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Investigating a gesture based interaction model, controlling a truck with the help of gestures.Brynolfsson, Niclas January 2021 (has links)
This paper examines if a gesture based interaction model to control a heavy vehicle is a suitable mean of control. It looks at what the interaction model needs to make it reliable, trusted and usable. The methods that was used during this thesis included a literature review, prototype development and testing. To test this a prototype was developed in Unity. To handle the gesture recognition, it was paired with a Kinect 2.0, and the gesture learning was done with Visual Gesture Builder. With this we created two sets of gestures that were tested against each other. We found that a the gesture based interaction model was found intuitive, natural and seems to allow the operators to efficiently execute their tasks. However, there are two key aspects that needs to be taken in to consideration. Firstly the gesture recognition has to be at a really high standardas in having high recognition and well thought out gestures, both out of safety reason, but also to not cause frustration with the users. Secondly, the gestures themselves need to be designed in a way that will not cause fatigue, with poorly designed gestures the users would not be able to use this interaction model for a longer period of time.
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A UTAUT-Based Study of the Current Situation of Chinese Hearing-impaired Elderly and their Views Towards Hearing Aid TechnologiesWang, Liyuan January 2021 (has links)
No description available.
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Designsystem - Effektivisering och organisering av designprocessen : En kvalitativ intervjustudie om designsystemsriktlinjer för Sveriges Televisions interna system / Design systems - Increasing efficiency and organization of the design process : A qualitative interview study on design system guidelines for Sveriges Television's internal systemsWettermark, Hampus January 2023 (has links)
Design systems have become increasingly popular among designers and organizations, as they provide a structured approach to design and help ensure consistency across both products and services. However, there is limited previous research on the advantages and disadvantages of design systems and their impact on usability. This thesis aims to fill this gap by exploring the use of design systems and their impact on the design process and usability of systems at Sveriges Television (SVT). The research methodology used in this thesis was a qualitative approach that consisted of semi-structured interviews and a focus group interview. The research questions were: “What advantages and disadvantages do people with UX-related positions at SVT see with the use of Design Systems?”, “What would a design system contribute with in regards to usability and ease of use in SVT's internal systems?” and “What could a proposal of guidelines for a design system at SVT look like?”. The study provides valuable insights into the advantages and disadvantages of design systems and their possible impact on usability. Design systems can increase effectiveness in the design process as well as provide structure and organization to the design resources. However, they also come with time and resource costs as well as a decrease in creative freedom. Design systems can aid usability by providing consistency and making it easier for users to navigate and understand products and services. Designers should also involve end users in the design process to ensure that the systems are made for the user instead of only solving the problem.
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Towards Accessible Accessibility : Exploring Challenges and Opportunities for Integrating Accessibility into the Design ProcessVahid, Caroline January 2023 (has links)
The importance of accessibility is increasingly recognized, although it is often overlooked in the design industry. By studying designers in a digital consultant setting the goal of this single case study was to explore strategies to gain support for integrating accessibility principles and to shed light on the challenges and opportunities in this context. The findings from the focus group reveal the inadequate prioritization of accessibility, influenced by project nature, time constraints, and costs. Despite these challenges, the participants’ thoughts and opinions demonstrated a strong motivation and alignment with inclusive design principles, emphasizing the need for accessible products and services for all users. Hence, educating stakeholders, including clients, about the value and requirements of accessibility is crucial for successful implementation. The participants also highlighted the need to integrate accessibility from the beginning, specifically before initiating the Discovery phase of a project, and to maintain a continuous focus on accessibility throughout the entire design process. The challenges highlighted in the focus group informed a co-creation workshop where designers and developers, as key stakeholders in the design process, proposed the continued development of toolkits and supportive tools to enhance the implementation of accessibility principles in the design industry. By contributing to the understanding of accessibility practice this study provides insights for improving these in the digital consultant agency context.
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Behavioural Observations as Objective Measures of Trust in Child-Robot Interaction: Mutual GazeAkkuzu, Beliz January 2023 (has links)
Given the subjective nature of trust as a phenomenon and its unified multifaceted contributions for every individual context,the development of a computational model of trust proves to be a difficult endeavour. In this study, we investigate mutual gaze as a behavioural measure of social trust and liking in child-robot interaction. Developing on a prior user study involving 52 children interacting with a robot with variable human-likeness and lexical alignment in two interaction contexts (task-based and dialogue-based), we investigate the effects of human-likeness and lexical alignment on mutual gaze, associations and correlations between metrics assessing social trust and liking, and the development of mutual gaze as an objective measure of social trust and liking. We achieve this through several statistical analyses between the percent of mutual gaze in each interaction, human-likeness, lexical alignment, scores from social trust and liking metrics, self-disclosure content, age, and time. The main findings of our study support the use of mutual gaze as an objective measure for liking, but there is still not sufficient evidence to supportthe use of mutual gaze as an objective measure to identify and capture social trust as a whole. Furthermore, we found that human-likeness and lexical alignment do not significantly affect mutual gaze in an interaction, but the interaction context does. Moreover, it seems that age plays a role in the amount of mutual gaze in an interaction, where older participants engage in less mutual gaze compared to the younger participants. Alongside this, the amount of mutual gaze the participant engages in is stable across periods when they are not interacting with the robot, changing more towards the first half of the first interaction and the second half of the second interaction. Based on the study, our findings suggest using different objective behavioural measures for social trust compared to its related concepts such as liking. Also, our results have found that there may be other constructs intertwined with liking, such as attention and interest, which may need to be addressed with separate metrics.
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The Ethics of Extended Realities: Insights from a Systematic Literature ReviewMeenaakshisundaram, Karthik January 2023 (has links)
No description available.
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Fintech: a more motivating way of saving money? : Persuasive design in FintechLöwgren, Amanda January 2023 (has links)
The use of financial technology (fintech) apps has proven effective in improving people's confidence and ability to manage personal finances, offering innovative solutions and lowering costs for customers. Fintech apps employ persuasive design strategies to encourage users to save money, providing tips, comparison features, and visual feedback on progress. This thesis aims to understand the effect of the used persuasive design in fintech apps towards users saving behavior, by using BJ Fogg’s behavior model. This study is based on semi-structured interviews and first-person research to understand the effect of the persuasive design elements and how these are helping the users stay motivated. The findings showed that apps allow users to customize their saving strategies, accommodating their unique backgrounds and savings capabilities. Furthermore, it was found that the apps increased the user’s motivation, made the users able to use the apps easily and had a different way of using triggers to cue the saving behavior. They also employ nudges engage users in actively managing their savings, generating positive emotions among their users.
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Remote Usability Testing in Practice : A modern UX Method under InvestigationKloos, Nele, Ödman, Sissel January 2023 (has links)
Remote usability testing (RUT) is an established method in the field of human-computer interaction (HCI), concerned with evaluating the user experience (UX) of products and an integral part of a UX-designer’s job. Yet, researchers indicate a discrepancy between academic and applied HCI in industry and highlight a research gap of RUT in practice. By conducting a case study combining data from quantitative video observations and qualitative interviews, we contribute to a common understanding of RUT in a cross-cultural business-to-business (B2B) context, as well as showing a practical application of activity theory in the context of HCI. Aiming to provide insights into challenges of RUT and how to overcome them when catering to an international B2B clientele, the results are synthesized into four practical guidelines: Establish an aligned RUT Approach, Promote Awareness of Cross-Cultural Differences, Prevent Acculturation, and Assess, Address and Promote UX-maturity.
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Svenskt barnbildarkivs användbarhet : Att göra ett söksystem anpassat för forskare mer tilltalande för intresserad allmänhetFransson, Sofie January 2023 (has links)
Denna studie togs fram i samarbete med Svenskt barnbildarkiv. Syftet är att fastställa hur arkivet kan utforma sin framtida offentliga sida på ett användarvänligt och tillgängligt sätt genom att undersöka vilka vanor personer inom målgruppen har vid arkivsökningar, vad dessa personer förväntar sig hitta vid en sökning samt hur resultaten ska presenteras. Svenskt barnbildarkiv är ett unikt arkiv som tar emot teckningar och bilder som barn har skapat från hela Sverige och även från utlandet. De har i sitt fysiska arkiv cirka 700 000 insamlade unika bilder. Arkivet har som mål att öka sin digitala närvaro genom att skanna in de insamlade bilderna och lägga in dem i ett registreringssystem som kallas Sofie. Tanken är att detta ska bli en offentlig sida i framtiden då den för närvarande är till endast för personal och forskare som har fått inloggningsuppgifter via personalen. För att tilltala en bredare målgrupp, intresserad allmänhet, behöver Sofies användbarhet ses över. Systemet är stort och svårnavigerat vilket kan upplevas som överväldigande för människor som inte har kunskaper om systemet dessförinnan. För att öka användbarheten och göra sidan lättare att både navigera och förstå, togs förslag på en ny artefakt fram med fokus på sökfunktionerna som förenklades och kan användas av en bredare målgrupp.
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The importance of navigability when navigating through student merchandise : A study to research how navigability could improve student e-commerce / Navigerbarhetens betydelse vid navigering genom profilprodukter för studentGunnesson, Emelie, Jungerth, Carl, Malmros, Oscar, Eriksson, Oscar, Sjöberg, Jonathan, Appelquist, Linus, Törnberg Zeinetz, Jacob, Osla, Lowe January 2023 (has links)
The purpose of this report is to examine how a web application should be designed with regard to navigability. E-commerce is a growing sector hence it is of great value to know how to build a web application for the users, this report has chosen to focus on students as the target group. The theory explains that web applications should have a clear visual hierarchy with few focal points as it helps users navigate the web application. It should resemble other similar platforms and be developed in accordance with Nielsen Norman Group’s 10 usability Heuristics. The approach to test the hypothesis based from the the- ory is by evaluating different versions of the web application by user tests in regard to the ISO/IEC 25000 and Nielsen Norman Group’s 10 usability heuristics. The method is then analysed with advantages such as multiple anonymous randomised user tests, and disadvantages such as a very small segment of the population being tested. Furthermore, the method were based in relevant theory. A web application that has a reasonable design with no clear distractions and no unnecessary information leads to less mouse clicks, faster times completing tasks and a more pleasant user experience. Extra features such as sorting and filtering were expressed by the test participants as functions that were missing when they were not implemented, and led to faster times and less errors when test participants had such options. Even a web application with the useful features, but with a disturbing design would still result in a bad user experience. Some features were sparsely used or not used at all during the user tests. This could have been avoided with a different implementation of the user tests. When features and design improvements were removed, following the Nielsen Norman Group’s 10 usability heuris- tics, they were missed by the test participants which proved that the theory is applicable on a real web application. For the user to experience that it is a usable and navigable web application, the web application need to use familiar features and a design that emphasise the important features on the page.
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