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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.
191

Integrating Usability Work in the Development Process at a Consulting Firm

Bergenbrant, Mikaela January 2014 (has links)
When needing software, using the services of an IT consulting rm is todaya common solution for companies nowadays. To make a system suited forthe intended users it is important to focus on usability.There are many dierent approaches possible to use when developinga usable system. The purpose of this study was to study if any of theapproaches, goal-directed design, could be used when a customer orders asolution from a consulting rm. This was to be studied through a case studywhich was conducted at the IT consulting rm Sigma. One of Sigma's customersis Toyota Material Handling Group which is a supplier of forkliftsand additional services like the online eet management platform ToyotaISite. The platform is about to be further developed by connecting it to amobile application with the purpose of making the platform more accessibleand ecient. The assignment in the case study was to develop a prototypefor this mobile application. This was done using the goal-centered design approach.Further, in order to understand the work at Sigma today, interviewswere conducted with developers at the company.The data collected led to an analysis about how Sigma and other similarIT consulting rms could use the goal-centered design approach when developingsoftware. The conclusion drawn was that parts of the method couldbe motivated to the customer and thereby be used in future projects, whilesome parts would be harder to motivate for the customer. The includedsteps were user research, context scenarios, requirements and high-delityprototyping. These conclusions can be used to integrate usability work inthe development process in the context of an IT consulting rm deliveringa system to a customer.
192

Information is the key : Att skapa strukturen till ett användarvänligt informationsverktyg

Winkelmann, Oscar January 2013 (has links)
This report presents the preliminary study and work for the development of a site structure for the upcoming reengineering of inter-tool Infopunkt. The report describes how I have conducted a study regarding the current inter-tool information center and its development potential. Thereafter compiling the information to develop a comprehensive design approach to create a sitemap. The sitemap illustrates a new updated page structure for Infopunkt and was the primary goal of the thesis. The sitemap I have developed will form the basis for the agency that will later on develop the new updated version of Infopunkt. / Denna rapport redovisar förstudien och arbetet med att utveckla en sidstruktur för den kommande nyutvecklingen av internvertyget Infopunkt. I rapporten beskrivs det hur jag har utfört en förstudie gällande det nuvarande internverktyget Infopunkt och dess utvecklingsmöjligheter, för att sedan sammanställa informationen och ta fram en övergripande designstrategi för att skapa en sitemap. Denna sitemap illusterar en ny uppdaterad sidstruktur för Infopunkt och var det primära målet med examensarbetet. Den sitemap jag har utvecklat kommer att ligga till grund för den byrå som sedan ska utveckla den nya uppdaterade versionen av Infopunkt.
193

A Mobile Graph-Like Visual Programming Language

Lindgren, Sebastian January 2017 (has links)
Visual programming is a programming paradigm commonly used for game scripting, it also has applications in other areas such as for example patcher languages for music and animation and even a few languages for general purpose programming. By using visual programming complex tasks can be made easier by abstracting the code and letting the user express a flow of commands instead. This also gives a better overview of the problem and how the different parts connect. By graphically connecting nodes the program flow will be made clear even for those new to programming. Unfortunately, visual programming is mostly limited to laptops and stationary computer systems. Touch enabled mobile devices which perhaps would be even better suited for a visual programming approach are left with textual programming environments, which doesn’t use the capabilities of the touch screen, and a few non-graph-like visual programming languages, which use interlocked blocks to represent code. To explore how well graph-like visual programming would work on mobile devices a study will be conducted in which a lo-fi design is created and iteratively evaluated and improved using a modified NEVO process. The design will be created and improved based on existing visual programming interfaces and research in the area of visual programming, interaction design and information design, combined with the input from the test subjects. In this work a mobile, visual, graph-like, general purpose programming language has been designed. A lo-fi prototype of the language has been created to display how the language would look on a mobile system if realized. The lo-fi prototype was then tested with a method given by Rettig to give an indication of the systems usability measured by its task completion time compared to the task completion time of a mobile textual system. There is also a qualitative analysis on the responses from the test users. The tests were conducted both on people new to programming as well as people who have been programming for a while.
194

Songs of Transistor : A study of sound design in video games

Asplund, Ingeborg January 2017 (has links)
While there is a lot of research about other aspects of game design, there are fairly few studies about music and sound in video games. Since music and sound are components of next to all games, it is interesting to investigate how this aspect affects the perceived immersion of gamers. The aim of this study is to investigate how sound and music affect player sense of presence in a video game, Transistor [19], which was chosen due to its distinct and strongly emotional music and sound. Five video prototypes were made using gameplay and sound from the game. The videos presented different variations of the soundscape. These were tested by a web survey with questions from the PENS questionnaire [15], providing the users a seven point Likert scale by which they could rate their experience. The answers were analyzed with a mixed model regression and compared with an estimated image of which degree of immersion would be experience for each of the videos. The result of the study showed that the complete soundscape was significantly more immersive than all the other soundscapes, while silence was significantly less immersive than the other soundscapes. The conclusions were the more complete the soundscape is, the more immersive it is, and that even a small part of the total soundscape is more immersive than complete silence.
195

Enkla ingångar : Design av interaktiva stationer på utställningar

Cederholm, Alexej, Clefberg, Jessica January 2007 (has links)
Syftet med denna studie är att på ta reda på vad en bra hands-on-artefakt för museum är och hur den bör utformas. En kvalitativ fallstudie är gjord på utställningen Sinnrika människan på Naturhistoriska riksmuseet. Empirin har fåtts fram genom korta intervjuer och observation med museibesökare samt djupgående intervjuer med personer insatta i ämnet. Resultatet har sedan både analyserats individuellt och korsanalyserats, efter detta har resultatet kategoriserats. Slutsatsen för studien visade att det är många aspekter som spelar in vid skapandet av en interaktiv station, en av de viktigaste aspekterna är tydlighet om vad syftet med stationen är och hur den utförs. / The purpose with this case study is to find out what a good hands-on-artifact made for museums is and how it should be designed. The study is made at the Marvels of the human body located at the Swedish museum of Natural history. The empirical material has been collected trough short interviews and observations with visitors at the museum and extended interviews with people working in the field. The results have then been analyzed individually but also together, after this the results have been categorized. The conclusion of this study showed that there is a lot of aspect to have in mind when creating interactive stations, one of the most important aspects is distinctiveness about the purpose of the station and how it should be carried out.
196

Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience / Häxor, Trollkarlar och Trafikmöten : Design av interaktionen i en ad hoc spelupplevelse för flera spelare

Hulterström, Kristina January 2003 (has links)
This thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass. Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.
197

Curious Cuisine : Bringing culinary creativity home

Nacsa, Júlia January 2016 (has links)
How could culinary science and technology educate us about food through engagement and reflection? In this project, I proposed to uncover opportunities for design intervention within our near-future scenarios of cooking and eating in a home environment. My intent has been to use interaction design methodology to form social practices that turn the process of making and eating food more pleasurable and inspiring, while developing one’s individual knowledge, without being didactic and prescriptive. The hypothesis has been that culinary science simplified, combined with today’s data-driven technologies, have the potential to foster creativity and experimentation among hobby cooks. The aim has been to discover the consequences of cloud data and connected technologies on experimentation, which is inherently driven by human intuition. My approach has been to explore what behaviors such data-driven systems designed for eliciting creativity could possess, and what kind of inspiration the science of flavor could bring into everyday cooking. The result is a set of design principles for how creative cooking explorations can be fostered through tangible and embodied experiences. It is manifested in a concept that creates a ‘culinary safe zone’ by encouraging experimentation, presenting information on demand, but without overshadowing the cook’s intuition. The concept Curious Cuisine allows non-professional cooks to create their own unique dishes; to explore ingredient pairings, preparation techniques, and fine-tuning flavors.
198

Designing for Prehospital Care Training : Aiding the development of mental models within procedural memory, through a training toolkit that improves proficiency in prehospital care procedures such as REBOA.

Zobl, Christoph January 2017 (has links)
This is an educational design project exploring how prehospital care training can be altered to improve mental proficiency for emergency medical professionals.  The London Air Ambulance performs a complex life-saving procedure known as REBOA (Resuscitative Endovascular Balloon Occlusion of the Aorta) on the roadside; the only emergency medical service to do so worldwide. Teams consisting of a doctor-paramedic pairing are required to perform at their peak in extreme environments, making training for such circumstances crucial. As a result, this project strategically maps current mental processes into a framework, identifying multiple design opportunities to approach chaotic accident scenes. The framework acts as the basis for defining a curriculum, which, using Instructional Design principles, develops into a learning programme that highlights how learners experience training activities to modify communication habits and on-scene behaviour. A three-part toolkit embodies this learning programme, functioning as a sensory guide to explicitly direct attention at pre-, mid- and post-procedure interaction events between team members.
199

Mobile Robot Navigation using Gaze Contingent Dynamic Interface

Ahmed, Zaheer, Shahzad, Aamir January 2010 (has links)
Using eyes as an input modality for different control environments is a great area of interest for enhancing the bandwidth of human machine interaction and providing interaction functions when the use of hands is not possible. Interface design requirements in such implementations are quite different from conventional application areas. Both command-execution and feedback observation tasks may be performed by human eyes simultaneously. In order to control the motion of a mobile robot by operator gaze interaction, gaze contingent regions in the operator interface are used to execute robot movement commands, with different screen areas controlling specific directions. Dwell time is one of the most established techniques to perform an eye-click analogous to a mouse click. But repeated dwell time while switching between gaze-contingent regions and feedback-regions decreases the performance of the application. We have developed a dynamic gaze-contingent interface in which we merge gaze-contingent regions with feedback-regions dynamically. This technique has two advantages: Firstly it improves the overall performance of the system by eliminating repeated dwell time. Secondly it reduces fatigue of the operator by providing a bigger area to fixate in. The operator can monitor feedback with more ease while sending commands at the same time.
200

Re-design av Rättviseförmedlingens webbsida : hur utvecklar man en webbsida med hänsyn till olika intressenter och deras behov? / The redesigning of Equalisters’ website : how do you develop a website for different stakeholders with different needs?

Hermansson, Cecilia January 2013 (has links)
This report presents the redesign of the online-based non-governmental organization Equalisters’ (Rättviseförmedlingen in Swedish) website. It aims to achieve an understanding of how you take into account the user and other stakeholders and their interests when developing a website. The focus was on redesigning an existing website and prioritize the different stakeholders’ needs. A survey aimed at finding the user’s reason for visiting the website, meetings with the client and a theoretical framework was used as basis for the specification of the requirements. The solution included simplified navigation and a content slider, to enable more content to be displayed on the start page. Two new functions were also implemented to generate new income to the organization. / Denna rapport redogör för genomförandet av mitt examensarbete på den ideella organisationen Rättviseförmedlingen. Arbetet har syftat till att förändra interaktionsdesignen på webbsidan för att anpassa inför användaren och andra intressenters behov. Projektet utgick från en befintlig webbsida och innebar en prioritering av olika intressenters behov och en avvägning kring vilka nya funktioner som skulle utvecklas. Med hjälp av en undersökning av användarens syfte med att besöka webbsidan, beställarsamtal och en teoretisk bakgrund togs en kravspecifikation fram. Lösningen som presenterades innebar en förenkling av navigationen och möjlighet att visa upp mer av Rättviseförmedlingens verksamhet på startsidan. Dessutom implementerade jag två nya funktioner som möjliggör en ny typ försörjning av verksamheten.

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