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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.
111

行動政府網頁設計準則影響資訊尋求之研究 / Effects of Design Criteria of Mobile Government Information Webpage on Information Seeking

孫賢潔, Sun, Hsien Chieh Unknown Date (has links)
因應行動政府的發展趨勢,美國、加拿大、印度、阿拉伯聯合大公國、我國政府都相繼提出發展行動政府網頁時的設計準則,然而各國政府所提出來之行動政府網頁設計規範相當混亂不統一。因此,本研究將各國政府單位所提供行動網頁設計準則統合整理成七大面向共46條的設計準則。另ㄧ方面,過去許多有關網站設計準則之相關研究,大多使用問卷了解使用者感受,皆無法判斷其準則對資訊尋求的真正影響。因此,本研究以臺北市政府觀光傳播局建置之「臺北旅遊網」為資訊尋求實驗網站,以程式記錄器記錄使用者在執行資訊尋求任務時,實際使用準則之行為歷程記錄為客觀資料,以及資訊尋求任務完成後所進行使用者認知行動政府網頁準則對於資訊尋求之重要性問卷調查為主觀資料,探討影響行動政府網頁資訊尋求速度與資訊尋求完成度之主要準則為何,以作為行動政府網頁設計之考量,以提升網站之資訊尋求效能。 本研究之研究結果顯示:(1)合計有七項使用者無法實際操作卻被認知重要之行動政府網頁設計準則;(2)合計有九項使用者可實際操作之行動政府網頁設計準則,可用操作次數預測資訊尋求達成度;(3)合計有十四項使用者可實際操作之行動政府網頁設計準則,可用操作次數預測資訊尋求速度;(4)合計有十項使用者可實際操作之行動政府網頁設計準則於資訊尋求時頻繁被使用,並且具有一定重要性;(5)合計有四項使用者可實際操作之行動政府網頁設計準則有助於提升同時提升使用者資訊尋求速度與達成度;(6)使用者資訊行為研究有必要以問卷及使用者行為記錄並行評估。 最後,本研究考量可實際操作之行動網頁設計準則之實際使用歷程操作狀況、資訊尋求時間、資訊尋求完成度及受測者認知準則重要度之行為特性,透過SOM分群方法歸納出七群影響資訊尋求速度與達成度之準則特性,並據此提出對於行動政府網頁設計者,使用準則時之參考依據,亦提出未來可供繼續探討之研究方向。 / To cope with the development trend of mobile government, the USA, Canada, India, United Arab Emirates, and domestic governments have proposed the design criteria for developing mobile government information webpage. Nevertheless, the design specifications of mobile government information webpage are chaotic and not uniform. For this reason, design criteria of mobile information webpage provided by various governments are integrated into 7 dimensions and 46 articles in this study. On the other hand, most past research on web site design criteria tried to understand user experience with questionnaire survey, which could not really judge the effect of the criteria on information seeking. As a result, “Travel Taipei”, established by Department of Information and Tourism, Taipei City Government, is utilized as the experimental web site for information seeking in this study. Programmable recorders are used for recording user behavior course of the criteria for information seeking as the objective data; and, the questionnaire survey of users’ perceived importance of the criteria of mobile government information webpage to information seeking as the subjective data. It intends to discuss the major criteria for the information seeking speed and information seeking completion of mobile government information webpage for the design of mobile government information webpage to enhance the information seeking efficacy of web sites. The research results are concluded as following. (1) There are 7 design criteria of mobile government information webpage which are not actually operated by users, but are considered important. (2) There are 9 design criteria of effective mobile government by predicting information seeking completion with operation behavior. (3) There are total 14 design criteria of effective mobile government by predicting information seeking speed with operation behavior. (4) There are 10 design criteria of mobile government information webpage which are used by most users for information seeking and present certain importance. (5) There are 4 design criteria of mobile government information webpage which could simultaneously enhance information seeking time and completion. (6) It is necessary to study users’ information behavior with questionnaire survey and user behavior records for the evaluation. Finally, the behavior characteristics of information seeking completion, information seeking time, and participants’ perceived criteria importance in the actual use of course operation of mobile information webpage design criteria which could be actually operated are taken into account in this study. Seven criteria characteristics to influence information seeking speed and completion are organized through SOM clustering, and, based on which, reference for the use of criteria are provided for mobile government information webpage designers and future research directions.
112

Köpprocessen via en mobilanpassad webbshop ur användarens perspektiv / The buying process on a mobile webshop from the user's perspective

Johansson, Camilla, Hultqvist, Tabita January 2017 (has links)
Syfte – Trenden med e-handel ökar stadigt och allt fler konsumenter utför köp via mobiltelefonen. I en undersökning som Episerver utfört surfar 90 procent av alla konsumenter via mobilen men endast 19 procent genomför köp på en webbplats. Det beror på tekniska problem, svårigheter med otillräcklig tillgång till information och registreringar som kräver för många steg. Risken är hög att en konsument lämnar webbplatsen om de upplever den svårnavigerad. Idag finns generella principer inom design för webbplatser och Google Analytics används för att mäta trafik och se hur användaren navigerar på webbplatsen. Det som inte framkommer är bakomliggande orsaker till användarens beteende. Trots att de generella principerna för design är vedertagna och används idag visar undersökningar att konsumenter upplever webbplatsen svårnavigerad och lämnar. För att förstå användarens upplevelse av webbplatsen är det därför viktigt att utföra en studie där man samlar kvalitativa data. Syftet med studien var därför att ta reda på hur en användare upplever användbarhet och utformning under en köpprocess på en mobilanpassad webbshop för mode. Metod – För att uppnå studiens syfte har en små-N-studie genomförts där tre webbshopar granskades. En fallstudie har även genomförts och inkluderade en observation samt en intervju med sex deltagare. Resultat – Studien visar att de tre webbshopar som granskats är utformade responsivt. Vedertagna ikoner, som hamburgermeny, varukorg och sökfunktion används. Kontraster med färg och typografi mot färgad bakgrund, hierarki och whitespace används. Samtliga webbshopar använder progressive disclosure för att dölja information och komprimera innehåll. Bekräftelse förekommer med hjälp av betoning. I fallstudien framkom det att användaren upplever frustration och förvirring under flera delar av köpprocessen. De frustrerande områdena är: oväntade händelser och popup-rutor som stör processen, webbshopens filtrering som saknar alternativ att sortera på mönster eller valda alternativ som inte följer med genom processen. Knappar var svåra att trycka på grund av dess storlek eller placering. Användaren blev även förvirrad över navigationen när flera kategorier slagits ihop och olika ord används för att benämna samma sak på olika webbplatser. Studien visar även att användaren upplever att sökrutan är smidig och effektiv att använda. Till sist upplever användaren att det fungerar bra att skrolla om webbsidan inte blir för lång. Implikationer – Studiens resultat visar på vikten av att kartlägga användarens upplevelse av interaktion samt utformningen av webbshopen ännu tydligare för att möjliggöra utveckling och erbjuda en positiv upplevelse av webbshopen under köpprocessen. Webbshoparna bör därför fokusera på att optimera webbshopens interaktion och utformning genom att genomgående följa User Interface Guidelines framtagna för applikationer och genomföra kvalitativa undersökningar med sina användare för att möta framtida behov då mobilanvändningen ökar. Begränsningar – Studiens resultat är begränsat till webbshopar i Sverige. I andra länder kan utformning och uppfattning av en mobilanpassad webbshop vara annorlunda. Om utvecklingen av användbarhet och mobilanpassade webbshopar sker snabbt och med stora förändringar kan studiens livslängd bli begränsad. / Purpose – The e-commerce is increasing and more consumers choose to shop with their phone. A study made by Episerver shows that 90 percent of all people surf on their phone but only 19 percent buy with their phone. The main reasons are technical problems, difficulties, limited access to information and registers that requires many steps. There is a high risk that a user will leave the website if they experience it complicated. There are general principles of design for websites to create good design and Google Analytics is used to analyse how a user navigates on the website. But the navigation does not describe why the user navigates in a certain way. Even though the general principles of design are being used users still experience websites complicated and decides to leave. To get a better understanding of the users experience of the website it is important to do a qualitative study. The purpose of this study is to investigate how a user experience the usability and design during a buying process on a mobile webshop within fashion. Method – In order to achieve the purpose of this study, a small-N study has been conducted on three webshops. A case study has also been conducted that included an observation and an interview with six participants. Findings – The study shows that all three reviewed webshops are designed responsive. Recognized icons, such as the burger menu, the cart and the magnifying glass for search function are used. Color contrasts and contrast in typography against background, hierarchy and whitespace.  All webshops uses progressive disclosure to conceal information and compress content.  Confirmations by emphasizing are used. Frustration and confusion appeared in the case study during several parts of the buying process. The frustrating parts are: unexpected events and pop-up boxes that interrupt the process, the missing alternative to filter products with patterns in the filtration function or chosen sizes of clothes in the filtration function that do not follow through the process. Buttons were difficult to press because of the size of it or its placement. The user also got confused on how to use the navigation when several of the categories were merged and when the same words had different meaning in different words were used in different webshops. The study also shows that the user experience that the search function was easy and effective to use. At last the user experienced the scroll positive if the website is not too long. Implications –  The result of this study shows the importance of mapping the user’s perception of the website to be able to develop and offer a positive experience on the website during the buying process. The webshop therefore should focus on optimizing the interaction by following the User Interface Guidelines for applications and perform qualitative studies with the users to meet future needs as mobile usage increases. Limitations – The result of this study is limited to webshops in Sweden. The design and perception of the webshop can differ from other countries. If the mobile websites and the usability changes fast and with major changes, the lifetime of this study might be limited.
113

The Early Political Web, 1995-2005: A ten-year observational research seeking evidence of eDemocracy in the information architecture of political parties web sites worldwide

Ricci, Andrea 15 May 2013 (has links)
Scholarly interest for the impact of technologies on democracy has raised in parallel to the decline of political participation. Technology has often been seen as either one of the causes of the crisis of representative democracy or as a powerful remedy to heal the negative externalities generated by party oligopolies. <p>The study of the impact of new media in party politics or presidential elections dates back the forties (with the outgrowth of radio) and has evolved in cyclical waves until today, covering the emergence of television, the development of global telecommunications, the birth of internet and finally what’s popularly called the Web 2.0.<p>The notion of eDemocracy emerges from this dynamic, but is in a league of its own. <p>There is no agreement on many of the terms that one needs to use to dissect its meaning. Scholars diverge on virtually every foundational concept: from the very definition of democracy and interactivity, to the core functions of political parties, to the definition of propaganda as opposed to political communication or to political marketing. As a consequence of this, there is little agreement on both what could be done in theory with eDemocracy and what is actually done in practice. <p>A permanent tension exist between idealtypes and real types in this domain. <p>The aim of this research is to prove this thesis with the largest and most global research unit of political parties web sites at the time of writing. <p>The choice of an information architecture approach has allowed to cover some uncharted territory while providing a first set of data on the structures of the political web (in 2004-2005) for public scrutiny. <p>The core of this research contribution consists in a basic taxonomy and a set of data (on the intentions and on the information architecture) resulting from a 10 years observational research on the early actors of the political web (stricto sensu i.e. 2073 political parties web sites), reviewed with a new degree of detail (through an ad hoc software procedure aiming at dissecting the structure of political web sites) and grouped into 3 main families (protosites, mesosites and neosites) of party web sites. These clusters of homogeneous web sites share a common way to deal with space, with files, with usability, with multimedia. <p>Classic views on eDemocracy insisted on the improvement deriving from more political information online: in theory, the more information we have, the more we can compare it and use it for our political orientation/participation. In practice, to describe the problem in cybernetic terms, this empirical research shows that load appears to be an issue for most party sites: there is too often either too little content (one out of five party sites around the world is a "protosite") or too much (11% of the observed universe materializes in real “content caverns”). A little more than 4% of the sites (a high end mesosite or neosite) had between 10000 and 48,000 links !<p>Cyber optimists have seen in the proliferation of party web sites a sign of improved party competition. For political minorities or for incumbent parties, in the political web, like in eCommerce, what really makes the difference is the conversion rate i.e. the number of visitors that turn into involved voters. Now, with the type of technical, socio-economical constraints reducing the widespread access to the net, with motivational factors (trust and degree of social connectedness) that may alter the individual’s response to the online information offer, with the imperfect implementation (in terms of usability) of the information architecture requirements for optimal political persuasion and communication online, the actual conversation rate of political parties web sites is likely to remain modest. <p>One of the most characteristic uses of the political web discovered in this research is to provide cloud like archival services for the party community. Parties - in the first ten years of the political web - were trying to check mainstream media and use their sites as a low cost, contemporary version of the party newspapers of the 70s. <p>Although this dissertation is not investigating the specific impact of party sites, the structural analysis carried out in the empirical validation suggests that the architecture of party sites in the years 1995-2005 was developing in such a way to be less and less capable of injecting meaningful inputs in the circuitry of modern democratic institutions. Engaged in a frontal competition with traditional news media (and deprived of the same assets), the early political web stricto sensu (and the set of interactive applications it contains) seems to be too a weak vector to channel adequate stimuli to alter and modify electoral processes or institutional dynamics.<p>The majority of the respondents of a political webmasters survey (107 individuals responded to the survey) carried out in the course of this research project indicates that the party site is not the party's leaders favourite platform to launch messages (64% of the answers disagree or strongly disagree to the statement). The majority of the respondents in the same empirical fieldwork agrees to the following statements: “the web is not the most important tool for the party communication strategy (58%)”, “key messages are published simultaneously on all media available (77%)”, “the party has created this site to allow people to contact candidates directly (63%)”, “the biggest part of the interaction with the public happens live, in meetings - the web is used essentially to post the party documents and to give news to the electorate (73%)”.<p>The most interesting results of this question are related to the transactive / mediating role of party communication online. It is beyond any doubt that in the view of these respondents their site has not been created “to invite the opposition to discuss with us (81%)”. If there is a politically relevant process that goes on in these sites it’s really among like-minded. <p>The mission statement [our party site is meant] “to gather the wants and needs of the electorate” splits respondents in two (54% of the respondents agrees and 47% and disagrees), but 73% of all respondents also agrees that most of the interactions with the electorate are non mediated, thus limiting the relevance of the political web stricto sensu to a mere information delivery platform. <p>The central thesis emerging from this first major reality check of the political web is that the structure of most party sites is simply not made to generate the ambitious levels of deliberative democracy. Not only a large number of party sites are microscopic, but they lack the basic means for human to human interactivity, a criticism that .In 34,7% of the cases scrutinized in the survey the sites lacked even of the mailto command (used to allow end users to write mails to the webmaster). In 51.9% of the cases there is no form at all, to facilitate structured communications between the party and the audience. The majority of the early actors of the political web were not structured to engage in deliberative activities. Only a fraction of the universe (between 1 and 2%) showed multiple forms and input methods corresponding to advanced neosites (along the model of the US Green Party Action Centre) or the so called over exposure sites (such as the Argentinian Humanista party). The bottom line is that interactivity levels found – worldwide - on the largest array of political parties sites were (in the period between 1995 and 2005) simply discouraging, if one tends to believe in the rhetoric of eDemocracy. <p>A corollary of my central thesis is that the reality of the political web generated by parties between 1995 and 2005, shows a significant presence of techniques and communication forms typical of political marketing and propaganda. ‘Commands’, calls for ortopraxy, confrontational communication and a growing number of ‘digital tricks’ structure the toolbox of the best party web architects. A form of weak propaganda (the only sort of ‘naked hand’ propaganda that most political parties can afford to pay) has invaded and captured cyberspace. And the user community is becoming increasingly aware of this.<p>This research does not cover the user dimension. However marginal data obtained in one of the three empirical sections (the Web Master survey) seem to indicate that the political web (of the early years) maintained the capacity to swing some marginal seats. <p>This research covers forms of interactivity based on BBS, online fora and blogs but does not cover the historical period of the development of social networks such as Facebook and Twitter. The scientific conclusions are therefore intrinsically limited in value to the decade they refer to, but it is argued in the conclusions that recent surveys (Internet and Campaign 2010 Survey by Pew) do not seem to indicate that the so called Web 2.0 is drastically changing the levels of online political participation. <p> / Doctorat en Information et communication / info:eu-repo/semantics/nonPublished
114

Metodika budování autoritativního obsahového webu / Methodology of building authoritative content website

Totzauer, Tomáš January 2014 (has links)
The main subject of this work is to design methodology of building an authoritative content website. The first part examines the current status of methodologies for web application development and software in general. Further the Lean Startup methodology for creating business plan is analyzed. The next chapters are dedicated to own methodology that covers all the steps of creating a website. From the very idea, moving towards the creation of the business model, defining the theme of the website, determining of target groups, methods of monetization, competition and competitive advantages. Continuing with information architecture design using the keyword classification analysis and multidimensional view of data, which are search queries. For the entire web development offers an analysis of languages and tools. During the subsequent working of the web online, methodology explores the possibilities of online traffic monetization. In the practical part the methodology is verified by using the defined metrics using the example of an international website draft in English on the topic of recipes for cooking. The outcome of this work is the proposed methodology for authoritative content website and design of website unirecipes.com.
115

Implementace informačního modelu v prostředí systémové architektury / Information model implementation in systems architecture

Pořádek, Jiří January 2013 (has links)
This thesis deals with a field of information modeling and its relation to systems architecture. It is divided into two notional parts -- theoretical (first and second chapter) and practical (third and fourth chapter). First chapter explains the meaning of the term 'information model', compares it to the term 'data model' and then introduce its practical use in an enterprise modeling. It also defines the term of 'systems architecture' in its broad meaning and reduces it to three narrow meaning -- enterprise architecture, information architecture and information systems architecture, while it explains their relation to the information modeling. Finally this chapter provides the base for information model implementation methodology created later in the practical part of this thesis. Second chapter introduces architecture framework called TM Forum Frameworx specialized for a telecommunication services provider. It consists of three standards for business process, information and application architecture. The second one defines specific information model which is described partly in the second chapter and partly in the appendix B of this thesis. Third chapter describes the first of two contributions of this thesis - the information model implementation methodology. This methodology is applicable to any implementation of an information model. Three sections of this chapter contains diagrams and description of three phases of the methodology - pre-implementation phase, implementation phase and post-implementation phase. In the end of the chapter there is a table containing outputs of every single activity performed during all the phases. Fourth and last chapter then describes and evaluates real implementation of the information model from TM Forum Frameworx in the systems architecture department of an enterprise providing telecommunication services. This implementation based on the created methodology and its successful results then became the second contribution of this thesis.
116

Centrando a arquitetura de informação no usuário / Centering the Information Architecture in the user

Reis, Guilhermo Almeida dos 30 March 2007 (has links)
O presente trabalho analisa as metodologias de projeto de arquitetura de informação de websites sob o foco das abordagens de Design Centrado no Usuário da Ciência da Informação e da Interação Humano-Computador. A metodologia adotada foi uma revisão da literatura, para formular um quadro de referência para análise das metodologias de projetos de arquitetura de informação, e duas pesquisas de campo. A primeira pesquisa foi quantitativa, baseada em um questionário on-line, e teve por objetivo levantar o perfil do arquiteto de informação das listas de discussões brasileiras. A segunda pesquisa foi qualitativa e seguiu a abordagem do Sense-making, tendo como objetivo levantar as dificuldades, técnicas e metodologias encontradas nos projetos de arquitetura de informação de websites. Como resultado da revisão da literatura foi formulado um quadro de referência composto de cinco fases (Pesquisa, Concepção, Especificação, Implementação e Avaliação). Os princípios das abordagens de Design Centrado no Usuário são aplicados nas duas fases iniciais, sendo que na primeira é aplicada a abordagem da Ciência da Informação, e na segunda a abordagem da Interação Humano-Computador. A primeira pesquisa de campo retratou um profissional jovem, que vive nos grandes centros metropolitanos, com formação predominante na área de Humanas e que desenvolveu seus conhecimentos sobre Arquitetura de Informação de maneira autodidata. Quase metade deles não segue qualquer metodologia nos seus projetos e, entre os que seguem, a maioria utiliza uma metodologia própria. A segunda pesquisa mostrou que os arquitetos de informação experientes adotam uma metodologia nos seus projetos e dedicam mais atenção às três primeiras fases do quadro de referência (Pesquisa, Concepção e Especificação). As metodologias vistas na prática não seguem a abordagem de Design Centrado no Usuário da Ciência da Informação, pois raramente são feitas pesquisas com usuários. Com relação à abordagem da Interação Humano-Computador, ela é pouco seguida porque os contratantes desconhecem a importância dos testes de usabilidade e porque os arquitetos não dominam as técnicas desses testes mais adequadas à Arquitetura de Informação. Com relação às dificuldades enfrentadas nos projetos, foram identificados três focos: o contratante, o próprio trabalho de Arquitetura de Informação e o contexto tecnológico em que o website está inserido, sendo o primeiro o mais citado. Conclui-se que as metodologias de projetos de arquitetura de informação precisam evoluir na adoção das abordagens de Design Centrado no Usuário, para que consigam produzir websites que satisfaçam plenamente as necessidades dos usuários, e nas formas de avaliar os resultados, para verificar se os objetivos dos projetos foram plenamente alcançados. / The study analyzes information architecture projects methodologies of websites under the focus of User Centered Design approaches of Information Science and Human-Computer Interaction. The adopted methodology included a literature review, to formulate a theoric model to analyze information architecture project methodologies, and two empirical researches. The first one was a quantitative research, based on an on-line questionnaire which aimed at mapping the profile of information architects in Brazilian discussion lists. The second one was a qualitative research, in which the Sense-making approach was applied to map the difficulties, techniques and methodologies found in information architecture projects of websites. As result the revision of literature review a theoric model with five phases was formulated (Research, Conception, Specification, Implementation and Evaluation) in which the approaches of User Centered Design should be applied in the two initial phases, in the first one should be applied the approach of Information Science and in the second one the approach of Human-Computer Interaction. The first research showed a young professional, that lives in the great metropolitan centers, which is often graduated in Human area and developed their knowledge of Information Architecture in an autodidactic way. Almost half of them doesn\'t follow any methodology in their projects and, most of the ones that follow uses theirs own methodology. The second research showed that seniors information architects adopt a methodology in theirs project and they dedicate more attention to the first three phases of the theoric model (Research, Conception and Specification). The methodologies found in practice don\'t follow the User Centered Design approach of Information Science, because they rarely make researches with users. The Human-Computer Interaction approach is little following because the clients are not convinced of the importance of usability tests and because information architects don\'t really know the techniques of usability tests more appropriate to information architecture projects. It were identified three focuses of difficulties faced in the projects: the clients, the own work of Information Architecture and the technology context in that the websites is inserted. It concludes that the methodologies of information architecture projects need to increase in the adoption of User Centered Design, to produce websites that fully satisfy the users, and in ways to evaluate the results of the projects, to verify if its objectives had been reached.
117

Analýza a srovnání uživatelského rozhraní webových stránek oborových knihoven na FF UK a návrhy na jejich inovaci / Analysis and comparison of user interface of the websites of special libraries at the Faculty of Arts of Charles University in Prague and proposals for its innovation

Šebestová, Eva January 2012 (has links)
The diploma thesis focuses on the analysis and assessment of the existing user interface of the departmental libraries of Faculty of Arts, Charles University in Prague. The theoretical part generally characterizes the discipline of Human Computer Interaction. Furthermore, it characterizes concepts such as user interface, web usability and web accessibility and information architecture. Besides, it introduces the organisation, functions and services of the Central Library of the Faculty of Arts, including departmental libraries. The practical part explores and assesses current condition of the websites of the departmental libraries. The aim of this research is to determine users' satisfaction based on their experience with these library websites. Moreover, the research monitors the users' idea of an ideal website. A further concern is the usability, accessibility, content, design and information architecture of the websites researched. In accordance with the results of the research, a schema of a new human interface for the departmental libraries is designed.
118

Information Architecture and Cognitive User Experience in Distributed, Asynchronous Learning: A Case Design of a Modularized Online Systems Engineering Learning Environment

Cassandra M McCormack (11173440) 23 July 2021 (has links)
<p>Systems engineering (SE) is an increasingly relevant domain in an increasingly interconnected world, but the demand for SE education is impeded by the challenges of effectively teaching interdisciplinary material that emphasizes the development of a mentality over specific skills. A modularized, asynchronous, distributed course configuration may provide an advantageous alternative to more traditional hybrid course designs. Online courses have been a topic in the educational field since the establishment of the internet. However, the widespread disruptions to higher education due to the COVID-19 pandemic highlighted the demand for and difficulty of developing deliberate and robust learning environments designs that consider a variety of traditional and non-traditional students. This thesis presents a case design of a learning environment for an interdisciplinary-focused, introductory graduate-level systems course that has previously been designed for, and taught in, a hybrid environment. The case design will emphasize the information architecture (IA) and user experience (UX) prototype design of the learning environment as informed by user-centric principles, cognitive theories and analyses, the IA literature, and existing course content. This focus on learner knowledge development (“beyond-the-screen”) factors rather than the direct user interface (“at-the-screen”) provides design recommendations and insights that are robust to changing user interface trends and preferences. A distribution of learners with varying backgrounds, learning needs, and goals associated with the material will be identified. These individual differences can dramatically impact the effectiveness of potential interventions, particularly when different types of learners have directly conflicting needs. Thus, the online learning environment will utilize adaptable interfaces to move away from a “one-size-fits-all” design approach. Content modularization and non-sequential, tag-based navigation were utilized to address the challenges of teaching highly interdisciplinary material. This thesis emphasizes a learning environment design that aims to teach highly interdisciplinary systems subject matter to a variety of learners with a variety of characteristics in an asynchronous, online format while making use of existing course material. </p>
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The User Needs Of Agent-Based Modelling Experts : What Information Architecture reveals about ABM frameworks

Fabris, Bertilla January 2023 (has links)
Present-day Agent Based Modelling is used to simulate complex systems in which agents are explicitly heterogeneous. Researchers within the field of ABM have a set of tools at their disposal, yet little is known about the usability and learnability of these systems. Information Architecture establishes a set of guidelines for constructing digital spaces that facilitate the fulfilment of the user’s goal; these guidelines are expressed as Principles of Information Architecture and categories of user behaviour. The purpose of this paper is to determine the needs of ABM researchers and explore how scientific software can be improved to better support them in their work. A System Usability Scale questionnaire quantifies the current level of usability on ABM frameworks while semi-structured interviews with six expert modellers provide data on user needs and user behaviour. The participants are allowed to review more than one ABM framework by means of questionnaires and a cognitive walkthrough that exposes GUI elements and other framework features linked to procedural steps of modelling. Information Architecture principles are exposed in each interface along with user behaviour categories. Albeit limited in its scope of participants, the survey with in-depth interviews provides valuable information on the needs of domain experts. Data is analysed both quantitatively and qualitatively; the paper follows, therefore, a mixed-method approach. It is proven that, at the present moment, most ABM frameworks fail to meet established standards for usability and learnability. User needs are exposed through an analysis of the data reported by experts. Finally, considerations are presented upon the impact of implementing Information Architecture guidelines within ABM frameworks.
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Разработка и исследование информационной архитектуры для организации процессов внедрения ИТ-проектов : магистерская диссертация / Development and research of information architecture for the organization of IT project implementation processes

Тамерлан, И. В., Tamerlan, I. V. January 2022 (has links)
В магистерской диссертации рассмотрены современные проблемы управления информационной архитектурной предприятия. Изучена деятельность Государственного бюджетного учреждения «НТЦИТ», проведено моделирование информационной архитектуры бизнес-процессов, разработано информационное приложение для управления процессов внедрения ИТ-проектов, а также проведен расчет оценки внедрения вэб-ресурса. / In the master's thesis, modern problems of information architecture enterprise management are considered. The activity of the State Budgetary Institution "STCIT" has been studied, modeling of the information architecture of business processes has been carried out, an information application for managing the processes of implementing IT projects has been developed, and an assessment of the implementation of a web resource has been calculated.

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