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On the practice of queuing and new forms of interactionHardemo, Isa January 2006 (has links)
The practice of queuing is a daily experience for most of us and it is usually difficult to combine it with other activities. This indicates that people involved in the act of queuing become a bit too occupied with maintaining one's position in the queue. Despite that queuing is a common phenomenon, queuing situations are now often equipped with aids based on numbers that help regulating the queuing order. Still, the practice of queuing includes several nuances of social interaction that demands careful attention from its participants for it to work. Based on cases and concepts with varying levels of viability, this thesis investigates the practice of queuing as a design space. The thesis further suggests how a more flexible queue could be designed. An overall aim is to examine how to provide greater action space for participants in a queue and enable for new forms of interaction. In order to queue from a distance, much of what traditionally constructs the queue is redesigned. To address these issues from a usability point of view, it is a challenge to create an interaction design that allows different ways of queuing, without deviating too much from features that are evaluated as decisive to maintain.
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Ego- and Exocentric interaction methods formobile AR conferencingBleeker, Timo January 2013 (has links)
Augmented Reality is technology that superimposes virtual content on the real world, typically shown through a see-through head mounted display (HMD) or handheld device. AR has successfully been used for many applications and provides new opportunities for remote collaboration and communication. With the growing availability of commercial HMDs such as Google Glass and the Oculus Rift, more possibilities in the field of AR have opened up. However, interaction with AR content shown on HMDs is still not very well explored. This master's thesis investigates the possibilities of a combined use of head mounted and hand held displays (HHD) for interaction in AR conferencing experiences. Prior research in communication, AR collaboration and HMD-HHD interaction is reviewed before presenting new interaction methods. Two different HHD interfaces and cuing methods were created to support file sharing in an AR conferencing application. A formal evaluation compared four different combinations of the interfaces and cuing methods. The results showed a significant difference between the different conditions where in particular one condition performed better than the others. The results were used to create a set of basic design guidelines for future research and application development.
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Prototyping with Data : Opportunistic Development of Data-Driven Interactive ApplicationsKis, Filip January 2016 (has links)
There is a growing amount of digital information available from Open-Data initiatives, Internet-of-Things technologies, and web APIs in general. At the same time, an increasing amount of technology in our lives is creating a desire to take advantage of the generated data for personal or professional interests. Building interactive applications that would address this desire is challenging since it requires advanced engineering skills that are normally reserved for professional software developers. However, more and more interactive applications are prototyped outside of enterprise environments, in more opportunistic settings. For example, knowledge workers apply end-user development techniques to solve their tasks, or groups of friends get together for a weekend hackathon in the hope of becoming the next big startup. This thesis focuses on how to design prototyping tools that support opportunistic development of interactive applications that take advantage of the growing amount of available data. In particular, the goal of this thesis is to understand what are the current challenges of prototyping with data and to identify important qualities of tools addressing these challenges. To accomplish this, declarative development tools were explored, while keeping focus on what data and interaction the application should afford rather than on how they should be implemented (programmed). The work presented in this thesis was carried out as an iterative process which started with a design exploration of Model-based UI Development, followed by observations of prototyping practices through a series of hackathon events and an iterative design of Endev – a prototyping tool for data-driven web applications. Formative evaluations of Endev were conducted with programmers and interaction designers. The main results of this thesis are the identified challenges for prototyping with data and the key qualities required of prototyping tools that aim to address these challenges. The identified key qualities that lower the threshold for prototyping with data are: declarative prototyping, familiar and setup-free environment, and support tools. Qualities that raise the ceiling for what can be prototyped are: support for heterogeneous data and for advanced look and feel. / Mer och mer digital information görs tillgänglig på olika sätt, t.ex. via öppna data-initiativ, Sakernas internet och API:er. Med en ökande teknikanvändning så skapas även ett intresse för att använda denna data i olika sammanhang, både privat och professionellt. Att bygga interaktiva applikationer som adresserar dessa intressen är en utmaning då det kräver avancerade ingenjörskunskaper, vilket man vanligtvis endast hittar hos professionella programmerare. Samtidigt byggs allt fler interaktiva applikationer utanför företagsmiljöer, i mer opportunistiska sammanhang. Detta kan till exempel vara kunskapsarbetare som använder sig av s.k. anveckling (eng. end-user development) för att lösa en uppgift, eller kompisar som träffas en helg för att hålla ett hackaton med hopp om att bli nästa framgångsrika startup-företag. Den här avhandlingen fokuserar på hur prototypverktyg kan utformas för att stödja utveckling av interaktiva applikationer i sådana opportunistiska sammanhang, som utnyttjar den ökande mängden av tillgänglig data. Målet med arbetet som presenteras i den här avhandlingen har varit att förstå utmaningarna som det innebär att använda data i prototyparbete och att identifiera viktiga kvalitéer för de verktyg som ska kunna hantera detta. För att uppnå detta mål har verktyg för deklarativ programmering utforskats med ett fokus kring vilken data och interaktion en applikationen ska erbjuda snarare än hur den ska implementeras. Arbetet som presenteras i den här avhandlingen har genomförts som en iterativ process, med en startpunkt i en utforskning av modellbaserad gränssnittsutveckling, vilket sedan följdes av observationer av prototyparbete i praktiken genom en serie hackathon och en iterativ design av Endev, som är ett prototypverktyg för att skapa datadrivna webbapplikationer. Formativa utvärderingar av Endev har utförts med programmerare och interaktionsdesigners. De viktigaste resultaten av den här avhandlingen är de utmaningar som har identifierats kring hur man skapar prototyper och de kvalitéer som krävs av prototypverktyg som ska adressera dessa utmaningar. De identifierade kvalitéerna som sänker trösklarna för att inkludera data i prototyper är: deklarativt prototyparbete, välbekanta och installationsfria miljöer, och supportverktyg. Kvalitéer som höjer taket för vad som kan göras i en prototyp är: stöd för olika typer av data och för avancerad “look and feel”.
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Open studio - Design for participatory art in the museumXu, Jiaojiao January 2016 (has links)
How could public institutions like art museums open up a conversation with their audience? The intent of the project was to explore the influence and potential of digitalization in the physical space of a non-commercial public institution, if the audience and the institution would both benefit from technology, if the political structure of the institution would become more democratic and if the audience would take the initiative and be willing to generate their own voice in the institution. The project took an explorative approach starting with questioning the status-quo, understanding the design context, analyzing, proposing and validating design directions in the end. The result was considered as the very first proposal and suggestion of how art museums could keep themselves relevant in the digital era. The result is a service called <open studio>. It enables visitors to contribute to and interact with a virtual exhibition constructed by the creations they made in workshop programs in the art museum. It provides an overtime engagement with the visitors by illustrating the invisible dimension of time in tangible creations on a digital canvas. Project website: http://www.openstudio.io
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Understanding creative interaction : a conceptual framework for use in the design of interactive systems for creative activitiesCoughlan, Tim January 2009 (has links)
No description available.
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Socio-technical gaps and social capital formation in Online Collaborative Consumption communitiesGheitasy, Ali January 2017 (has links)
Information Communication Technologies (ICTs) are transforming social activities and interactions which are naturally varied and dynamic. In this process, ‘gaps’ develop between the technologies and emerging social requirements. Given that the main challenge for Computer Supported Cooperative Work (CSCW) is to identify and ameliorate these socio-technical gaps, it is essential to understand how individuals work and collaborate in groups, societies, and communities. The main question addressed in this study regards the identification of these gaps in the social activities of Online Collaborative Consumption (OCC). The intention is to improve user experience and design requirements to support OCC at the socio-technical design level. OCC facilitates sharing, swapping, trading, or renting products, services, and resources, via the computer-mediated interactions. Etsy, an online marketplace and community for handmade and craft goods, is the focus of this study as a community in which OCC takes place. The evaluation of online communities by using an ethnographic approach is an equally important question which this study investigates. Due to a lack of standard methods, a new combined methodological approach is proposed in this research (Predictive ethnography) and it was used in evaluation of collaborative communities to investigate the socio-technical gaps. In this approach, online ethnography complemented predictive evaluation with the aid of heuristics including sociability, usability, and user experience (UX) items. These heuristics were drawn from previous literature as the success factors for the online communities. The textual interactions from discussions of the forum and teams on Etsy that were related to these heuristics were collected and coded. Over 1000 posts from 178 threads were collected. Their frequencies were measured to demonstrate their importance, and further ethnography helped the researcher in qualitative analysis and meaning making of the textual interactions. The subsidiary question this research aims to answer is how social capital is developed in the OCC communities. Social capital is utilised as a tool to enhance the understanding of the socio-technical requirements of OCC communities and to improve the process of social capital generation. The same above-mentioned methodological approach (Predictive ethnography) was applied with the heuristics replaced by social capital measures. Over 9500 posts collected from 97 threads from the textual discussions of different Etsy teams. This study investigates the social capital formation in different types of teams such as topic-based ones that are created based on the common interest topics, and location-based ones that are created based on the shared locations of the members. In the topic-based teams, a significant amount of knowledge sharing and intellectual capital was observed. In location-based teams, most interactions were within social interactions and relational capital. The new method proposed in this research has shown its effectiveness in gaining insight from the natural discussions of the members. In total, 33 socio-technical gaps were identified and presented with possible recommendations. The most significant gaps concerned: Trust creation features; relevant rules of behaviour; clear displayed policies; and social presence tools.
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MÍDIAS DINÂMICAS EM BOOK APPs INFANTIS: a experiência do usuário infantil durante a prática de leitura / DYNAMIC MEDIA IN BOOK CHILD APPs: The user experience during reading practiceSANTOS, Daniella Carvalho Pereira dos 04 May 2017 (has links)
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Previous issue date: 2017-05-04 / Research on the dynamic media of book apps and their effects on the children's user experience. The aim of this study was to analyze how the effects of the dynamic media of book apps affect the user experience during reading practice, based on the narrative immersion. The research was predominantly qualitative, characterizing itself as an exploratory, descriptive and explanatory research; to that end, rescued the state of the art in the subject in question in order to employ scientific support on the results obtained. Children of the 3rd year of elementary school in a public school in São Luís (MA) composed the universe of this research, which presents a non-probabilistic sampling, categorized as intentional or sampled by judgment, defined by saturation of information. They were used as instruments of data collection: interview, direct observation, video recording to record the information collected during the interaction test and the use of the loudspeaker technique, as well as application of the Likert scale satisfaction questionnaire. The research presents the results based on an interpretative analysis of the data, supported by the theoretical contribution referring to the aspects coming from the field of Design, especially the Design of Interaction. The analysis allowed us to infer that dynamic media affect the user experience during reading in a positive way, without harming the occurrence of narrative and playful immersion, complementing the sense of the narrative text in a digital environment. / Pesquisa acerca das mídias dinâmicas de book apps e seus efeitos sobre a experiência do usuário infantil. O estudo objetivou analisar como os efeitos das mídias dinâmicas de book apps afetam a experiência do usuário infantil durante a prática de leitura, tendo por base a imersão narrativa. A investigação teve caráter predominantemente qualitativo, caracterizando-se como uma pesquisa exploratória, descritiva e explicativa; para tanto, resgatou o estado da arte da temática em questão a fim de empregar respaldo científico sobre os resultados obtidos. Crianças do 3º ano do ensino fundamental de uma escola da rede pública municipal de ensino de São Luís (MA) compuseram o universo desta pesquisa, que apresenta uma amostragem não probabilística, categorizada como intencional ou amostragem por julgamento, definida por meio de saturação das informações. Foram adotados como instrumentos de coleta de dados: entrevista, observação direta, gravação em vídeo para registrar as informações levantadas durante o ensaio de interação e o uso da técnica do pensamento em voz alta, bem como aplicação do questionário de satisfação mediante escala Likert. A pesquisa apresenta os resultados com base em uma análise interpretativa dos dados, sustentada pelo aporte teórico referente aos aspectos provenientes do campo do Design, especialmente do Design de Interação. A análise permitiu inferir que as mídias dinâmicas afetam a experiência do usuário durante a leitura de forma positiva, sem prejudicar a ocorrência da imersão narrativa e lúdica, complementando o sentido do texto narrativo em ambiente digital.
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User-Centered Security Applied on ManagementBäckström, Johannes January 2007 (has links)
<p>The purpose of this study has been to research how to implement a graphical interface for presenting information security information to management. The major conclusion of the study is that management use this kind of information mainly for financial and strategic matters. Hence the information must be presented in a way that enhances this use of the information.</p><p>The study also concludes that people act insecure mainly due to:</p><p>a) Insufficient knowledge of how/why to act secure.</p><p>b) The users do not want to act secure due to social and organisational factors.</p><p>To fight the first factor, the management need a tool that helps them to see where to spend their resources. To fight the second factor, the organisation needs to be well educated and the company culture should allow the users to act secure.</p><p>Three heuristics for the design of information security solutions for management and a design solution for the interface are also presented in the study. The three heuristics are:</p><p>1. Provide overview information very early in the program. The ordinary manager does not have the time or the knowledge to make this overview by himself/herself.</p><p>2. Do not overwhelm the user. The ordinary management man/woman is not interested in the details of the information security and/or do not have time to read this sort of information. If he or she wants to access the details, he or she is likely to find them (if they are placed in a logical place).</p><p>3. Provide information in a way that is common to the manager. Use wordings that the user understands. Provide contextual help for expressions that must be presented in a technical way.</p>
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Enkla ingångar : Design av interaktiva stationer på utställningarCederholm, Alexej, Clefberg, Jessica January 2007 (has links)
<p>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.</p> / <p>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.</p>
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Contextual design for touch screen devicesKozuch, Kamil January 2010 (has links)
<p>Designing touch screen devices includes many variables off how to address design issues in the best possible way. The design includes what type of touch interaction method is to be used, how the interface is to be designed and in which context it will be used. The problematic issue that has to be dealt with is how the designer must put together all these parameters into one final product. This paper presents the case of re-designing a touch screen bedside monitor, a device used in hospitals to observe the vital signs of patients. The design solution presented deals with the issues of how the device was designed to suit the users and environment of a hospital. A contextual inquiry showed the many constraints and standards that had to be met and how they shaped the design solution. Earlier work shows the different methods for touch interaction, interface design and feedback that can be applied for touch screen devices. The resulting design is discussed in relation to the different ways of creating touch screen interfaces, and an example of a work method is presented in the end of the paper on how to design for contextual touch screen devises.</p>
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