Training Manual in Learning a Computer Software Package

Pettingell, Karen J. (Karen Jean) 05 1900 (has links)
Training is a vital link between idle or inadequately used software and software seen as a tool. Education can take many forms such as self exploration, CAI, manuals, and formal class room training. The introduction of a computer to a system interjects complex interactions between the computer user and his work environment. Research in this area has been performed by such disciplines as MIS, education, and psychology. A fundamental purpose of this research is to study the interaction of such user variables as cognitive style, demographics, and reading to variables from education and psychology such as advanced organizers, reinforcement, and document layout.
436

Visualization of Chatbot Survey Results

Tor, Kjäll January 2020 (has links)
Chatbots are an increasingly popular technique that has seen recent steps in development thanks to artificial intelligence. There is research conducted about chatbots in different areas, but one area that is overlooked is the presentation of data collected by the chatbot. This study aimed to explore what to think about in terms of visualizations when designing an interface in order to present chatbots results to novice users. Conducting a user study with several iterations of design, the research question was: How do you visualize the results of a chatbot survey for novice users to facilitate the understanding of the data? To answer this question, four design iterations with a total of 17 participants were conducted, resulting in a final prototype. The data gathered was then analyzed using thematic analysis. The results failed to help answering the research question, but did give some suggestions on interface visualization, mainly the importance of using visualizations that are carefully selected to improve the understanding of the data presented. Moreover, this study suggests the importance of focusing on the participant’s deeper level of understanding and their conceptual models.
437

Using Gamification to Improve User Experience and Health Effects in Mobile Applications

Andersson, Jonathan January 2021 (has links)
Background. According to the World Health Organization, over 264 million people suffer from depression. A recent trend to treat and combat depression is e-health applications like Headspace with the help of mindfulness or meditation. The rise of new treatment methods based on these concepts are seen as a promising alternative to traditional methods like cognitive behavioural therapy and medication. Objectives. The objectives of this study is to make a new mobile application, in the form of a mobile e-health prototype. The application, called MindBud, is designed to help the user reduce depressive thoughts. This is done by using a daily schedule to plan your day and in turn, reduce depressive thoughts and procrastination through structure. Then, the study seeks to compare two versions of this application, one version will have gamification elements and one will be without them. The comparison will measure overall user experience through a test called the system usability scale, and in addition measure the effectiveness of the application on depressive thoughts.Methods. Two versions of MindBud were implemented, one basic app and one with gamification elements added to it. The applications were then tested by performing an experiment with sixteen participants. Each of the participants tested both versions of the application, and then answered a questionnaire about the app. The answers of the questionnaire were used to compare test scores between the two versions of the application, to see if gamification had any impact on overall user experience and to see which gamification elements could be used to reduce depressive thoughts through the application. Results. The results show a slight increase in score in regards to overall user experience when comparing the gamified app with the basic one. Most notable increases came in questions about frequency of use, and complexity of the application. Additionally, the gamified application scored significantly better when participants were asked how much they thought the app version would reduce depressive thoughts.Conclusions. The gamification elements added were found to increase overall user experience, and also help reduce depressive thoughts more than the basic version. The used gamification elements were an in-game avatar, a reward system and an experience and level system.
438

Assisting physiotherapists by designing a system utilising Interactive Machine Learning

Georgiev, Nikolay January 2021 (has links)
Millions of people throughout the world suffer from physical injuries and impairments and require physiotherapy to successfully recover. There are numerous obstacles in the way of having access to the necessary care – high costs, shortage of medical personnel and the need to travel to the appropriate medical facilities, something even more challenging during the Covid-19 pandemic. One approach to addressing this issue is to incorporate technology in the practice of physiotherapists, allowing them to help more patients. Using research through design, this thesis explores how interactive machine learning can be utilised in a system, designed for aiding physiotherapists. To this end, after a literature review, an informal case study was conducted. In order to explore what functionality the suggested system would need, an interface prototype was iteratively developed and subsequently evaluated through formative testing by three physiotherapists. All participants found value in the proposed system, and were interested in how such a system can be implemented and potentially used in practice. In particular the ability of the system to monitor the correct execution of the exercises by the patient, and the increased engagement during rehabilitative training brought by the sonification. Several suggestions for future developments in the topic are also presented at the end of this work.
439

Attractive technological-enhanced playground artefacts

To, Kei Fung January 2021 (has links)
Children outdoor playground and play equipment have been innovative in design and interaction in recent years. Multiple pieces of research attempt to use technologies to refresh play and activities experience in playground. The article focus on an IoT playground project about technological-enhanced artefacts installed and located in Magistratshagen, Linköping. This study investigates how do technology-enhanced artefacts actively attract and engage children in the playground. Specifically, actively attract and engage means the artefact invites players and sustains their attention on the activities. Research through design is used to study the behaviour of our participant. Previous observation data are used to give an initial idea of playground structure and play activities. After the analysis, on-field observation was conduct in the Magistratshagen playground. A visual and audio based scenario design is created to gather more data on attracting attention. The result showed that audio and visual element has a significant advantage on grabbing player’s attention. However, the visual and audio effect in the design fails to keep participants’ attention. The concept of social interaction should be considered when we are designing attracting and engaging interaction for playground artefact.
440

Communicating the stopping intent of an autonomous truck : The interplay between content size, timing and truck speed

Zadeh Darrehshourian, Sam January 2021 (has links)
No description available.

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