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Augmented Reality Applications for Industrial RobotsLöfvendahl, Björn January 2014 (has links)
Augmented reality (AR) is a way of overlaying digital information onto a picture or a videofeed and has been used in industrial contexts for more than 20 years. This Master's Thesis examines if AR can be used to help maintenance engineers set up and maintain robot environments by visualizing robot movement and safety zones. The main result of the Master's Thesis is a prototype application for a tablet computer. The user points the tablet towards a robot filming it and the video feed is displayed on the screen. This video feed is augmented with a virtual zone displayed around the robot, illustratingthe area where the robot is allowed to move. The application fetches the coordinatesfor the zone from the safety system SafeMove { a system designed by ABB to increase safetyand allow closer human-robot collaboration.The visualization of a SafeMove conguration is currently limited to an image of atwo-dimensional coordinate system showing the zone as a set of dierent coordinates. Thismakes it dicult grasping the full layout of the three-dimensional zone. By using theapplication the user gets a better view of the layout, allowing the user to look at the robot from different sides and see the safety zone projected around the robot. User tests show that people working with SafeMove could benefit from using the application to verify the conguration of SafeMove systems and the conclusion is that AR, if used right, greatly can improve robot interaction and maintenance.
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Digital screen for appointments and employeesBerglund, Anton January 2014 (has links)
With a digital screen a company can provide a simple way to inform its employees and visitors about what is going on at the oce. The company KnowitAB wished to be able to display upcoming events through such a digital screen.This thesis describes how a solution was designed and implemented to suit the needs of the company.By using the design process a web based solution was built able to display events retrieved from the company's Exchange server on a digital screen. The solution was also built as a web site, making it accessible from outside the office so that employees can look up information on the go. The resulting solution is going to be installed in Knowit's office in Umeå, with a future vision of installing it in several other Knowit offices.
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Designing the Mobile Web: Guidelines for User Interactionand ExperienceRing, Lisa January 2013 (has links)
The area of mobile web is evolving rapidly but there are still no consensus regarding recommendations or best practices within the topic. Therefore this thesis is focused on interaction design within mobile web and compiles many dierent theories into guidelines for mobileweb design. The thesis may also be used as a foundation when deciding whether to developa native mobile application or a mobile adapted web application, or when choosing betweena separate mobile web application and a responsive web design.Components that are especially considered in this thesis are form elements and navigation menus. These are discussed relative to interaction on small touch screens such as smartphones and tablets. For example, text input elements can be optimized for the intended input format and one can take advantage of the device's native components for e.g. time and date input. A prototype of a responsive web application is also developed to further exemplify the theoretical theories. This is a exploratory study for the Swedish magazine Resume in collaboration with The Mobile Life and is focused on convert the original site into a responsive design, but still retain the overall Resume look and feel.
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Facilitating the Information Exchange Between Parents and Personnel at Preschools by Gathering Quantitative DataMarkus, Johansson January 2014 (has links)
The information exchange between parents and personnel at preschools is held informally and mainly when the child is departed from the preschool. Interviews with parents and personnel at preschools were made to find out what this exchange consists of, what factors affect it, and if there are parts that may be improved by making them digital. Through these interviews, the information need was extracted and analyzed, and factors affecting the information exchange were identified. Parts of these findings where compiled into asoftware idea as an extension to the software for preschools provided by Tempus Information Systems ab, where this master’s thesis was conducted.Requirements for the software were gathered and prioritized. Prototypes were made,tested, and evaluated leading to the development of a web application. The application supports input of chosen parts of the information need in order to make it accessible forparents. It is intended to be used by the personnel and to run on a tablet mounted on thewall, helping their everyday tasks, as well as being a service to parents of smaller children. This information could then be retrieved by the parents when the child is departed from theTempus Touch software at the preschool, thus freeing the information exchange to qualitative matters about the child’s well-being. It could also be accessible through the Tempus web or mobile application while at home.
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Big Data - Small Device: AMobile Design Concept fo rGeopolitical Awareness when TravelingSonning, Sabina January 2013 (has links)
This work explores an application concept for small mobile devices, displaying structured "Big Data" based on human web reporting. The target user is a traveler interested in geopolitical events in the visited region and the concept focuses on high level signals to describethe situation and allows for following up, down to original reporting sources. Interviews and a survey was used to investigate the target user group's current behavior and needs while traveling and in unstable regions. The design process is described in reference to interaction design practices and successful applications on the market today, resulting in aconcept presented in the form of high fidelity sketches, well documented interaction style and transitions, and a clickable low delity prototype. The work can be used as a reference document for further development.
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Smart TV - a more interactive way of watching TVNilsson Helander, Karin January 2013 (has links)
Smart TV, also known as Connected TV, is the new generation of television. It can be connected to the internet and enables the user to surf the web and use TV specific applications. The TV applications available today however are more like smartphone applications shown on a big screen. Applications should take advantage of the fact that they are located on a TV and make use of TV specific content. Smart TV can engage the viewer by a more interactive way of ”watching” TV. The way TV consumers watch TV today has been analysed and a changein consumer behaviour has occurred over the last decade. The TV viewershave gone from a relaxed TV mood with all focus directed towards the TV to a multitasking mood, using second screens for additional activities related, as well as unrelated, to what is on the TV. People want toengage in a more interactive way of watching TV and this is especially true for so called ”borderless” consumers which include people that like and owns technical devices.In this thesis a prototype of a Smart TV application that takes advantage of the content available on the TV, called Quiz TV, was developed. It engages the user in a more interactive way of watching TV and lets the user play a quiz about what is shown on the TV while watching it. This can be done alone, together or against others. The results from a user test of the prototype show that most of the users would play the game if it existed for real and would like a more interactive way of watching TV.As people already have an active way of watching TV, and would preferan even more interactive one, the future of the Smart TV and the Quiz TV application is seen as promising.
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Guidelines for user interactions in mobile augmented realityOrtman, Erik, Swedlund, Kenneth January 2012 (has links)
Over the last couple of years the field of Augmented Reality has transformed from something mainly seen in academic researchinto several examples of big commercially successful products, and the widespread use of highly capable mobile devices has greatly helped accelerate this trend. The powerful sensors in modern handsets enable designers to bring Augmented Reality implementations to the hands ofthe users.This thesis examines how Augmented Reality can be implemented onmobile platforms, mainly the iPhone 4, and surveys existing implementationsand solutions for developers. It presents a number of design guidelinesfor user interactions in AR on mobile devices that can be used fordesigners as a reference when designing user-centered mobile AR applications.
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Service Design and Cultural Expectations on Services : Applying Hofstede's Cultural Dimensions to ServicesSegelström, Fabian January 2008 (has links)
<p>The notion of service design as a design field has emerged during the last 10-15 years and seems to be growing more and more; a 2007 textbook on interaction design states: “The new frontier of interaction design is services” (Saffer, 2007, p. 174). Since the field is so young, there still are areas which hardly have been explored. One of these is cultural effects on service expectations. This thesis aims to help to fill in the knowledge gap by applying a model of cultural differences. The model used is the one developed by Geert Hofstede, which has been proved to be valid within a large number of varyingfields. This was done through the research question “Is Hofstede’s model applicable to service design in general, and individualization of services in particular?”.</p><p>The question was explored through two parallel research processes; a quantitative questionnaire distributed via the web and a qualitative evaluation of 47 different service web sites. The qualitative evaluation was done through a new method called Cultural Walkthrough. Four key countries were chosen; the questionnaire was aimed at natives of these countries and the web sites all came from these countries. The countries in question were Germany, India, the United Kingdom and the USA.</p><p>The results indicate that Hofstede’s model can’t be applied to service design straight off. Neither can they be used as a basis to deem the want for the possibility to individualize services, which seems to be dependent on the individual. The results indicate a large number of interesting questions for further research.</p>
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Investigating The Impact of Interaction Design on the Delivery of Online Pharmaceutical Courses: Adapting Online Course Graphic Design for Improved Content RetentionBuher, Melynda 24 June 2010 (has links)
In recent years, the use of online courses has emerged as a way to quickly and easily deliver content to large numbers of trainees. In writing these courses, pharmaceutical course developers often use traditional instructional design models and techniques to design course content for online learning. But is this truly enough? Interaction design principles and practices can also be incorporated to increase the quality of learning by improving learner comprehension and retention. Using pharmaceutical content and learners, this research investigated how interaction design impacts online learning by measuring the effect of applying different graphical user interfaces. The results were surprising, as the data showed no significant improvement in retention rates between graphical treatments. However, the incorporation of graphics did slightly improve overall course satisfaction.
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How Can a Not-thought-through Design for Cancer Therapy Software be Improved Through Thoughtful Interaction Design?Larsson, Victoria January 2019 (has links)
By conducting interviews, prototyping and user tests this thesis aims to explore the question how not-thought-trough interaction design can be improved by implementing thoughtful interaction design. To explore this is a cancer therapy software presented and investigated with the intention to improve the current interface and user experience. The study presents findings based on the methods used that highlights the importance of interaction aesthetics and thoughtful interaction design when designing cancer therapy software. This is followed by the designer implementing improvements based on the feedback from the test subjects. The final results show that interaction aesthetics and thoughtful interaction design is of high importance in designing cancer therapy software.
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