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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.
31

Use Qualities: An Organic Luxury We Can Afford : A Primer and Implementation of how Organic Interfaces can Improve the Use Quality Affordance

Wiberg, Nils January 2009 (has links)
<p>Use qualities are sought after in interaction design and increasingly reachable given the new developments in tangible, ubiquitous and embodied interactions. But are they really obtainable regardless of what approach one chooses. This thesis explores how use qualities can be reached by Organic Interaction Design and in doing so it also provides a primer for what this concept entails: A concept which demands a high level of intuitivity in the designs of new media and new interaction trajectories. It is implemented here in a case of an interactive table complete with tangible interactions. This thesis provides examples of how use qualities such as immersion, playability and even vulnerability are reached not via e.g. system transparency but rather via a mimicry of the tacit cues of biological systems occurring in the natural world. The interaction design need be thoughtful and holistic for such endeavors.</p>
32

Hesitation on adoption Self-Service Technologies (SSTs) : A case study on self payment machine

Bashir, Muhammad Shahid, Zakaria, Mohd Zalmy January 2010 (has links)
<p><em>Self service providers are making such systems which offer faster and more flexible service to the user. Most of us are familiar about self service technologies such as Kiosk, Auto Teller Machine, Self Check in machine, Self payment machine etc. Unfortunately, users are not using these SSTs commonly as advancement has been occurring in SSTs. Sometimes, people look annoyed and feel fear to use such kind of technology at public spaces. Generally, these systems need interaction between users and technology to create service outcome instead of interacting with a service personnel. These technological interfaces have been called Self-service technologies (SSTs). Yet, not all users choose to use the new technologies and they still feel some hesitations to adopt this technologies in this case SSTs. This study investigated the factors that make users hesitate to use and adopt SSTs.</em></p>
33

Musikvideoproduktion som designprocess : En introspektion av en budskapsfokuserad musikvideoprocess

Edvardsson, Sofie, Nyström, Jakob January 2010 (has links)
<p>Den här uppsatsen undersöker sambandet mellan en musikvideoprocess och en</p><p>designprocess samt vilka visuella teoretiska verktyg som finns att tillgå vid en</p><p>budskapsfokuserad musikvideo. För att ta reda på detta har vi gjort en introspektion av</p><p>vår process av att producera en musikvideo åt en etablerad svensk artist. I arbetet</p><p>presenterar vi hela processen från första vision till de sista förberedelserna. Uppsatsen</p><p>innehåller produktionsmaterial så som storyboard och inspelningsschema. Som stöd</p><p>till vår produktionsprocess har vi sammanställt en modell som bygger på Löwgren och</p><p>Stoltermans (2004) designprocess samt de budskapsfokuserade teoretiska visuella</p><p>verktygen (så som semiotik, sync points och musikanalys) som kan underlätta i just en</p><p>sådan här process. Vidare kommer vi fram till att en musikvideoprocess i princip är</p><p>identisk med en designprocess och att Löwgren och Stoltermans dynamiska</p><p>designprocess även går att implementera på en musikvideoprocess. Om modellen</p><p>vidare kan testas och utvecklas med fler dramaturgiska inslag så tror vi att den kan</p><p>fungera som ett bra stöd för en kvalitativ budskapsfokuserad musikvideo.</p>
34

Byte av systemutvecklingsmetod : En verksamhetsnytta eller en nödvändighet?

Johansson, Filip, Åström, Joanna January 2010 (has links)
<p> </p><p><strong>Abstract</strong></p><p><em>System methodology is in the very heart of system development, it is a crucial part of how you define your work, how you choose to approach the actual problem at hand and how to solve it. Researchers in the system development field has shown that not all methods in theory are in compliance with how it is practiced by the companies who use them. In our thesis we have studied a larger international IT- company and one of their local offices in Sweden, who some years back changed their system development method from a more traditional to an agile one. Our aim of this study has been to establish whether both of these methods has differed between theory and in actual use, and if so, why this has occurred and what the underlying rationality might have been to promote this change. Our questions that we sought to answer were; 1. Why did the company change system development method in the first place? 2. If the methods, applied by the company, differs between theory and practice, why do they differ and what is the underlying rationality to pander this change?</em></p><p><em>Our study has shown that in both cases, there has been a need to tailor the methods to fit the organizational objectives and goals but also the current working climate. Reasons for this has been, amongst others, that the methods at hand has not been in complete compliance with how they perform their work in practice. Statements from the interviewees were that it is hard to follow a method in strict accordance with how a method is written in theory, you have to conform it to the actual organization for it to be effective.</em></p>
35

The impact of note-taking for learning in higher education : A smart digital enhanced learning setting

LIU, I JUNG January 2010 (has links)
<p><em>The typical traditional tool (i.e. pen and paper) for note-taking is simple and lightweight. Although the methods used by teachers, particularly at university level, have changed significantly from paper documentation to digital resources, most students still feel more comfortable recording class notes using pen and paper. In this paper I argue that digital advances have not been optimized for the once static environment of academic note-taking. The note-taking habits of students must be studied. New systems must be developed if students are to benefit fully from these advances. Lecture handouts given as digital documents should afford students an easier and more pleasant learning experience. Therefore, I investigate the note-taking behavior of students and propose one positive solution to enhance study efficiency in higher education. The solution is based on two perspectives to understand the requirements and design implications of future design in a smart way.</em></p>
36

Registrering av faktisk närvaro i förskolan - vem berörs?

Löfbom, Erik January 2010 (has links)
<p>Every municipality in Sweden is responsible for offering its citizens adequate childcare. Parents hand in a preliminary schedule to the preschool for when their child needs to be in childcare, and based on this the preschool staff is scheduled. Some municipalities measure the actual time a child is in childcare. The essay idea comes from when I heard that one municipality was thinking of register the children's actual time in preschools. I started thinking on how to solve such a task. First I needed to get a feel for the context in a preschool. I therefore visited a preschool to interview the staff about their work. Do they have a computer in their workplace? Who is using it? I made five interviews with people whose job is related to childcare. In this essay I have also developed a software prototype to register time, it is intended to be run by the preschool staff on a cellphone. This essay can be a starting point for anyone who is interested in the subject of register time in preschools.</p>
37

Skog : Online Social Network in Physical Space

Leelavanachai, Vittavin January 2010 (has links)
<p>Current social interaction on Internet is continuously taking an important role ineveryday life. In Estimate every computer user will have their account or identity onat least one online social network service in the future. Despite that all this mannersoccur in the virtual world, is possible to bring these useful information from thevirtual space into physical space? This paper presents a design-oriented research ona way to bring available people connection, profile and published personalinformation on virtual space into interactive physical space by enriching the context.Observation was made with focus on how the virtual community influences the socialbehavior. Concerning tangible computing this design more foucs on full-bodyinteraction and manipulation with face recognition or voice command.</p>
38

The embodiment of a format in interaction design : A discussion about design thinking, acting and tools for intentional creation of emergent qualities

Lidälv, Gustav January 2010 (has links)
<p>Design researchers and design practitioners differ regarding their notion of thenature of design complexity, and how design practitioners should approach it in arational way. By describing three ways of viewing design rationality, differentapproaches of what it means to design and be a designer is presented. This paperargues that design complexity is ‘wicked’, with no definite conditions or limits todesign problems. This means that the designer acts as a ‘bricoleur’; someone whoshares the notion of ‘wicked’ design complexity, and who understands that thecomponents in the design space is interrelated and interdependent. A ‘bricoleur’,engages in the design space with systems thinking, in a dialectic process ofinterpretation and meaning-making, where judgment and imagination are the coredesign skills. I describe this process in terms of the design of a composition, guided bya parti (an early vision of the design) with the aim to create a strong format (agestalt) with desired emergent qualities. In this process I have pinpointed the‘embodiment of a format’ as the key activity if the designer wishes to create a designwith components in harmony and desired emergent qualities. When the designerembodies a format, the designer becomes aware of the different roles that componentsin a design have in the whole design, and as a consequence, this creates awareness ofthe qualities that emerges before the design is implemented. This paper also discussesthe support for this activity in the tools used by interaction design practitioners, andthat sketching is the tool that is mostly used in the activity of ‘format embodiment’.The conclusion is that there is a lack of support for ‘format embodiment’ in the toolsthat are promoted by mainstream HCI-research. Design researchers should view thedesigner as a ‘bricoleur’ to be able to address the need for tools for formatembodiment.</p>
39

Moibl interaktion i kollektivtrafik

Falk, Kristian, Hedman, Christer January 2010 (has links)
<p>In this paper we take a look at digital applications to help the user with public transportation. The main goal was to evaluate the problem a user can face when aiming to use the public transportation system, and to create a application for Apple Iphone that can enhance and help the user, no matter if he is familiar with the local public transportation system, or if he is less familiar with it. The aim was that the user wouldnt need any previous knowledge to be able to use our application. We combined Location-Based Services with Realtime-travelinformation and trip planning to examine if this combination could make both of the two different user-groups satisfied. To understand the problematics a user faces when approaching the public transportation-scene, Scenario-Based Design is evaluated as a method to grasp this problem. Technological Acceptance Model is used to evaluate the user-centered qualitative tests on the application, which fitted good, considering that there was no other system to compare our application with. Our results show that you can enhance the User experience in the context of public transport for the wide target audience of all bussriders, familiar or infamiliar with using the public transportation. 100% of the users in our tests claimed they wanted to use the system instead of the present solutions. Since the Location-Based Services made it possible to make a travel-search without typing in where you are travelling from, (the built-in GPS in Iphone looked up where your closest busstop is) the use of our application was fast and satisfying for both groups of users. Furthermore we noticed that erlier recommended buttonsize for Smartphones or PDA’s turn out faulty in our tests, but this could need further investigations.</p>
40

GAID : a practical model of game approachability testing of computer games

Molin, Jonas January 2010 (has links)
<p>In this thesis an attempt is made to improve on the heuristic model presented by Desurvire and Wiberg from their paper published at the CHI 2008 conference (Desurvire & Wiberg, 2008).  The goal is to create a tool to help identify the types of problems that are found in the article on GAP (Desurvire & Wiberg, 2010).   The improvement that is presented in this work is a flowchart that uses material from GAP. This will simplify the identification of limitations in game designs, using the material collected by Desurvire and Wiberg (2010). The benefit that the implementation of a flowchart hopes to bring to the research and design society is to make the GAP tool more accessible to less informed users. The approach taken in this work, to strengthen the GAP tool was inspired by the solution presented by Barendregt, Bekker and Speerstra in Empirical evaluation of usability and fun in computer games for children (Barendregt, Bekker, & Speerstra, 2003), who made a flowchart to help identify the type of problem that could be found in connection to children playing computer games. The function of such a chart in comparison to a list is to make it more available to personal less experienced in game design and the rules of good game design (Malone, 1982). The flowchart was tested on an expert to verify the issues being used in it and on a usability test material. It was found that the Game Approachability Issue Definition (GAID) flowchart is able to identify, approachability issues, and thereby did improve on GAP as intended.</p>

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