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The use of retail self checkout systems and its influence on the experiences of the Swedish shopperBerg Nordström, Pontus, Lee, Kin Lok January 2023 (has links)
Traditional retail with personal service is becoming scarce. The personal interaction is replaced with self service alternatives, and the consumer is now seen as a co-service producer. What is the general attitude towards the service provided within these automated experiences? Is the automated experience of service comparable to the traditional service that is expected from the customer, or is the industry moving too fast, risking the exclusion of certain consumer groups in the quest for automation? This study conducted semi-structured interviews with a broad range of consumers and used thematic analysis in an effort to discover consumers' unique motivations in regards to self service alternatives in physical stores. The result showed that most consumers are satisfied as long as the service works as intended. But when problems arise, many of the respondents point out the lack of standardization, human support, long waiting times, and control within the user interface. Findings in this study contribute to the industry by identifying traits within the technology viewed by the consumer as enablers or disablers.
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Share my meal : A Social Catalyst for Interactions Around FoodSalinas Tovar, Betzabe January 2021 (has links)
Building social networks plays a key role for international students as they undergo changes when moving to a new place. Different factors play a critical role in the experience of each individual. Creating a sense of connectedness to a community facilitates the assimilation of new and different cultures. Along with the emerging field of Human-Food Interaction, this study provides an early exploration of how shared experiences around the topic of food can facilitate interactions within social groups. A user-centered design approach helped to understand the needs of international students concerning their food practices. In turn, it led to the development of the prototype named Share my meal that facilitates interactions among international students through food, thus, opening up space for the discovery of new ingredients and culinary experiences as well as promoting socialization with other people. / Skapa ett socialt nätverk är viktigt för internationella studenter, eftersom när de flyttar till ett nytt land så genomgår de en stor förändring. Olika faktorer spelar en avgörande roll för varje individs upplevelse. Skapa en känsla av gemenskap och sammanhållning kan underlätta assimileringen av nya och olika kulturerna. Med det ökade intresset för området Human-Food Interaction, undersökte denna studie hur delade upplevelser av mat kan underlätta interaktionen inom sociala grupper. En användarcentrerad designstrategi användes för att förstå internationella studenters behov och vanor kring deras matkonsumtion. Följaktligen, ledde det till utvecklingen av prototypen Share my meal med syftet att genom mat, underlätta interaktionen mellan internationella studenter för att upptäckta av nya ingredienser och kulinariska upplevelser, men även främjar socialiseringen med andra människor.
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Gesture-based interaction for Centralized Traffic Control / Gestbaserad interaktion för centraliserad fjärrstyrning av tågtrafikMilivojevic, Mladen January 2016 (has links)
Ever wondered how trains arrive and depart on time? Traffic Control systems are there to help control the traffic flow, with many operators monitoring and taking actions when necessary. Operators of the traffic control systems use a keyboard and a mouse to interact. Current user interface and work setup consist of many usability issues that can be improved in order to increase operator’s efficiency and productivity in controlling the traffic. Interviewing users of the system and researching on related topics led to a newly proposed design in interaction, user interface as well as some suggestions for increasing productivity. Gesture-based interaction is introduced and simulated for traffic control systems that tend to improve the operation. Various gestures are designed such as panning, zooming and hovering the map using Leap Motion controller which enables intuitive interaction. These gestures aim to solve identified usability issues discovered during the interview with the user. The project aims to answer the following question: Can gesture-based interaction solve usability issues and establish the intuitive use of the CTC system? Performing exploratory research on this topic involved designing, implementing and testing hand gestures with users. From an ergonomic perspective, body posture and hand position of the operator is examined and suggested to use sit-to-stand workstations in order to reduce pain and discomfort while working. Gesture-based interaction eliminates finding mouse cursor on large screens, it enables fast request of detailed information and also it provides a better overview of the map surroundings. Laboratory tests confirm that gesture-based interaction brings more natural and intuitive use of traffic control systems. There is a big potential for gesture-based interaction to increase usability and bring efficient controlling for operators. It would reduce delays of the train and maintain safe traffic flow. / Har du någonsin undrat hur tåg anländer och avgaå i tid? Trafikledningssystem (CTC-system) hjälper till att kontrollera trafikflöet där operatörer övervakar och vidtar åtgärder vid behov. Operatörer av ett trafikledningssystem använder idag ett tangentbord och en mus för att interagera. Det nuvarande användargränssnittet och arbetsinstallationen består av många användbarhetsproblem som kan förbättras för att öka operatörens effektivitet och produktivitet för att kontrollera trafiken. Intervjuer med användare av systemet samt forskning om ämnet ledde till ett nytt föreslag av interaktion, utformning av användargränssnitt samt några förslag för att öka produktiviteten. Den gestbaserade interaktionen som infördes och simulerades för trafikkontrollsystemet tenderar att förbättra funktionen. Olika gester utformades som möjliggör för användaren att panorera, zooma och sväva över kartan. Gesterna implementerades med hjälp av Leap Motion Controller som möjliggör intuitiv interaktion. Dessa gester syftar till att lösa identifierade användbarhetsproblem som upptäcks under intervjuerna med användarna. Syftet med detta arbete var att svara på följande forskningsfråga: Kan gestbaserad interaktion lösa användbarhetsproblem och etablera intuitiv användning av CTC-systemet? Den explorativa forskning som utfördes i detta arbete inkluderade att utforma, genomföra och testa gester med användare. Kroppshållning och handposition för operatorerna undersöktes ur ett ergonomiskt perspektiv och studien föreslår att använda sitt-till-stå arbetsstationer för att minska smärta och obehag under arbetet. Gestbaserad interaktion eliminerar problemet att hitta muspekaren på stora skärmar, vilket gör det enkelt att snabbt hitta detaljerad information och ger även en bättre överblick över kartans omgivning. Laboratorietester bekräftar att gestbaserad interaktion ger mer naturlig och intuitiv användning av trafikledningssystemet. Det finns en stor potential för gestbaserad interaktion för att öka användbarheten och ge en effektiv kontroll för operatörerna. Det skulle minska förseningarna av tåget och upprätthålla ett säkert trafikflöde.
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<b>UNDERSTANDING CROSS REALITY INTERACTION IN A CO-DESIGN TASK</b>Sathvik Reddy Vudumula (19120255) 13 July 2024 (has links)
<p dir="ltr">This study provides insights into the right combination of devices in a co-design task, in this case, at designing a game level. The cross-reality systems enable users to connect and collaborate across the Reality-Virtuality continuum i.e., PC/Desktop, augmented reality (AR), mixed reality (MR) and virtual reality (VR). Co-design involves two or more users coming together to ideate a clear objective, and build using the appropriate tools for collaboration, design, testing, and refinement for the masses. It also considers the time and resources used throughout the process with constant and open communication. The simulation design is based on developing an application that allows two users to connect in a pairwise modality (Desktop-Desktop, VR-VR or Desktop-VR) and use the assets provided to design a game level. The users were given a layout of the level and factors based on which the level will be designed. The results are discussed, and future work and conclusions are provided based on them.</p>
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Speculative Futures of AI in Art : Collaborative Design Fiction with ArtistsFriedrich, Julian January 2024 (has links)
As generative AI threatens creatives worldwide, this thesis applies Speculative Design through a Participatory Design process to speculate about the futures of AI in art by critically involving creatives. Conducting field research, interviews, and two co-design workshops, hosted at the Malmö City Library, the project resulted in an exhibition of four speculative scenarios in the form of short stories and AI-generated visualisations, sparking critical discourse and reflection about generative AI tools in art. The main insights from said discourse were that AI tools need to be investigated and critiqued through use by creatives, that designers working on AI tools have a responsibility to design for transparency, and that Speculative Design is the appropriate methodology to address AI in art, especially grounded in a Participatory Design process.
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Samtidskonstmuseet och virtuella utställningar i den digitala konstproduktionens tidsålder : ett informationsarkitektoniskt perspektiv på hur museer kan ställa ut digital och digitaliserad konst / Contemporary art museums and online exhibitions in the age of digital art production : an information architecture perspective on how art museums can exhibit digital and digitized artBrinkborg, Iris January 2021 (has links)
Most contemporary artists work digitally in one way or another, despite the fact that established art museums do not offer a platform to display digital art, which means that it is difficult for visitors to find it and that media art will have a lower status compared to physical art. For a long time the art museum business has had a complex relationship with the digitization of physical works, virtual museums and intangible art works. These are discussions that had to be ignored when the pandemic started and the art museums were forced to digitize activities that had previously been completely analogous. This report with associated artifacts strives to map digital exhibition trends and create a digital exhibition format that takes into account artistic intention and the art museum's activities, and puts the user experience in focus. The report concludes that it is difficult to generalize when it comes to art, but that digital exhibitions have great potential because you do not have to deal with gravity, wires and other physical aspects when installing digital works in a physical space. Another conclusion is that art museums must begin to look at the developer as part of the core business for the digitization initiatives to work in the long term. Perhaps the pandemic will ultimately mean that art museums to a greater extent dare to break new ground, test new exhibition formats and become more positive about the possibilities of digital exhibition formats.
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Samtalsledares erfarenheter av digitala nätverksträffar : med fokus på kommunikation, ur ett delaktighetsperspektiv / Moderators' experiences of digital meetings for networking : highlighting communication, participation and engagementBergqvist, Elin January 2021 (has links)
Under våren 2021 har det organiserade lärande nätverket för chefer, Nätverk för engagerat ledarskap i Region Jönköpings län, haft digitala träffar genom mötesplattformen Cisco eller Skype i stället för fysiska träffar p.g.a. de rådande samhällsrestriktionerna. Rapporten belyser samtalsledares och nätverks-deltagares mellanmänskliga interaktion och deras anpassningar till digitala arbetssätt, under en tidsperiod där digitaliseringen inom hälso- och sjukvården påskyndats av covid-19-pandemin. Undersökningens syfte är att beskriva samtalsledares erfarenheter av digitala nätverksträffar (vid Nätverket för engagerat ledarskap i Region Jönköpings län) med fokus på kommunikation och vad de beskriver för möjliga förbättringar, utifrån ett delaktighetsperspektiv. Samtliga 40 samtalsledare blev tillfrågade att medverka i undersökningen, varav sex (6) gjorde intresseanmälan. En av dem avbokade dagen innan och fem (5) genomförde gruppintervjun digitalt på mötesplattformen Zoom. Intervjun spelades in efter samtycke och varade 60 minuter. Materialet bearbetades först genom en förenklad induktiv tematisk analys, med stöd av en analysguide inspirerad av Braun och Clarke (2006). Därefter beskrevs analysresultatet utifrån ICF:s första nivå för att belysa resultatet ur ett delaktighetsperspektiv. Fyra teman framkom; digitala utmaningar, mellanmänskliga interaktioner, framtidens behov och ”kriterier” för framgångsrikt digitalt nätverkande. Ett stort problem vid de digitala nätverksträffarna har varit bristande eller fördröjd feedback. Ett annat problem har varit svårigheter med sammanhållningen och att skapa tillit i det digitala rummet. Examensarbetet har gett upphov till förbättringsförslag för ett framgångsrikt digitalt nätverkande ur ett delaktighetsperspektiv. Digitala nätverksträffar kan ses som ett alternativ eller komplement till fysiska träffar även i framtiden. Kanske kan vi framöver hitta det ”bästa receptet” för digitala nätverksträffar för en effektiv och jämlik hälso- och sjukvårdsorganisation? / During the spring of 2021, the organized learning network for managers, Network for Engaged Leadership in Region Jönköping County, has held digital meetings in applications provided by Cisco and Skype instead of having physical meetings due to the current societal restrictions. The report highlights interpersonal interaction between moderators and networking participants, and their adaptations to digital ways of working, in a time where digitalization in healthcare has been accelerated due to the COVID-19 pandemic. The purpose of the survey is to describe moderators' experiences with digital networking meetings (at the Network for Engaged Leadership in Region Jönköping County). The study focuses on communications and how improvements can be made to increase the participation and the engagement of the participants. All 40 moderators within the network were asked to participate in the survey, of which six (6) made expressions of interest. One of them canceled the day before and five (5) participated in the group interview digitally using the application Zoom. The interview was recorded with consent and lasted 60 minutes. The material was first processed through a simplified inductive thematic analysis, supported by a guide inspired by Braun and Clarke (2006). The results were then described, using the first level of the ICF, in terms of participation. Four themes were deduced: digital challenges, interpersonal interactions, future needs, and "criteria" for successful digital networking. The lack or delay of feedback has caused major issues at the meetings. Other difficulties have been the lack of affinity and trust within the group. This study has resulted in several proposals for improving digital networking by increasing accessibility. Digital networking meetings can be seen as an alternative or a complement to physical meetings. Perhaps we can find the "best recipe" for digital networking meetings for an effective and equal healthcare organization? / <p>Examen i vårdadministration, YH-utbildning: 20 Yh-poäng.</p>
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互動玩具系統開發與互動行為探討 / System development of interactive toy and study on behavior孟憲奇, Meng, Shian Chi Unknown Date (has links)
本研究設計了一個結合遊戲性及新型互動體驗的英語學習輔助玩具,目的是將英語學習帶入學齡前兒童的戲水情境之中,兒童可透過與玩具遊戲的過程,達到英語學習歷程的催化。本研究開發之數位互動玩具,可藉由手與尾巴做出不同組合的動作,以及眼睛可以投射出燈光圖案表達不同情緒。並透過語音播放出故事中的單字與句子,再藉由以上的功能會組成不同的回饋。小朋友能用摸與說話的方式,在與玩具之間的遊戲過程中,達到產生興趣的效果。
現階段本研究探討使用者經驗的分析,若要分析小朋友的正式學習歷程,就必須先了解小朋友的動機和使用後的回饋,以讓未來學習歷程中的研究作為基礎。因此,基於認知心理學家的理論討論幼兒學習的歷程,以及為了得知如何設計適合的玩具給小朋友,本研究提出設計時的原則以及使用者經驗與使用性,建構出互動玩具的雛形。實驗評估對象共為8位3~5歲之兒童(第一階段7位,第二階段1位),以觀察的方式紀錄實驗過程,利用開放式問題詢問小朋友的回饋,並以進行整理與分析。總結,研究成果為:
1. 互動學習體驗:將科技結合一般戲水玩具,透過觸摸及語音的互動方式產生動作、燈光圖案、聲音等回饋,從戲水互動過程中給予兒童新的互動學習體驗。
2. 學習與探索的動機:本研究依據Skinner的操作制約概念制定互動流程,玩具經實驗發現透過觸摸及口說的互動,產生了多元回饋刺激,包含故事內容及卡牌的配合,讓小朋友在遊戲過程中能自行探索內容並在過程中學習。
3. 使用者經驗與使用性分析:從使用性五項指標分析情緒起伏歷程紀錄及分析使用者經驗,發現玩具容易讓小朋友操作且記憶玩具提供之內容,整體使用性是高的。但相較於觸摸的互動方式,說話的互動方式會讓小朋友在操作上使用性較低。
互動玩具的設計製作:以UCD的設計思維建構互動玩具外型設計、人機互動方式及內容設計,並再以Arduino為主要載體建構模組化之設計。 / This study designed an English learning toy that combined the game and a new interactive experience. This aim is to integrate English learning into the context of preschoolers playing in water and use the interaction with the toy to promote the English learning process.
In this study, the digital interactive toy we made that can make different combinations of action by using its hands and tail, project out the lighting patterns to express various emotions by its eyes, and play out the words and sentences of the story by the voice player. According to the above functions, the toy forms different ways of feedback. It is effective that children can develop an interest in the toy by the ways of touching and saying in the process of game playing.
At present, this study explored the analysis of user experience, if we want to analysis the children's formal learning process, we must first understand the child's motivation and feedback after use, so that it can be a foundation of the learning process in the future. Thus, the study is based on the theory of cognitive psychologists that discussed the course of early childhood learning. In order to know how to design a suitable toy for preschoolers, this study built the prototype of the interactive toy through presenting the design principles and user experience and usability. The subjects were 8 preschoolers (3-5 years of age) enrolled in the study (7 subjects in the first stage and 1 subject in the third stage). Researcher recorded the experimental procedure by the way of observing, inquired the research subjects to get their feedback by opened questions, and then digested and analyzed to the conclusion. Summary, the results of this research are in the following:
(1) Interactive learning experience: The combination of technology and the general water-playing toys. The digital interactive toy let preschoolers get a new interactive learning experience through the way of touching and speaking to emerge action, light patterns, sound and other feedback.
(2) Learning motivation and exploration: Based on Skinner's operational control concept, the research has found that the toy stimulates a variety of feedback through touching and speaking of the interaction, including the story content and cards. The preschoolers in the course of the game can explore the content by themselves and learning during the process.
(3) User experience and usability analysis: According to the use of five indicators to analyze the course of emotional change and user experience, the research has found that the toys easily to be operated by children and made them keep memory of the contents the toy provided. The overall use is high, however, compared to the interactive way of touching, the way of speaking is lower in the children’s operation.
(4) Interactive toy design: The toy is based on UCD design thinking to construct interactive toy exterior design, human-computer interaction and content design. The main carrier is Arduino to build out the modular design.
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Percepção e produção de sentido no ciberespaço: influência de elementos infográficos em decisões de acesso na WebLima, Paulo Alves de 08 March 2010 (has links)
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Previous issue date: 2010-03-08 / Considering the current dissemination stage of the world wide web and the historical
social repercussion which such presence evokes, this Master Thesis intents to provide
subsidies to webdesign activity, developing knowledges that contribute to the process of
infographics elements manipulation in the web interfaces construction.
The study corpus, Brazilian websites graphical interfaces, required for its analysis,
quali-quantitative empirical research that enables, through aesthetic dissection, the
identification of the existence of dominating visual patterns in Brazilian websites interfaces.
The results of this stage reference the elaboration of representative models, which in the
following step passed by a test process and validation with the users.
The successful achievement of these objectives made it possible to solve one of the
major problems related to the research object, the assembly of an interface model capable of
tracing and computing path of user access, identifying separately how the infographics
elements of the screen are related to each other, in the reception context, to the surfer decision
for the click-through.
This road bared the existence evidences of aesthetic phenomenal in the research
context, fact theoretically addressed through style viewpoint, which resulted in proposing a
new approach to the webdesign, capable of bringing closer the cyberculture theoretical views
and the empirical results produced nowadays.
The theoretical framework of the dissertation is based on three great quadrants. In the
first one is located the comprehension, in the applied social science context, of the historical
social movie set where the cyberculture and its typical technologically mediated
communication processes are inserted. On this stage, the references are Zygmunt Bauman,
Paul Virilio, Neil Postman, Asa Briggs and Peter Burke. In a second moment, the computer
graphic interfaces genesis is treated with their semantic machines and graphical metaphors;
here the text dialog extends to propositions of Steven Johnson, Oliver Sacks, Philippe Breton
and Walter Benjamin. Finally, follows a reflection about the webdesign and its conceptualaesthetic
issues under the historical view of style and here the references are Adrian Frutiger,
Josef Albers, Allen Hurkburt, Donis Dondis, Charles Peirce, Eugênio Trivinho e Lucia
Santaella / Considerando o atual estágio de disseminação da grande rede mundial de computadores
e a repercussão social-histórica que tal presença evoca, esta Dissertação de Mestrado pretende
oferecer subsídios à atividade de webdesign, desenvolvendo conhecimentos que contribuam
para o processo de manipulação dos elementos infográficos na construção de interfaces Web.
O corpus do estudo, as interfaces gráficas dos websites brasileiros, exigiu, para a sua
análise, pesquisa empírica qualiquantitativa que possibilitasse, através de dissecação estética,
identificar a existência de padrões visuais dominantes nas interfaces de websites brasileiros.
Os resultados dessa etapa referenciaram a elaboração de modelos representativos, que em
etapa seguinte passaram por processo de teste e validação junto a usuários.
O cumprimento exitoso desses objetivos tornou possível solucionar um dos principais
problemas relativos ao objeto da pesquisa, a montagem de uma interface-modelo capaz de
rastrear e computar trajetórias de acesso de usuários, identificando isoladamente como os
elementos infográficos da tela se relacionam, no contexto da recepção, à decisão do internauta
pelo click-through.
Esse percurso desnudou evidências da existência de fenômenos estéticos no contexto
da pesquisa, fato abordado teoricamente sob a ótica do estilo, e que resultaram em proposição
de uma nova abordagem para o webdesign, capaz de aproximar as visagens teóricas da
cibercultura dos resultados empíricos produzidos no cotidiano.
O quadro teórico da pesquisa é composto por três grandes quadrantes. No primeiro,
situa-se o entendimento, no contexto das ciências sociais aplicadas, do cenário socialhistórico
em que a cibercultura e seus típicos processos comunicativos tecnologicamente
mediados se inserem. Nesse âmbito, figuram, como referências Zygmunt Bauman, Paul
Virilio, Neil Postman, Asa Briggs e Peter Burke. Num segundo momento, é tratada a gênese
das interfaces computacionais gráficas e suas metáforas, no qual a abordagem é norteada por
Steven Johnson, Oliver Sacks, Philippe Breton e Walter Benjamin. Por fim, segue-se uma
reflexão sobre o webdesign e suas questões estético-conceituais sob a ótica histórica do estilo
e aqui as referências são Adrian Frutiger, Josef Albers, Allen Hurlburt, Donis Dondis, Charles
Peirce, Eugênio Trivinho e Lucia Santaella
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Reconhecimento de gestos usando segmentação de imagens dinâmicas de mãos baseada no modelo de mistura de gaussianas e cor de pele / Gesture recognizing using segmentation of dynamic hand image based on the mixture of Gaussians model and skin colorHebert Luchetti Ribeiro 01 September 2006 (has links)
O objetivo deste trabalho é criar uma metodologia capaz de reconhecer gestos de mãos, a partir de imagens dinâmicas, para interagir com sistemas. Após a captação da imagem, a segmentação ocorre nos pixels pertencentes às mãos que são separados do fundo pela segmentação pela subtração do fundo e filtragem de cor de pele. O algoritmo de reconhecimento é baseado somente em contornos, possibilitando velocidade para se trabalhar em tempo real. A maior área da imagem segmentada é considerada como região da mão. As regiões detectadas são analisadas para determinar a posição e a orientação da mão. A posição e outros atributos das mãos são rastreados quadro a quadro para distinguir um movimento da mão em relação ao fundo e de outros objetos em movimento, e para extrair a informação do movimento para o reconhecimento de gestos. Baseado na posição coletada, movimento e indícios de postura são calculados para reconhecimento um gesto significativo. / The purpose of this paper is to develop a methodology able to recognize hand gestures from dynamic images to interact with systems. After the image capture segmentation takes place where pixels belonging to the hands are separated from the background based on skin-color segmentation and background extraction. The image preprocessing can be applied before the edge detection. The recognition algorithm uses edges only; therefore it is quick enough for real time. The largest blob from the segmented image will be considered as the hand region. The detected regions are analyzed to determine position and orientation of the hand for each frame. The position and other attributes of the hands are tracked per frame to distinguish a movement from the hand in relation to the background and from other objects in movement, and to extract the information of the movement for the recognition of dynamic gestures. Based in the collected position, movement and indications of position are calculated to recognize a significant gesture.
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