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Artificial Intelligence for Graphical User Interface Design : Analysing stakeholder perspectives on AI integration in GUI development and essential characteristics for successful implementationHenriksson, Linda, Wingårdh, Anna January 2023 (has links)
In today's world, Artificial Intelligence (AI) has seamlessly integrated into ourdaily lives without us even realising it. We witness AI-driven innovations allaround us, subtly enhancing our routines and interactions. Ranging from Siri, Alexa, to Google Assistant, voice assistants have become prime examples of AI technology, assisting us with simple tasks and responding to our inquiries. As these once futuristic ideas have now become an indispensable part of our everyday reality, they also become relevant for the field of GUI. This thesis explores the views of stakeholders, such as designers, alumni, students and teachers, on the inevitable implementation of artificial intelligence(AI) into the graphical user interface (GUI) development. It aims to provide understanding on stakeholders thoughts and needs with the focus on two research questions: RQ1: What are the viewpoints of design stakeholders regarding using Artificial Intelligence tools into GUI development? And RQ2: What characteristics should be considered in including AI in GUI development? To collect data, the thesis will use A/B testing and question sessions. In the A/B testing, participants will watch two videos, one showing how to digitise asketch using an AI tool (Uizard) and the other showing how to do the samething using a traditional GUI design tool (Figma). Afterwards, the participants will answer questions about their experience regarding the two different ways to digitise a sketch. The study highlighted a generally positive outlook among the participating stakeholders. Students and alumni expressed more enthusiasm whereas experienced professionals and teachers were cautious yet open to AI integration. Concerns werevoiced regarding potential drawbacks, including limited control and issues of over-reliance. The findings underscored AI's potential to streamline tasks but also emphasised the need for manual intervention and raised questions about maintaining control and creative freedom. We hope this work serves as a valuable starting point for other researchers interested in exploring this topic.
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Developing an Intuitive Livestreaming Scheduling Experience for Live-streamersMalmedal, Viktor January 2022 (has links)
Most people are used to recording videos on their mobile phones. However, becoming a streamer is another step further in complexity. This thesis evaluates how a streaming scheduling system can be developed to enhance the usability. It goes from idea to finished system using a design-build-test approach. To accomplish the objective the project uses three phases (research, design-build-test, and final prototype) to investigate how to build a streaming scheduling system for users lacking technical proficiency. A finalized prototype was built in the design-build-test phase, based on findings in the research phase. After the prototype was finalized, it got implemented and tested on Kvix streaming platform. The final hi-fi prototype was tested using an online questionnaire, consisting of a system usability scale and open-ended questions. The final proposed solution had a satisfaction score of 82.81 (grade A) with a probability of 70% on the system usability scale which indicates that it is effective, efficient and satisfactory.
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Improving post-productionfeedback processAbduljalel, Viyan January 2020 (has links)
The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
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Virtual Reality based Study to Analyse Pedestrian attitude towards Autonomous VehiclesPillai, Anantha Krishna January 2017 (has links)
What are pedestrian attitudes towards driverless vehicles that have no human driver? In this paper, we use virtual reality to simulate a virtual scene where pedestrians interact with driverless vehicles. This was an exploratory study where 15 users encounter a driverless vehicle at a crosswalk in the virtual scene. Data was collected in the form of video and audio recordings, semi-structured interviews and participant sketches to explain the crosswalk scenes they experience. An interaction design framework for vehicle-pedestrian interaction in an autonomous vehicle has been suggested which can be used to design and model driverless vehicle behaviour before the autonomous vehicle technology is deployed widely. / Vad är fotgängares inställning till förare utan fordon som inte har någon mänsklig förare? I det här dokumentet använder vi virtuell verklighet för att simulera en virtuell scen där fotgängare interagerar med förare utan bil. Det här var en undersökande studie där 15 användare möter ett förarefritt fordon vid en korsning i den virtuella scenen. Uppgifterna samlades i form av video- och ljudinspelningar, halvstrukturerade intervjuer och deltagarskisser för att förklara de övergripande scenerna de upplever. En ram för interaktionsdesign för fordonets fotgängarinteraktion i ett autonomt fordon har föreslagits, vilket kan användas för att utforma och modellera körlösa fordonsbeteenden innan den autonoma fordonstekniken används brett.
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User Experience Design for Children : Developing and Testing a UX Framework / Användarupplevelsedesign för Barn : Utveckling och Testning av UX RamverkBräne, Arvid January 2016 (has links)
Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, personas, prototyping, and more. The results created are primarily user experience guidelines packaged in a Theoretical Framework, user testing conclusions, along with suggestions on improving the current Lego Star Wars: Force Builders application, a few in the form of prototypes.
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Designing experiences for virtual reality, in virtual reality : A design process evaluation / Att designa upplevelser för Virtual Reality, i Virtual Reality : En utvärdering av designprocessenBergvik, David January 2017 (has links)
Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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Creative-Up-CyclingKaewpanukrangsi, Nuanphan January 2014 (has links)
The project elaborates design opportunities for a future practice that could promotealternative sustainable lifestyles on waste handling through up-cycling activities. It doesthis on a small scale through engagement in the local communities of the Hildaneighborhood and Segepark students’ accommodations in Sweden. To thesecommunities, creative-up-cycling is explored which it introduced here as an approachwhere neighbors can participate in making new things from leftover materials. Throughthis work creative-up-cycling is a proposed recommendation for a possible service systemon how to share the leftover materials in the local resident’s communities, as well as, howto remake the items no longer needed.The empirical studies explore maker culture lifestyles and include how to find leftovermaterials, tools, space, and skills in order to guide people in creative-up-cyclingalternatives. These creative activities also build social relationship via the integration ofmultidisciplinary citizens who are living in the same community and explorations weredone on how could we elicit the skill sets from those people? What is a useful skill set inthis area today? Values like mutual physical experience, reciprocity, and ownership couldalso be found along the empirical workshops in this project. Additionally, this reportshows some interesting findings pointing towards the design process and the suggestionsof design elements; ‘Co-storage’, ‘Mix and Match furniture shop’, and ‘Renovation andup-cycling’ concept elements.Participatory design (designing with people) has been the core approach in this project.Additionally, I have been influenced by user-centered design, as well as service designapproaches in order to comprehend the services, system and activities of recycling andup-cycling in cities like: SYSAV, STPLN, Cykelköket, Återskapa, Toolpool. The findingpresented here are examples of practices that could make up the composition of recyclingand up-cycling activities in future local communities.
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