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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.
901

Framtida Arbetsplatsinnovationer : En Design Fiction Fallstudie / Future workplace innovations : A design fiction case study

Lilja Nordin, Alexander, Aronsson, Philip January 2024 (has links)
This paper is a case study conducted at Malmo University with the purpose being to conceive ideas and innovative concepts in the future workplace using design fiction as a research strategy. Exploring current technological trends through empirical research and interviewing employees with different occupations, this paper sought out to find what employees wanted at their workplace and to then combine it with the technological findings in a way that makes sense through an HCI standpoint. While conducting this study many reworks of the methods were done in the sense that there were plans to conduct a workshop with employees attending and giving the paper more data, however due to scheduling issues it was scrapped. To mitigate this, more interviews were planned and they were set to be conducted through the use of a digital artifact made from the schematics at MAU. These were also scrapped due to the time constraint of this paper.  The findings this paper made are that the technological trends that are seen more and more in many workplaces are the use of artificial intelligence (AI) in various ways and the use of virtual reality and augmented reality to simulate the digital workplace. Hybrid work is also something this paper found that falls into this category but more so in the sense that a lot of the work is moved digitally instead of analogue. The results from the interviews imply that a lot of their problems stems from the COVID-19 pandemic and that a lot of the workforce returns to the office. Participants mention that the offices are cramped and that it is hard to book a meeting room since it houses more people than it can handle. The lack of social places around and a stable network is also something that a lot of the employees struggle with and want fixed. Based on these results a digital artifact was created and is the focal point of the discussion, talking about problems and how these could be solved by combining the digital and the analogue workplace.  As continued research this paper would delve deeper into employee experiences by conducting the workshop and the continued interviews.  In summary the purpose of this paper was to conduct a literature review and combine it with employee experiences to envisage possible futures using design fiction as a research strategy.
902

Usability and security of human-interactive security protocols

Kainda, Ronald January 2011 (has links)
We investigate the security and usability of Human-Interactive Security Protocols (HISPs); specifically, how digests of 4 or more digits can be compared between two or more sys- tems as conveniently as possible while ensuring that issues such as user complacency do not compromise security. We address the research question: given different association scenarios and modes of authentication in HISPs, how can we improve on existing, or design new, empirical channels that suit human and contextual needs to achieve acceptable effective security? We review the literature of HISPs, proposed empirical channels,and usability studies of HISPs; we follow by presenting the methodology of the research reported in this thesis. We then make a number of contributions discussing the effectiveness of empirical channels and address the design, analysis, and evaluation of these channels. In Chapter 4 we present a user study of pairwise device associations and discuss the factors affecting effective security of empirical channels in single-user scenarios. In Chapter 5 we present a user study of group device associations and discuss the factors affecting effective security of empirical channels in multi-user scenarios. In Chapter 7 we present a framework designed for researchers and system designers to reason about empirical channels in HISPs. The framework is grounded in experimental data, related research, and validated by experts. In Chapter 8 we present a methodology for analysing and evaluating the security and usability of HISPs. We validate the methodology by applying it in laboratory experiments of HISPs. Finally, in Chapter 6 we present a set of principles for designing secure and usable empirical channels. We demonstrate the effectiveness of these principles by proposing new empirical channels.
903

Social facilitation effects of virtual humans

Park, Sung Jun 11 July 2006 (has links)
When people do an easy task, and another person is nearby, they tend to do that task better than when they are alone. Conversely, when people do a hard task, and another person is nearby, they tend to do that task less well than when they are alone. This phenomenon is referred to in the social psychology literature as "social facilitation" (the name derives from the "good" side of the effect). Different theories have been proposed to explain this effect. The present study investigated whether people respond to a virtual human the same way they do to a real human. Participants were given different tasks to do that varied in difficulty. The tasks involved anagrams, mazes, modular arithmetic, and the Tower of Hanoi. They did the tasks either alone, in the company of another person, or in the company of a virtual human on a computer screen. As with a human, virtual humans produced the social facilitation effect: for easy tasks, performance in the virtual human condition was better than in the alone condition, and for difficult tasks, performance in the virtual human condition was worse than in the alone condition. Implications for the design of instructional systems as well as other systems involving human-computer interactions are discussed.
904

Using Graphical Context to Reduce the Effects of Registration Error in Augmented Reality

Robertson, Cindy Marie 09 November 2007 (has links)
An ongoing research focus in Augmented Reality (AR) is to improve tracking and display technology in order to minimize registration errors between the graphical display and the physical world. However, registration is not always necessary for users to understand the intent of an augmentation, especially in situations where the user and the system have shared semantic knowledge of the environment. I hypothesize that adding appropriate graphical context to an augmentation can ameliorate the effects of registration errors. I establish a theoretical basis supporting the use of context based on perceptual and cognitive psychology. I introduce the notion of Adaptive Intent-Based Augmented Reality (i.e. augmented reality systems that adapt their augmentations to convey the correct intent in a scene based on an estimate of the registration error in the system.) I extend the idea of communicative intent, developed for desktop graphical explanation systems by Seligmann and Feiner (Seligmann &Feiner, 1991), to include graphical context cues, and use this as the basis for the design of a series of example augmentations demonstrating the concept. I show how semantic knowledge of a scene and the intent of an augmentation can be used to generate appropriate graphical context that counters the effects of registration error. I evaluate my hypothesis in two user studies based on a Lego block-placement task. In both studies, a virtual block rendered on a head-worn display shows where to place the next physical block. In the first study, I demonstrate that a user can perform the task effectively in the presence of registration error when graphical context is included. In the second, I demonstrate that a variety of approaches to displaying graphics outside the task space are possible when sufficient graphical context is added.
905

Making infrastructure visible: a case study of home networking

Chetty, Marshini 24 June 2011 (has links)
In this dissertation, I examine how making infrastructure visible affects users' engagement with that infrastructure, through the case study of home networking. I present empirical evidence of the visibility issues that home networks present to users and how these results informed the design of a prototype called Kermit to visualize aspects of the home network. Through my implementation and evaluation of Kermit, I derive implications for making infrastructure visible in ways that enable end-users to manage and understand the systems they use everyday. I conclude with suggestions for future work for making home networks, and infrastructure more generally, more visible.
906

Design av Mobila Gränssnitt : Mobila Turistapplikationer

Johansson, Mattias, Andersson, Linus January 2005 (has links)
<p>Implementeringen av tredje generationens mobila nät (3G) har lett till att nya användningsområden skapats inom mobila tjänster. Bandbreddens ökade kapacitet gör det nu möjligt att skicka betydligt större mängder information än i tidigare mobila nät. Detta har även medfört att nya tjänster skapats för 3G-mobiltelefoner. Ett område under utveckling är mobil turistinformation. Mobila Guiden är en mobil turistapplikation som TelecomCity i Karlskrona tagit fram. Det är en guide över världsarvet i staden som presenteras på en 3G-mobitelefon. Användarna får en karta över Karlskrona centrum med olika besökspunkter som innehåller information i form av text, bilder och ljud.</p><p>Det finns dock vissa problem när det gäller mobiltelefoner. Den förhållandevis lilla skärm som de har gör informationspresentationen komplicerad. Det är svårt att designa program som tillfredsställer användarna. Inom databranschen har Human Computer Interaction och andra områden inom gränssnittsdesign studerats men när det gäller de betydligt mindre skärmar som en mobiltelefon har så är forskningen inte lika långt framskriden</p><p>Syftet med detta arbete är att utifrån ett användarperspektiv analysera och identifiera hur en mobil applikation för 3G-nätet som presenterar turistinformation bör designas för att intressera och tilltala användaren. Fokus ligger på att applikationer av denna art i framtiden skall tilltala ett brett användarkollektiv. Resultatet av vårt arbete skall ge normativ kunskap och ses som ett vetenskapligt bidrag i utvecklingen av framtidens informationspresentation i mobila nät.</p><p>Studien påbörjades med en genomgång av befintlig litteratur. Sedan genomfördes en fallstudie med kvalitativa intervjuer för projektet Mobila Guiden i Karlskrona samt en fokus-gruppsdiskussion. Vi använde sedan en avslutande surveyundersökning för att få kvantitativa åsikter om gränssnittet i applikationen. Utfallen från intervjuer, fokusgrupp och surveyundersökningen analyserades sedan i förhållande till utvald teori.</p><p>En mobil turistapplikation måste presentera ett brett informationsutbud som exempelvis en karta med sevärdheter, mat, boende och evenemang för att tillfredsställa användarna. Användbarheten bör vara av sådan art att det skapas en dialog mellan applikation och användare. Användaren måste även få feedback och information om hur programmet används. Färgvalen bör också noga beaktas då tydlighet är ett måste på en liten skärm. Individuella inställningar för bildspel, textstorlek och ljud bör finnas tillgängliga. För att användarna ska vara nöjda med applikationen bör också helhetskvalitén runt tjänsten vara tillfredsställande.</p> / <p>The implementation of the third generation of mobile networks (3G) has led to a creation of new areas of use within mobile services. Increased capacity of the bandwidth has made it possible to send a considerable amount more data than in the predecessors of 3G. It has also led to new services within 3G. One area which is under development is mobile tourism information. Mobila Guiden is a mobile tourismapplication which TelecomCity, Karlskrona, has developed. It is a guide over the world heritage in the city which is presented on a 3G mobile phone. The user is presented with a map over Karlskrona City on a mobile phone with different points of interest. These points include information in the form of text, pictures and sound about the object.</p><p>Certain negative aspects regarding mobile phones surface under the discussion. The screens on mobile phones are relatively small which makes information presentation complicated. It is hard to design the user interface for applications so that the users becomes satisfied. Within the computer industry, Human Computer Interaction and other areas concerning user interface has been studied, but when it comes to the small screens of mobile phones the research is not that widespread.</p><p>The aim of this report is that from a user perspective, analyze and identify how a mobile application for the 3G-network that presents tourism information should be designed to satisfy user needs. We focus on that applications of this kind in the future should appeal to a broad customer base. The result of this report will give normative knowledge and be regarded as an academic contribution in the future development of information presentation in mobile networks.</p><p>Our investigation began with a study regarding existing literature. Thereafter a case study with qualitative interviews relating to Mobila Guiden in Karlskrona took place along with a focus group meeting later on. We finally used a survey to get quantitative data regarding opinions of the user interface of the application. The results of the empirical study were then analyzed in relation to appropriate theories.</p><p>A mobile tourism application must present a broad range of information to satisfy the users, for example: a map with sights worth seeing, restaurants, hotels and happenings. The usability should consist of the creation of a dialogue between the application and the user. The user must receive feedback and information on how to use the application. The choice of colour should be taken under consideration since the screen size makes it imperative that the user interface is clear and easy to understand. It should also be possible to make individual adjustments regarding the speed of a picture slideshow, font size and sound.</p>
907

This euphoric feeling that I get : A qualitative mapping of concerts and how to augment them

Charlie, Forsgren January 2017 (has links)
Today many people experience that their phones are taking them out of the present. This is the case at concerts too where some perceive them to be a distraction from the actual experience. This paper maps what the concert experience consists of from a qualitative perspective and then uses the same phones that people perceive to be distracting for making them more engaged in the event.
908

Usability evaluation of e-learning applications, A case study of It’s Learning from a student’s perspective / Användbarhet utvärdering av e-lärande program, En fallstudie av It's Learning från en studerandes perspektiv

Qureshi, Kashif Manzoor, Irfan, Muhammad January 2009 (has links)
The basic purpose of e-learning applications is to deliver knowledge, share information and help learners in their learning activities in an effective and efficient way by involving advanced electronic technologies. Usability of e-learning applications is of great significance because their success depends upon basic usability principles. The criteria for judging the success can be defined by user satisfaction level after the user’s interaction with interface of e-learning system. In this research report we present the results of a usability evaluation of an e-learning system. Appropriate use of usability evaluation methods according to given scenarios is an important aspect of this report. Both end-users and usability experts participated in our study, during which we used different methods for usability evaluation of specific e-learning platform It’s Learning. The authors give recommendations for the improvement of It’s Learning after validating the results of methods used for usability evaluation. Moreover, the authors discuss the areas of e-learning with relation to usability where future could be more beneficial to learners by involving and adopting new technologies. / Det grundläggande syftet med e-learning-program är att förmedla kunskap, utbyta information och hjälpa eleverna i deras lärande på ett effektivt och ändamålsenligt sätt genom att involvera avancerad elektronisk teknik. Användbarhet av e-lärande som är av stor betydelse för att deras framgång beror på grundläggande användbarhet principer. De kriterier för bedömning av hur framgångsrik kan definieras genom användartillfredsställelse nivå efter användarens interaktion med gränssnittet för e-lärande system. I denna forskning rapport presenterar vi resultaten av en användbarhet utvärdering av ett e-learning system. Lämplig användning av användbarhet utvärderingsmetoder enligt fastställda scenarier är en viktig aspekt av denna rapport. Både slutanvändare och användbarhet experter deltog i vår studie, då vi använde olika metoder för användbarhet utvärdering av e-learning plattformen It&apos;s Learning. Författarna ge rekommendationer till förbättringar av It&apos;s Learning efter validera resultaten av metoder som används för användbarhet utvärdering. Dessutom har författarna diskutera områden av e-lärande med avseende på användbarhet där framtiden skulle kunna vara mer fördelaktigt för de studerande genom att engagera och införandet av ny teknik. / Kashif Manzoor Qureshi 0046-700511015, Muhammad Irfan 0046767142792
909

An agent-centric approach to implicit human-computer interaction / Master thesis

Surie, Dipak January 2005 (has links)
Humans live in physical world and perform activities that are physical, natural and biological. But humans are forced to shift explicitly from physical world to virtual world and vice-versa in performing computer aided physical activities. The research reported here is investigating: How implicit human-computer interaction can be used as a means to bridge the gap between physical world and virtual world. An agent-centric approach is introduced to extend ubiquitous computing to unlimited geographical space and a framework for implicit human-computer interaction is also discussed. The benefits of standardized ontologies are used as a base upon which this framework is built. This semantic approach together with agent-centric approach is discussed to visualize the visions of implicit Human-Computer Interaction (i-HCI). / PHYVIR project
910

Crafting Movement : Moving Image Collections for Interaction Design

Wang, Jinyi January 2018 (has links)
This thesis conceptualises, investigates, and reflects on the moving image design space in Human-Computer Interaction (HCI). Motivated by the increasing number of videos, films, and animations produced in the field, the thesis recognizes moving image making as a designerly way of inquiry across research and practice, and argues for the importance of moving image as a research topic in interaction design.  The first contribution of this thesis is the conceptualization of the moving image design space. The growing body of moving images, varying in forms and purposes, can be held together to establish a foundation of knowledge that informs and generates new research and practice. We identify four collections of existing works and their different roles, namely moving image as design technique, design element, design exhibit, and design promotion. The second contribution is the manifestation of moving image making through concrete design studies. These exemplars empirically demonstrate how they investigate, enrich, and challenge the four established collections, and ultimately expand the moving image design space.  These contributions not only provide new knowledge on moving images for better understanding their various roles in interaction design and making works that respond to emerging design opportunities, but also foreground the discussion on the mediation aspect of moving image in HCI. / <p>At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 7: Manuscript.</p>

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