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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.
181

Emplant - Designing for a human experience in the  transhumanist era.

Mejia, Hector January 2017 (has links)
Ludwig Wittgenstein, austrian-born philosopher, wrote that “the limits of my language mean the limits of my world. All I know is what I have words for”. We tend to think so highly of our language because we think so highly about ourselves. Yet imagine be- ing able to communicate emotions without words. Words can’t express the visceral nature of our emotions. Words aren’t enough. How can we experience our emotional world, and others, in a more visceral, primitive way? This project proposes the creation of a new sense, using embodied technology, to allow human beings to have a different experience of each other’s emotions, through the study of the long distance relationship scenario. In this human augmentation scenario, design, and specially speculative design have an inherent power to create discussion, awareness and bring attention to how the new developed technologies could affect our existence. This project is meant to ask questions rather than nd a solution. It is meant for ev- eryone who is ready to think about the future of human beings and our evolution as a species. This document presents an overview of the ve (5) months project while detailing the extension of the work and exploration of the product proposed for emotional human augmentation.
182

What factors are important in developing a successful e-commerce website?

Grannas, Jenny January 2007 (has links)
As the internet has become an increasingly growing market for companies, it has also subsequently revolutionized shopping. There are countless different options on the internet for individuals. If a website does not live up to the expectations, there is always another one just a few clicks away. This raises the demands on the retailers, in terms of development and maintenance of their e-commerce websites. In order to succeed, there are many things that have to be considered and addressed. This thesis research discusses some of the most essential questions that may arise during the development of an e-commerce website. The process has been divided into four different sections; graphical design, information design, interaction design, and online trust. Each one of these sectors is important and every website developer should be familiar with them.
183

Metodologia para o design de interface de ambiente virtual centrado no usuário

Passos, Jaire Ederson January 2010 (has links)
A presente pesquisa objetiva propor uma metodologia que oriente o design de interface de ambiente virtual centrado no usuário que seja sistematizada como processo de desenvolvimento de produto, com princípios de design de interação e considerando aspectos de usabilidade e ergonomia, de modo a favorecer o trabalho do usuário, permitindo a apropriação do conteúdo e a execução das tarefas através das funcionalidades do sistema. Para consecução do trabalho foram investigados: os Elementos da Experiência do Usuário; as ferramentas de processo de desenvolvimento de produto; as técnicas da Engenharia de Software e os conceitos do Design de Interação. A combinação desses estudos deu origem à metodologia proposta nesta pesquisa. Destaca-se que essa metodologia integra a técnica do desdobramento da função qualidade (quality function deployment) a estudos usualmente adotados para o design de interface gráfica. Dessa forma, garantiu-se que as heurísticas de usabilidade encontrassem forte embasamento científico e que os requisitos técnicos refletissem as reais necessidades do usuário. O uso dessa ferramentas de projeto de produto garante, ainda, que a qualidade seja mantida em todas as etapas de design da interface. A aplicabilidade da metodologia foi verificada mediante o projeto de interface do módulo do desenvolvedor (professor/instrutor) do HyperCAL online. / This research aims to propose a methodology to guide the user-centered interface design of virtual environment that is systematized as product development process, with interaction design principles and considering aspects of usability and ergonomics, in order to promote the user's work, allowing the appropriation of content and execution of the tasks through system functionality. To achieve the study were investigated: the Elements of User Experience; the tools of product development process, the techniques of Software Engineering, and the concepts of Interaction Design. The combination of these studies gave rise to the methodology proposed in this research. It is noteworthy that this approach integrates the technique of quality function deployment for studies usually adopted for the interface graphical design. Thus, it was ensured that the usability heuristics had strong scientific basis and that the technical requirements reflect the real needs of the user. Using these tools of product design also guarantees that the quality is maintained at all stages of interface design. The applicability of the methodology was verified through the interface design of the developer's module (professor/instructor) of HyperCAL online.
184

Design de interação e motivação nos projetos de interface para objetos de aprendizagem para EAD / Interaction design and motivation in interface design for learning objects for distance education

Prevedello, Clarissa Felkl January 2011 (has links)
Este trabalho tem por objetivo estabelecer requisitos para o desenvolvimento de projeto de interfaces para Objetos de Aprendizagem para Educação a Distância (EaD) fundamentados nos princípios do Design de Interação e na Motivação. Para isto, foram investigados: conceitos que envolvem EaD, Objetos de Aprendizagem, Design Instrucional, bem como as metodologias que compreendem o seu desenvolvimento; princípios de Design de Interação que devem ser levados em consideração no desenvolvimento da Interface Gráfica do Usuário; motivação aplicada no Design de Interação de Objetos de Aprendizagem para EaD. Baseados nesta investigação, foram estabelecidos critérios de avaliação de Objetos de Aprendizagem utilizados em EaD, de acordo com os princípios do Design de Interação e Motivação. A partir da relação estabelecida entre as análises de metodologias, trabalho dos projetistas e princípios do Design de Interação e Motivação, formularam-se os requisitos para o desenvolvimento de projeto de interfaces para Objetos de Aprendizagem para EaD fundamentados nos princípios do Design de Interação e na Motivação. / This study aims to establish requirements for the development of interface design for Learning Objects for distance education based on the principles of Interaction Design and Motivation. For this were investigated: concepts that involve distance education, Learning Objects, Instructional Design and the methodologies involving its development, principles of interaction design that must be taken into consideration in the development of Graphical User Interface; motivation applied in Design Interaction of Learning Objects for distance education. Based on that research were established evaluation criteria of learning objects used in distance education in accordance with the principles of Interaction Design and Motivation. From the relationship established between the analysis of methodologies, work of designers and principles of Interaction Design and Motivation are settled the requirements for the development of interface design for Learning Objects for distance education based on the principles of Interaction Design and Motivation.
185

O design de interação dos equipamentos informatizados: a usabilidade da máquina de auto-atendimento de informações sobre serviços públicos / The interaction design of computerized equipment: the usability of the self-service information machine at the public services

Jane Matie Ishisaki 25 April 2008 (has links)
Os avanços tecnológicos levam a novas formas de relação entre o usuário e o equipamento, e a interface com os artefatos informatizados adquire maior complexidade em suas condições de uso. Em vista das diversas possibilidades que os recursos computadorizados oferecem, a facilidade de uso é um requisito fundamental no projeto desse tipo de equipamento, especialmente para pessoas com dificuldade de acesso aos computadores. Proporcionar a inclusão digital é uma forma de reduzir as diferenças sociais através do acesso à informação e aos serviços digitais, tornando-se um fator a ser considerado pelo projetista. Desenvolver um produto requer a observação de uma variedade de condições, que tendem a tornarem-se cada vez mais complexos com as novas funções e possibilidades de uso que os produtos têm adquirido. A diversidade de formação e características culturais dos usuários apenas reforça a necessidade de uma maior atenção às condições humanas no projeto de equipamentos. O repertório informacional que cada indivíduo adquire ao longo de sua vivência influencia na capacidade de cognição e compreensão das informações, fazendo com que a experiência do usuário interfira na condição de uso do equipamento. A ergonomia, através de seus estudos sobre as relações entre o homem e a máquina, mostra-se uma importante base metodológica para a pesquisa de situações de interação entre o usuário e o artefato. Baseada nos estudos da ergonomia cognitiva, esta pesquisa realiza uma análise da máquina de autoatendimento de informações sobre serviços públicos do Poupatempo, de forma a analisar as condições cognitivas de seu uso, e obter dados que auxiliem no processo de concepção do equipamento informatizado. / Technological advances lead to new forms of relations between the user and equipment, and the interfaces with computerized devices get complexity in their condition of use. Given the numerous possibilities that computerized resources offer, the ease use of the device is a fundamental requirement in designing computerized equipment, especially for people with difficult access to computers. This digital inclusion provides a way to reduce social differences through access to information and digital services. Developing a product requires to consider a variety of factors, which tend to become increasingly complex with new functions incorporated and possibilities of using these products. The variations of the users background and their cultural characteristics only reinforce the need for greater attention to human conditions in designing a computerized equipment. The information repertoire that each person acquires over their experience reflects on the ability to understand and its cognitive associations, making the user experience interfere with the use condition of the equipment. The ergonomics, through its studies of the human-machine relationship shows up as an important methodological basis for the research of the situations of interaction between the user and the device. Based on studies of cognitive ergonomics, this research performs an analysis of the self-service information machine at the public services of Poupatempo in order to analyze the cognitive conditions of use and obtain data that help in designing computerized equipment.
186

Comunicação, governança e sustentabilidade: como desenhos de interação influenciam o engajamento de empresas com stakeholders / Communication, Governance and Sustainability: how interaction designs influence businesses-stakeholder engagement practices

Vivian Paes Barretto Smith 03 December 2015 (has links)
Práticas de responsabilidade social e sustentabilidade são desenvolvidas por empresas como forma de responder às contestações da sociedade. Em especial as de engajamento com stakeholders. No entanto, são baseadas em teorias estratégicas da administração e não garantem resultado satisfatório do ponto de vista das melhorias socioambientais. Com o intuito de avaliar a qualidade dessas práticas para a promoção da sustentabilidade, um estudo multidisciplinar comparado entre teorias de administração e de comunicação apontou para diferentes modelos de engajamento chamados desenhos de interação. Baseado na pensamento comunicacional de Deetz foi possível identificar desenhos de interação - Colaboração, Diálogo e Democracia Generativa - com propensões suscetíveis a sustentabilidade, pois geram criatividade e relações de mútuo benefício aos stakeholders. / Corporate social responsibility and sustainability practices are developed by companies in order to address stakeholder claims. The stakeholder engagement practices are especially interesting. They are based on managerial and strategic theories and have not performed environmentally well lately. In order to evaluate the quality of those practices to promote sustainability, a multidisciplinary study took place. Communication and management theories were compared and different types of engagement, named interaction designs, were identified. Based on Deetz communication theories it was possible to understand specific designs - Collaboration, Dialogue and Generative Democracy - and its propensities to promote sustainability, due to their ability to generate mutual benefits and creativity.
187

BookNode - Tactics for the Library in the Augmented City

Johansson, Siri January 2014 (has links)
In this project, the challenges facing public libraries and the emerging trend of involving users in library development have been combined with inspiration from the field of urban media design. The aim has been to explore what behaviors public media surfaces designed for culture and exchange could possess, and to argue for the benefits of integrating the library in the urban fabric. The result is a proposed set of tactics for how the library can consciously work with allowing patrons to leave and follow traces. It is manifested in a concept that creates a narrative around each library book, print as well as ebook, and makes its journey tangible by visualizing its digital patina. The system also allows patrons to leave ebooks at designated nodes around the city, thus influencing which books are made available where.
188

Sketching Movement-based Interactions : Defining Guidelines for Tool Support in Interdisciplinary Teams

Biehl, Marten January 2013 (has links)
In the fields of Human-Computer Interaction and Interaction Design there is an increased interest in designing for leisure and fun in contrast to an understanding of technology primarily as part of the workplace. Along with this, the relevance of experiential aspects of design is heightened compared to usability in terms of effectiveness, efficiency and satisfaction. At the same time, this created an interest in the relationship between the human body and technology use in research and industry. The starting point for this thesis is the perceived difficulty to combine exploration and technology in early stages of the design process without becoming technology-focused. Instead of picking a technology early in the process and therefore letting the design process be shaped by it, this thesis advocates introducing technology in a way that designers can explore different technologies similar to sketching with different materials. This thesis aims to identify the needs of designers in inter- disciplinary teams when designing with movement-based interactions. This is done by first summarizing important aspects of sketching from the literature. Secondly, the tools that are currently available are reviewed. Finally, an observational study of a design situation is conducted to complete this investigation. The main outcome of this thesis is a set of guidelines for designing a sketching tool for movement-based interactions in interdisciplinary teams. The most important are low transaction costs, overview over sketches, integration into the existing ecosystem, optimization for the team setting and clear articulation of material qualities.
189

Förbättra genom att förenkla : En fallstudie med fokus på användarupplevelse genom en iterativ designprocess / Improving by simplyfying : A case study focusing on the user experience through an iterative design process

Jungstrand, Susana, Dryselius, Petra January 2013 (has links)
Detta är en fallstudie där syftet är att med hjälp av The Lean Startup som arbetsmetod öka andelen nya och aktiva medlemmar på en specifik webbsida genom att förbättra användarupplevelsen. The Lean Startup är en iterativ metod som främst syftar till att utveckla nystartade företag och att anpassa produkterna för marknaden. I detta projekt har metoden applicerats på ett designprojekt. Insamlingen av data har skett genom både kvalitativa och kvantitativa metoder. De kvantitativa metoderna har fungerat som en kartläggning över målgruppens attityd, men också som ett verktyg för att mäta hur många besökare webbsidan hade innan och efter studien. Kvalitativa utvärderingar har genomförts i olika faser där syftet har varit att undersöka hur målgruppen upplever de designförslag och ändringar som presenterats. Studien visar att det fanns uppenbara problem med den ursprungliga webbsidan vad gäller design och interaktion. Användarupplevelsen av den nya designen. De designåtgärder som vidtagits är bland annat ändring av webbsidans struktur och känsla, ändring av namn på rubriker och verktyg och ändring av bildspråk. Studien visar att strukturförändringarna fungerar och att inga stora problem längre finns. Namnförändringarnahar lett till större förståelse av funktioner och navigation och vad gäller  bildanpassning så har saknaden av bilder minskat. Designen har fått positiv respons och kopplingen till mat och hälsa är tydligare än förut. Utvärderingarna har gett tips och feedback för framtida åtgärder som utvecklarna kan ta till sig av. Arbetsmetoden The Lean Startup har visat sig fungera bra i detta interaktionsdesignprojekt och har gjort att arbetsprocessen effektiviserats och att produkten anpassats till marknaden. / This thesis is a case study in which the aim is to use The Lean Startup as a working method to increase the amount of new and active members of a specific website by improving the user experience. The Lean Startup is an iterative method that primarily aims at developing start-up companies and to adapt its products to the market. In this project, the method has been applied to a design project. Data collection was done by both qualitative and quantitative methods. The quantitative methods have been a survey of the target group’s attitude and an analysis which worked as a tool to measure how many visitors the website had before and after the study. Qualitative evaluations have been carried out in different ways where the aim has been to investigate how the audience experiences the design and the changes that have been presented. The study shows that there were obvious problems with the original website when it comes to design and interaction. The user experience of the new design (placed here when the results are measured). The changes made in the design include the change of structure and feeling of the website, change of names on the titles and tools, and imagery to the new structure. The study shows that the structural change is working and that no major problems longer exists. The change of names has led to greater understanding of the functions and the navigation and for the imagery, has the feeling of lack of images decreased. The design has received positive feedback and the link to food and health is more clear than before. The evaluations have provided advice and feedback for future actions that developers can keep in mind. The Lean Startup has proven to work well in this interaction design project and has made the work more efficient and the product adapted to the market.
190

Designing an interface for creating report templates in a test management tool using competitive analysis and prototype testing

Persson, Malin January 2013 (has links)
Test management tools are used to structure and manage test processes in software and hardware development. The purpose of this project was to design a test report template editor for a test management tool with a focus on usability. Requirements analysis was made using domain analysis and stakeholder interviews. In the design phase, usage scenarios were developed as well as two paper prototypes. A final paper prototype was created based on feedback from the stakeholders. TDR reports is a WYSIWYG editor that provides a set of features that allow users to choose which information to include in their test reports. A basic usability evaluation was performed at the end of the study that indicated that the initial requirements were fulfilled.

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