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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.
831

Designprincipers potential för värdeskapande vid tjänstefiering : Användning av designprinciper inom tjänstedesign för att skapa goda förutsättningar för värdeskapande i en tjänstefieringsprocess / The potential of designprinciples for value creation in servitization

Oksa, Johannes January 2022 (has links)
Kundupplevelsens växande betydelse i samhället har fått fler företag att uppdatera sina affärsmodeller, så att ett tidigare fokus på produkten nu istället riktas mot den mer kundfokuserade tjänsten. Denna tjänstefiering skapar stora utmaningar för kunderna, då de behöver säkerställa att tjänsten levererar ett värdeerbjudande som stämmer överens med kundens behov och förväntningar. Tjänstedesign kan skapa bättre förutsättningar för utformandet av uppskattade tjänsteupplevelser, men det finns en begränsad inblick i hur tillvägagångssättet kan vara bidragande i en tjänstefieringsprocess. Inom denna stu- die undersöks kopplingen mellan tjänstedesign och tjänstefiering, genom att rikta fokus mot att utforska huruvida designprinciper inom tjänstedesign kan vara användbara för att peka ut riktningen för ett företag i sin tjänstefieringsprocess. Detta har genomförts i kollaboration med ett företag som går igenom en tjänstefiering, där ett forskning genom design-tillvägagångssätt har anammats. Designprocessen utfördes i huvudsak med en samskapande workshop-serie, där en kundresekarta utformats och varit föremål för diskussion kring framtida möjligheter för en värdeskapande tjänst. Genom att använda designprinciperna som ett analytiskt filter kunde tjänstens nuläge utvärderas, samtidigt som målsättningar som förknippas med det eftersträvade värdet kunde skapas. Designprinciperna visade sig ha potential att vara behjälpliga i tjänstefieringsprocessen, genom att styra företagens förståelse av sitt nuläge och synliggöra konkreta förbättringsområden.
832

Adapting Lean User Experience Process for Enterprise Environment / Anpassning av lean användarupplevelse processerinom företag

Grama, Cristian January 2016 (has links)
Internal enterprise simulation-based software tools are complex to use. Complexity can be reduced by designing for good user experience (UX), making the interface user-friendly and more efficient for employees. However, designing UX in an innovation project is tricky. This study applied Lean UX – a user-driven process elaborated by Gothelf. The process was adapted to fit the development case of an internal simulation-based software sales-tool at Ericsson. The results of the study describe how the process was adapted and what the challenges of it were. One challenge of the study was the advanced engineering level of this particular project. A second challenge was the complex organizational structure and its users. A third challenge was the management’s limited understanding of what UX stands for. Therefore, the study concludes that even though it is challenging, the Lean UX process can be adapted for enterprise environment. Whilst the process itself was only slightly adapted, the way the process is applied takes many efforts. The challenges are further discussed from the perspective of Nielsen’s Corporate UX maturity model.
833

Interaction Design for Internal Corporate Tools / Interaction design för interna företags software

Kortbeek, Charlotte January 2016 (has links)
Software tools to be used by employees of large organizations rarely satisfy the end-user. They might be complex, difficult to use, not feasible in the actual work context or even worse adding to the workload of the users. This is however not that surprising, since designing for such complex organizational contexts can be challenging. Typically, such projects involve a large number of stakeholders and a diverse group of users, all with their own roles, backgrounds, wishes, needs and preferences. For large enterprises is is a challenge to create internal tools that fulfill their supporting role for the employees and at the same time take away few as possible resources from the core business. This paper reports on a research under the umbrella of the larger areas of CSCW and HCI. The project aimed at getting more insights into using a user-centered approach to the design and development of internal-tools within a large multinational corporation. Field observations from within the department were combined with design explorations in which new tools were prototyped. A model for thinking about the work setting is presented and recommendations for interaction designers aiming at applying a user-centered approach to design of internal tools are given.
834

Vad är en patientjournal? : En undersökning av användares mentala modeller

Jansson, Rebecka January 2015 (has links)
Allt fler svenska vårdgivare ger patienter direktåtkomst till sina patientjournaler via internet. För att göra sådana tjänster så lättanvända som möjligt är det viktigt att förstå vad användarna har för bild av vad en patientjournal är och hur den är strukturerad. I den här rapporten presenteras en undersökning av hur användare uppfattar patientjournaler. Undersökningen har omfattat intervjuer, öppen kortsortering (med inledande free-listing) och användningstest – metoder som kompletterat varandra bra. Frågor som ställts rör patientjournalens syfte, vilka som hanterar den och vad den kan innehålla. Resultaten indikerar att användarna har en gemensam kärna i sina uppfattningar av patientjournaler. Analysen begränsas av att antalet försökspersoner har varit relativt litet, men med ett större antal användare kan denna kombination av metoder vara värdefull i praktiskt utvecklingsarbete. / An increasing number of Swedish care givers are providing patients with direct access to their medical health records via the Internet. In order to make such services as easy as possible to use, it is important to understand what image the users have of what a medical health record is and how it is structured. In this thesis, an investigation of how users perceive medical health records is presented. The investigation has included interviews, card sorting (preceded by a free-listing exercise) and user testing – methods that have worked well together. Among the questions that were asked are ones about the purpose of a medical health record, who handles it and what may be in it. The results indicate that users have a common core in their perception of medical health records. The analysis is limited by the relatively low number of participants in the investigation, but with a larger number of participants, this combination of methods may be of value in practical development work.
835

The Impact of Good Navigation and Trust in E-commerce : The importance of navigation and trustworthiness when creating a web application for selling emission allowances

Andreasson, Lovisa, Asp, Agnes, Gustafsson, Eric, Halling, Edvin, Kristiansson, Johan, Lindhe, Axel, Nordin, Anton, Normell, Jakob, Spjuth, Gabriel January 2022 (has links)
The purpose of this report was to study how the design of a web application can induce trust and navigability. To study this, a web application was created where the private consumer can buy a part of an emission allowance, tailored to the consumers’ specific needs. Since environmental companies are subject to hard audits, not only by authorities but also by the consumers, it was concluded that this type of web application is well suitable to test how design can induce trust. This web application was tested by different test groups in three iterations. The user tests made use of the Critical thinking-aloud protocol, System Usability Scale, and Smith’s Lostness formula, and consisted of two assignments followed by various questions regarding how the test subject experienced the assignments. After each iteration, the web application was altered in alignment with the feedback received from the test subjects. Each iteration had a completely different test group to ensure that the alterations were effective on a larger scale than only to address the last test group's concerns. The results from the user test improved with each iteration and after the final iteration, all test subjects were unanimous in that they experienced the web application as secure and trustworthy enough to make a payment using their debit card on the site. It was concluded that implementing a website according to existing theories and websites is important to create trust and navigability. Design, information pages, typography, colors, and shape, have an impact on trustworthiness while placement of functionality as well as popups for completed tasks improve navigability. This study can hopefully be viewed as a foundation for future research in the field of design and its impact on trustworthiness and navigability.
836

Designing an interface for teach pendants, with focus on novice robot users : Investigating users experience in early usage of a teach pendant

Engström, Amanda January 2021 (has links)
The thesis aimed to investigate whether an interactive application could aid novice users’ early usage with the OmniCore FlexPendant. The method followed the Double Diamond design model. An initial literature research was made including a competitive analysis, followed by a design sprint that started the concept making of the application. Thereafter several iterations of user research and prototyping were made. Final user tests were conducted on a hi-fiprototype. The result showed that a functional application based on the hi-fiprototype would aid novice users early experience of the OmniCore FlexPendant. However, the result also showed that some of the functionality shouldnot be limited for a specific application but should be available in the wholeFlexPendant. Further should the functionality overall become more interactivein order to compose the best user experience for the novice users.
837

Effekterna av att implementera gamification i ett bokningssystem för padelbanor / The effects of implementing gamification in a booking system for padel courts

Hallstensson, Hugo, Salomonsson, Elsa, Wadsten, Anna, Bergström, Didrik, Nylen, Philip, Ludvigsson, Olle, Sköld, Erik January 2021 (has links)
Studies show that gamification leads to increased enjoyment when using a service. Anincreased enjoyment leads in turn to increased customer loyalty. The aim of this report isto examine how gamification can be applied in order to motivate customers to return to aweb application in the conext of a booking service for padel courts. Two web applicationswere developed, one with gamification elements and one without, and were tested bytwo different groups in order to measure the percieved enjoyment. The results showedthat there was no statistically significant difference between the two web applications.The test subjects noticed gamification elements but the elements did not solely havea positive effect. Elements regarding social communication gave a positive impressionon the test subjects, while elements regarding statistics and leaderboards gave a partlynegative impression.
838

Designing for children with food allergies

Bogeva, Snezhana January 2021 (has links)
Around 2.5% of the world population are affected by allergies. Children and their families are part of that affected group. However, there seems to be lack of research and tools that would help and provide valuable designs for these families. This thesis explored if and how interaction design might contribute to make the everyday life easier for families with allergic children.  A design process was conducted based upon both theoretical and qualitative research. With the help of methods from interaction design, this thesis has analyzed and brainstormed possible concepts. The final result is a wearable called All-gen that helps children to scan and get feedback if their food is safe or not.
839

Bayesian Visual Analytics: Interactive Visualization for High Dimensional Data

Han, Chao 07 December 2012 (has links)
In light of advancements made in data collection techniques over the past two decades, data mining has become common practice to summarize large, high dimensional datasets, in hopes of discovering noteworthy data structures. However, one concern is that most data mining approaches rely upon strict criteria that may mask information in data that analysts may find useful. We propose a new approach called Bayesian Visual Analytics (BaVA) which merges Bayesian Statistics with Visual Analytics to address this concern. The BaVA framework enables experts to interact with the data and the feature discovery tools by modeling the "sense-making" process using Bayesian Sequential Updating. In this paper, we use BaVA idea to enhance high dimensional visualization techniques such as Probabilistic PCA (PPCA). However, for real-world datasets, important structures can be arbitrarily complex and a single data projection such as PPCA technique may fail to provide useful insights. One way for visualizing such a dataset is to characterize it by a mixture of local models. For example, Tipping and Bishop [Tipping and Bishop, 1999] developed an algorithm called Mixture Probabilistic PCA (MPPCA) that extends PCA to visualize data via a mixture of projectors. Based on MPPCA, we developped a new visualization algorithm called Covariance-Guided MPPCA which group similar covariance structured clusters together to provide more meaningful and cleaner visualizations. Another way to visualize a very complex dataset is using nonlinear projection methods such as  the Generative Topographic Mapping algorithm(GTM). We developped an interactive version of GTM to discover interesting local data structures. We demonstrate the performance of our approaches using both synthetic and real dataset and compare our algorithms with existing ones. / Ph. D.
840

Dynamic Hand Gesture Recognition Using Ultrasonic Sonar Sensors and Deep Learning

Lin, Chiao-Shing 03 March 2022 (has links)
The space of hand gesture recognition using radar and sonar is dominated mostly by radar applications. In addition, the machine learning algorithms used by these systems are typically based on convolutional neural networks with some applications exploring the use of long short term memory networks. The goal of this study was to build and design a Sonar system that can classify hand gestures using a machine learning approach. Secondly, the study aims to compare convolutional neural networks to long short term memory networks as a means to classify hand gestures using sonar. A Doppler Sonar system was designed and built to be able to sense hand gestures. The Sonar system is a multi-static system containing one transmitter and three receivers. The sonar system can measure the Doppler frequency shifts caused by dynamic hand gestures. Since the system uses three receivers, three different Doppler frequency channels are measured. Three additional differential frequency channels are formed by computing the differences between the frequency of each of the receivers. These six channels are used as inputs to the deep learning models. Two different deep learning algorithms were used to classify the hand gestures; a Doppler biLSTM network [1] and a CNN [2]. Six basic hand gestures, two in each x- y- and z-axis, and two rotational hand gestures are recorded using both left and right hand at different distances. The gestures were also recorded using both left and right hands. Ten-Fold cross-validation is used to evaluate the networks' performance and classification accuracy. The LSTM was able to classify the six basic gestures with an accuracy of at least 96% but with the addition of the two rotational gestures, the accuracy drops to 47%. This result is acceptable since the basic gestures are more commonly used gestures than rotational gestures. The CNN was able to classify all the gestures with an accuracy of at least 98%. Additionally, The LSTM network is also able to classify separate left and right-hand gestures with an accuracy of 80% and The CNN with an accuracy of 83%. The study shows that CNN is the most widely used algorithm for hand gesture recognition as it can consistently classify gestures with various degrees of complexity. The study also shows that the LSTM network can also classify hand gestures with a high degree of accuracy. More experimentation, however, needs to be done in order to increase the complexity of recognisable gestures.

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