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Integrating ChatGPT into the UX Design Process : Ideation and Prototyping with LLMsEkvall, Hubert, Winnberg, Patrik January 2023 (has links)
This paper presents an exploratory work on using Large Language Models (LLM) in User Experience (UX) design. Previous research shows that UX designers struggle to envision novel designs and to prototype with AI as a design material. We set out to investigate the question of how designers can be sensitized to LLMs, and their implications for the professional role of UX designers. Using autobiographical design, we develop a prototype of a digital workspace (the “PromptBoard”) for designing and prototyping chatbots utilizing ChatGPT. A design sprint workshop with six participants is performed, in an effort to answer the research questions by working with the PromptBoard. Discussions and participant-designed artifacts are analysed using thematic analysis. Findings include that participants are able to express design ideas and successfully create chatbots using the tool but express a conflicting sense of lacking creativity or ownership of the results. Implications to the field of UX design are discussed.
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Journey Towards Independence : Exploring the Potential of Autonomous Buses in Supporting Independence of Children with Mild Cognitive ImpairmentsMeng, Lulu January 2023 (has links)
The independence of children with cognitive impairments is vital for successful social integration. As emerging technological advancements, autonomous buses possess significant potential in this regard. The study aims to investigate the potential of autonomous buses to support children with mild cognitive impairments in attaining increased independence during their travels. To achieve this goal, two studies were conducted to gather comprehensive data: an analysis of videos provided by the ASALL project and a focus group study involving Skelleftea municipality workers. The study findings shed light on the challenges and needs of children with cognitive impairments during their trips and offer suggestions for how autonomous buses could provide support to increase their independence. It also highlights the importance of considering human factors while designing technology products and emphasizes the need for coordinated efforts combining technological and human support to enhance the independence of children with cognitive impairments. In addition, insights from people familiar with children with cognitive impairments can provide valuable guidance to researchers and designers when creating other technology products.
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ADOLESCENTS IN CONTROL : Promoting Adolescents Autonomy in Parental Control ApplicationsLundberg, Julia, Marklund, Oskar January 2023 (has links)
Parental control applications were introduced to regulate and avoid the negative effects of adolescents’ technology usage. However, parental control apps lack focus on promoting adolescents' autonomy and parent-adolescent collaboration. Therefore, the aim of this paper is to research how parental control apps can be designed to support adolescents’ development towards adulthood and to enhance the active participation from both parties. The research was conducted by interviewing parents (N=7) in which a provocative prototype was used to prime discussions around the topic. This study generated five design implications which are parent-adolescent collaboration, communication support for parental understanding, communication support customized for different cultures, incentivizing healthier habits, and adapting the design for different literacy levels. These implications were extracted from the results which show that parents respect their adolescent’s digital privacy and autonomy. However, there are indications that although parents value insight into their adolescent’s online activities, they are concerned about the infringement of their privacy. Our results suggest that parent-adolescent collaboration is essential for meeting the requirements of parents and adolescents. We conclude that parental control apps could be designed in alternative ways with less focus on surveillance functionality and instead strive for aspects of collaboration, communication, and autonomy.
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Multiplayer Functionality In HRTF (Head-Related Transfer Function) Audio Games To Increase Players' InterestAli, Saad January 2022 (has links)
Mainstream video games retain players' interest with dynamic updates of graphics such as game characters, levels, themes and other game inventory items. For visually impaired players, updates in graphics for player retention are not very efficient. Video games for people with serious visual impairment rely heavily on audio. The players are presented with either frequent audio instructions or 3D audio to be able to roughly judge the state of the game. In both cases, the players could either overwhelmed by frequent audio instructions or might lose interest in the game after some time. A possible reason could be that there are limited ways to evolve these games to keep the players interested as compared to games developed for sighted players. Multiplayer functionality can potentially bring a continuous stream of challenges and competitive situations in games. The research question investigated in this thesis focuses on whether the addition of multiplayer functionality in 3D audio game will increase the level of player interest. The hypothesis was evaluated by performing an experiment. The results of the study showed that multiplayer functionality can significantly increase the level of player interest and enjoyment in 3D audio based game for people with serious visual impairment.
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Participatory Design Adapted for Elderly Collaborators : Design of a Platform to Support Elderly Museum VolunteersAranda Avila, Fermin January 2023 (has links)
The thesis purpose is to gather recommendations to adapt participatory design to elderly users, through the involvement of an association of elderly museum volunteers. The outcome is the result of a participatory process that included forms, interviews, cultural probes, and workshops where the volunteers and designer collaborated tightly to explore volunteers’ needs and find solutions to address them. This process led to the design of a platform that empowers volunteers' work and recognizes its value. The platform includes sections managed by the volunteers to archive information about the museum pieces, share organized activities, and receive feedback from visitors to improve their work.
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Towards Understanding How Human Aspects Affect Requirements PrioritizationSHAIK, RASHEEDHA January 2022 (has links)
Background and Motivation. Requirements engineering is decision intensiveand involves many roles and stakeholders. As humans are often subjective in theirdecision-making and biased by subjective criteria, we are interested in exploring howthis impacts requirements prioritization. Each requirements prioritization techniquehas its advantages and limitations to use on software products for single/multiplepurposes in the software field. Understanding how human aspects affect requirementsprioritization remains greatly unexplored. Objectives. This thesis aims to understand how human factors impact requirementsprioritization. The primary goal is to address and understand the various human as-pects that affect people when they make decisions. The secondary goal is to identifyvarious human aspects that receive more attention while prioritizing requirements. Methods. Systematic Literature Review (SLR) and survey were chosen as the re-search methods for this thesis. A snowballing method was used to extract empiricalresearch papers that were used for implementing the survey questionnaire. Each em-pirical paper from snowballing method has identified some human aspects throughone or more prioritization techniques and prioritization criteria. Using these humanaspects as input a survey questionnaire is designed for gaining insights on occur-rences/experiences of these human aspects in a large organization of Agile practi-tioners. Results. From the literature review, we identified 21 papers through the snow-balling method. And we identified more than two human aspects from each SLRpaper that impact requirements prioritization that were grouped into 11 categories.We also discovered many requirements prioritization techniques and their criteriawhere we included the top 15 RP techniques, 11 human aspects, and 17 RP cri-teria in the web-based survey questionnaire that were extracted through the SLRapproach. Our survey respondents considered the human aspects as very importantare Domain Knowledge of Individuals/ Stakeholders/ Analysts; Ability to consid-er/understand multiple perspectives; Ability to build/reach Consensus; Cognitiveskills and Limitations; Group Cohesion/ Team Maturity; and Accept Diversity as-pects as having the largest impact when prioritizing requirements. We have alsodiscovered that Emotions/ Emotional Cohesion which is also rated by the surveyrespondents as very important and is having the least impact as a human aspectwhen prioritizing requirements. Conclusions. Our study focus on the human aspects in requirements prioritizationmethod, the actual human aspects are least graded and human behavior that is con-sidered as an human aspect is highly graded by the practitioners in the survey. So aclear map is needed to identify the human aspect bias for requirements prioritizationand the results of this study can be helpful to all the researchers who want to carryour research on requirements prioritization in relation with human aspects.
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Improving the Usability of Complex Life Science Software : Designing for a significant difference in skill among users in a scientific work domainRabe, Erik January 2023 (has links)
The usability of complex scientific software is often lacking as it tends to not receive a high priority in development, in addition to the fact that developers are usually engineers with a low level of knowledge in usability areas. The study examines such a software in an environment with a significant difference in terms of user skill, which creates some issues in terms of improving usability. Novice users need to have a higher degree of learnability to better understand how to operate the system, but this cannot reduce the overall level of complexity since it is required by experienced users to perform more advanced tasks. To find out how usability could be increased under these conditions, qualitative interviews were conducted with users of the software. The gathered data was applied to a thematic analysis that was used as a foundation in the development of a functional prototype for a new design, which was iteratively tested and evaluated with users. The design integrates a somewhat novel feature through a zoom-in function as an adaptable view, where the user can visualize a more complex layer of the software. The study also highlights the importance of correctly identifying central user activities in an environment with a high difference in complexity among tasks, to make more informed design decisions around visual priority.
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Användbarhet och tillgänglighet hos Nationell Patientenkäts resultatsida : Undersökning genom användbarhetstester och tillgänglighetsanalys / Usability and accessibility of Nationell Patientenkät’s result page : Evaluation through usability tests and accessibility analysisTawfik Arvidsson, Izabel January 2023 (has links)
I och med att digitalisering, användning av internet och e-tjänster har ökat finns ett stort behov av att se till att webbsidors information kan nå ut till och tillgodogöras av alla individer. Det finns ett antal lagar, riktlinjer och krav för att uppnå detta. I Sverige är det ett lagkrav för offentlig service att skapa digitala tjänster som är tillgängliga för alla individer oavsett behov och förmågor, vilket framkommer i Lag om tillgänglighet till digital offentlig service som bygger på bestämmelser från EU-direktivet och har i syfte att säkerställa att offentlig service kan nås av alla individer. I syfte att undersöka användbarhet, tillgänglighet och potentiella förbättringsmöjligheter hos Nationell Patientenkäts resultatsida har användbarhetstester med testuppgifter, think aloud, semi-strukturerade intervjuer samt SUS-enkäter tillämpats. Testerna genomfördes av sex testdeltagare för att ge insikt i potentiella användares interaktion med webbsidan. Utvärdering av tillgänglighet genomfördes genom att testa Nationell Patientenkäts resultatsida mot utvalda krav ur WCAG 2.1, dessa valdes ut utifrån resultaten från användbarhetstesterna. I analys av insamlade data utifrån Benyons 12 designprinciper och utifrån analys av hur webbsidan lever upp till kriterier ur WCAG 2.1 framkom det att resultatsidan har rätt god användbarhet samt tillgänglighet, men för att öka båda dessa skulle mindre justeringar behöva göras främst inom synlighet och tydlighet för funktionalitet.
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Målfokuserad webbdesign vid konverteringsoptimering / Goal-oriented web design in conversion rate optimizationVirgin, Olivia January 2023 (has links)
Då ett företags webbplats är ansiktet utåt till kunder och en kanal som ska generera värdeför företaget så är det viktigt att dess innehåll och dess design är genomtänkt och möter användarnas behov. Konverteringsoptimering handlar om att omvandla en besökare till kund, vilket leder till en ökad lönsamhet. Denna studie genomfördes på uppdrag av ett företag med syfte att testa och utvärdera hur man genom förändring av design kan generera en ökad konvertering på utvalda sidor på företagets webbplats. Med hjälp av verktyget Google Optimize, så har så kallade A/B-tester satts upp och testats på webbplatsens besökare under en period, för att undersöka hur webbsidorna presterar i förhållande till varandra. Google Analytics har försett Google Optimize med webbtrafikdata och därefter har Google Optimize sammanställt vilken version av sidorna som presterat bäst under denna period. Vidare användes Hotjar för att få fram en karta över besökarnas scrollbeteende. Resultatet från testerna visade en klar framgång för vissa förändringar i designen, även om rekommendationerna till företaget är att fortsätta testa och jobba vidare med konverteringsoptimering på sin webbplats. Slutsatserna av undersökningen är att placering av element och dess synlighet definitivt kan ha en påverkan på besökarnas beteende och därmed också på konverteringsgraden.
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MaterialKit : Exploring digital materials that bring more of the world around us back to the interfaces in front of usWidua, Alexander January 2023 (has links)
The thesis aims to explore digital interface elements that inhibit physical properties from the real world. Using a material-centric thinking, which is both developed and sharpened throughout the process, different physical materials and their attributes are collected, evaluated and attempted to be carried over into a digital medium. The outcome of the project is a repository of digital interface elements that “respond to the world around them.” By leveraging the sensing capabilities of today’s smartphones, the elements react to physical input and change their visual expression and interactive behavior. This makes the interface, and the device, feel like a extension of reality and “more like a physical thing in the world.” The project aims to inspire and provoke other designers to think about their practice and craft in the field of digital interface and interaction design.
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