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Designing for usability and user engagement : Evaluating the combination of competitive, parallel and iterative design process for higher usability and user engagement in a safety-oriented mobile application / Design för användbarhet och användarengagemang : Utvärdering på kombinationen av tävlingsinriktad, parallell och iterativ designprocess för ökad användbarhet och användarengagemang i en säkerhetsinriktad mobilapplikationSundgren, Pontus January 2023 (has links)
Usability plays an important role in user-experience design and when designing for usability it is necessary that a suitable design process is planned and executed. A question designers may have experienced is "what is the best design process for this project?" when in reality, the best design process is a combination of several design processes. This thesis combines competitive, parallel and iterative design processes when designing for usability and user engagement. The three design processes segues into each other as they aid in the process of identifying current problems with the design, find solutions that are both tested and untested, and then iteratively improves these solutions to a point of satisfactory result. The result shows, however, that combining three design processes can be expensive in terms of resources and that instead of having a set number of design processes with then resources divided between the processes, resources should determine the numbers of design processes to combine. / Användbarhet spelar en viktig roll i design av användarupplevelser och vid design för användbarhet är det nödvändigt att en lämplig designprocess planeras och genomförs. En fråga som designers kan ha upplevt är "vilken är den bästa designprocessen för detta projekt?" när i verkligheten är den bästa designprocessen en kombination av flera designprocesser. Denna avhandling kombinerar konkurrens, parallell och iterativ designprocesser vid design för användbarhet och användarengagemang. De tre designprocesserna går in i varandra när de hjälper till att identifiera aktuella problem med designen, hitta lösningar som är både testade och oprövade och sedan iterativt förbättrar dessa lösningar till ett tillfredsställande resultat. Resultatet visar dock att att kombinera tre designprocesser kan vara dyrt resursmässigt och att istället för att ha ett visst antal designprocesser med sedan resurser uppdelade mellan processerna bör resurserna bestämma antalet designprocesser som ska kombineras.
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Attack Strategies in Federated Learning for Regression Models : A Comparative Analysis with Classification ModelsLeksell, Sofia January 2024 (has links)
Federated Learning (FL) has emerged as a promising approach for decentralized model training across multiple devices, while still preserving data privacy. Previous research has predominantly concentrated on classification tasks in FL settings, leaving a noticeable gap in FL research specifically for regression models. This thesis addresses this gap by examining the vulnerabilities of Deep Neural Network (DNN) regression models within FL, with a specific emphasis on adversarial attacks. The primary objective is to examine the impact on model performance of two distinct adversarial attacks-output-flipping and random weights attacks. The investigation involves training FL models on three distinct data sets, engaging eight clients in the training process. The study varies the presence of malicious clients to understand how adversarial attacks influence model performance. Results indicate that the output-flipping attack significantly decreases the model performance with involvement of at least two malicious clients. Meanwhile, the random weights attack demonstrates a substantial decrease even with just one malicious client out of the eight. It is crucial to note that this study's focus is on a theoretical level and does not explicitly account for real-world settings such as non-identically distributed (non-IID) settings, extensive data sets, and a larger number of clients. In conclusion, this study contributes to the understanding of adversarial attacks in FL, specifically focusing on DNN regression models. The results highlights the importance of defending FL models against adversarial attacks, emphasizing the significance of future research in this domain.
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Exploring the Benefits of Augmented Reality inMathematical Statistics Education: An Investigation andSemi-Structured Literature Review / Exploring the Benefits of Augmented Reality inMathematical Statistics Education: An Investigation andSemi-Structured Literature ReviewElkhalil, Hazem January 2023 (has links)
This study investigates the current state of the intersection between Augmented Reality(AR) and education, with a focus on improving statistical math learning in higher education through the application of AR and data modeling. Our research aims to answerthe question: "How can AR enhance math learning in the field of statistics in higher education?" We follow the method of Design and Creation to develop an open-source ARapplication tailored for an experimental study to assess the impact of AR on learning.In addition to the experimental aspect, this study includes a comprehensive semistructured literature review, where we analyze findings from prior research and utilize theirdata to validate our own results. Our research indicates that AR has a positive impacton the average student. It enhances spatial intelligence, makes learning more enjoyable,and is an effective tool for teaching complex topics. However, we acknowledge certainlimitations in implementing AR in education with current technology such as affordabilityand the lack of training necessary to employ these technologies. Despite these challenges,we conclude that the investment in making AR accessible and affordable for all studentsis worthwhile due to its significant positive effects on learning outcomes for mathematicalstatistics
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Application and evaluation of methods for merging user experience design with agilesoftware developmentEriksson Vikner, Mikael January 2016 (has links)
Cinnober is an organization that develops advanced software solutions for financial institutions. As a part of the technology toolkit used at Cinnober there is a web framework with which GUI development can be driven from the data available on the server, through configuration rather than development. Rather than having the user interface emerge as a result of technology and available data, they would like to explore a software development model driven by user centered design. Cinnober practices scrum, an agile software development framework, which has proven difficult to integrate with user centered design. This thesis strives to identify suitable methods for performing user centered design in the environment of agile software development. A development process based on scrum, lean UX, staggered sprints and the effect map was then utilized and evaluated in a short development project at Cinnober. Utilizing and evaluating those methods yielded valuable input which can be of use in future development efforts. While there was plenty of positive feedback from the development team there was also some room for improvement. Additionally, there are quite a few pieces missing in order for the utilized development process to cover all aspects considered important in one of the most commonly cited definitions of user centered design.
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Real Estate Transactions using Blockchain TechnologyHermansson, Moa January 2020 (has links)
Banking is considered only one of many industries that could benefit from using blockchain technology. A promising area in blockchain technology is so-called smart contracts, which is automated, decentralized and programmable contract solutions. Smart contracts can control the transfer of currencies or assets between parties under given conditions. The thesis work shows how blockchain technology could be applied to real estate transactions and minimize the need for third party involvement. The purpose of this paper is to provide an overview of the blockchain technology and its possible applications in the real estate market. The focus was on exploring the process of real estate transactions and problems that could be resolved by using smart contracts and blockchain technology. Witha qualitative research approach and a case study analysis, a proposition of a solution was made and discussed with its benefits and drawbacks. The goal was to in the process find the answers for the research questions such as: How can real estate transactions benefit from blockchain technology? What would it cost to store the necessary data on the main chain of Ethereum? How could blockchain technology be used for managing the transaction of the down payment? Even though a collaboration of systems and smart contracts could handle almost every aspect of a real estate transaction, there are still legal boundaries to it being legally enforceable. The blockchain technology could contribute to more efficient and transparent systems compared to traditional centralized solutions.
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Developing tools for streamlining the map creation process in MinecraftJohansson, Simon January 2021 (has links)
This thesis gives an understanding of how to develop tools for streamlining the map creation process in Minecraft. The thesis was done in collaboration with House of How. To study how to streamline the map creation process the subject was researched thoroughly. A literature study and 8 interviews with experts in the field were conducted to gather information and find pain points in the current way of creating maps and to get a better understanding of the subject. Prototyping and user tests were then created based on that information. There was 2 lo-fi prototypes with 2 user tests, 1 Hi-Fi prototype with 1 user test. Lastly, a tool was developed for House of How based on these findings. The results from interviews showed that there is an abundance of logistical issues while creating maps, which could potentially be solved by a tool. To make changes in a map, multiple operations has to be done in order for the changes to function correctly. To highlight the issue, here is an example of one pain point, creating a new block requires textures in the correct folder and JSON entries in multiple different JSON-files. This makes it time consuming to implement a single block to a new map. By creating prototypes based on the interview findings and developing them through user tests, we have started to come to grips with a design for a tool to streamline the map creation process. The resulting hi-fi prototype, developed in WPF C\#, is also the initial implementation of the tool for House of How. The conclusion is that functions that should be implemented in a tool used for streamlining the map creation process is: A way to create a new map. Functions for creating/editing and importing entities. Functions for creating/editing and importing blocks. How these should be implemented remains to be discovered, this thesis provides an alternative of how this could be done. / Denna studie innehåller information om utvecklingen av ett verktyg för att effektivisera skapandet av världar i spelet Minecraft. Studien gjordes i samarbete med företaget House of How. För att undersöka hur skapandet av Minecraft-världar kan effektiviseras har ämnet i sin helhet forskats genomförligt. En litteraturstudie och 8 intervjuer med experter inom ämnet utfördes för att samla in information och hitta eventuella problem med skapandet av Minecraft-världar idag, det gjordes även för att få en bättre förståelse för ämnet. Prototyper och användartester skapades baserat på den insamlade informationen. 2 lo-fi prototyper med 2 användartester, 1 hi-fi prototyp med 1 användartest skapades. Till sist, började utvecklingen för verktyget åt House of How baserat på resultatet från forskningen. Resultaten från intervjuerna visar att det finns ett flertal logistiska problem i samband med utvecklingen av Minecraft-världar, vilket möjligtvis kan lösas med ett specialiserat verktyg. För att göra förändringar i en värld behövs ett flertal handlingar utföras för att ändringarna ska fungera på korrekt vis. Här kommer ett exempel för att understryka problemet. Att skapa ett nytt block kräver texturer i rätt mapp och ett flertal JSON referenser till den texturen och hur den ska användas i olika filer. Detta gör det väldigt tidskrävande att implementera ett enda block till en ny värld. Genom att ha skapat prototyper baserat på resultatet från intervjuerna och fortsatt utvecklat dem genom användartester, har vi börjat närma oss en design för det slutgiltiga verktyget som ska effektivisera skapandet av Minecraft-världar. Den resulterande hi-fi prototypen, utvecklad i WPF C\#, är även den första implementationen av vertyget som överlämnas till House of How. Slutsatsen är att funktioner som borde implementeras i ett verktyg som ska effektivisera skapandet av Minecraft-världar är de följande: Ett sätt att skapa nya världar. Funktioner för att skapa, redigera och importera entiteter i världar. Funktioner för att skapa, redigera och importera block i världar. Hur dessa funktioner borde bli implementerade återstår att utforska, denna studie ger ett alternativ till hur detta kan göras.
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Användbarhetsstudie av KBABs bostadskö : Identifiering genom användartester av användbarhetsproblem samt framställning och test av förbättringsförslag / Usability Study of KBAB Housing queue : Identification of Usability Issues by User Testing and Design and Usability Testing of Improvement RecommendationsLindhe, Johan January 2024 (has links)
Karlstad är en växande stad där befolkningen ökar varje år på grund av en högre inflyttningjämfört med utflyttning. De människor som flyttar till Karlstad behöver någonstans att bo. Ett tillvägagångssätt för att hitta boende i Karlstad är att söka bostad genom Karlstad Bostad AB(KBAB) som är ett kommunalt bolag som hyr ut bostäder till invånare i Karlstads kommun. Detta kandidatarbete är en användbarhetsstudie som syftar till att undersöka vilka användbarhetsproblem som finns i sökprocessen för bostäder på KBABs webbsida.Kandidatarbetet undersöker även vilka åtgärder som kan vidtas för att göra sökprocessen mer användbar. För insamling av data användes flera kvalitativa metoder. De metoder som användes var användartester, observationer, think-aloud-teknik och intervjuer. Totalt deltog tiotestdeltagare. Fem av dessa deltagare användes för att identifiera vilka användbarhetsproblem som fanns i webbtjänsten. Baserat på det resultatet skapades en prototyp med implementerade förbättringsförslag avsedda att öka användbarheten för sökprocessen. Prototype nutvärderades sedan med samma metoder och fem nya testdeltagare för att undersöka om de framställda förändringsförslagen ledde till en mer användbar bostadssökning. Resultaten visade att det finns åtta användbarhetsproblem i sökprocessen för KBABsbostadskö. Problemen inkluderar bland annat att sorteringsfunktionen och funktionen somvänder på listan av bostäder som visas är otydliga och svåra att förstå innan de har använts. Det är också otydligt att alla bostäder nära Karlstads universitet måste sökas fram med olika tillvägagångssätt. Dessutom är det utmanande att upptäcka alla tillgängliga funktioner som bostadskön innehåller, vilket leder till att de inte används trots att de efterfrågades. Åtgärder som kan vidtas för att uppnå en mer användarvänlig bostadssökning inkluderar omformulering av sorteringsalternativen och ändring av utseendet på funktionen som vänderpå listan med sorterade bostäder. Bostäder nära Karlstads universitet bör även inkluderas i fler filtreringsalternativ än vad som görs nu. En annan åtgärd är att tydliggöra funktionerna för bostadskön och ge dem ett utseende som visar vad de är till för samt upptäcks avbostadsköns användare.
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Kan erfarna medarbetare fungera som ambassadörer? : En studie som undersöker om potentiella medarbetare hade gynnats av att kunna chatta med anställda som genomgått samma process till svensk yrkeslegitimation.Bengtsson, Sofia January 2024 (has links)
This report outlines a project conducted in collaboration with the Communications Department of Region Sörmland. The aim of this study is to investigate whether internationally recruited employees would benefit from the opportunity to chat with staff who have previously undergone the same process. In this report, individuals who have already completed the process are referred to as ambassadors. For clarity, this work has focused on the perspectives of potential employees. The perspectives of the ambassadors themselves have not been the focus of this study. To investigate this, methods such as environmental analysis, interviews, and user testing were employed. These methods provided valuable information regarding deficiencies and the needs of the target audience. The participants in this study include three individuals who work with international recruitments within Region Sörmland and at Folkhögskolan. Additionally, there are nine students who are currently enrolled in or have completed the KLIV (Qualified Licensure Professions Introduction in Healthcare) program. The data collection resulted in a prototype created using Figma. The prototype was then evaluated through user testing and subsequently underwent an iteration. The results of this study show that it is very interesting and valuable for the target audience to be able to connect with someone who has undergone the same process. There is a need for ambassadors that the target audience can contact. During the project, "contact cards" have been designed for the ambassadors, which show their name, job title, and the hospital in Region Sörmland where they work. Additionally, there is a picture and brief information about the person and the languages they speak. The features identified as valuable for the chat forum are the ability to send images/videos and attach documents. However, the design and features of the chat forum need to be iterated and tested with more members of the target group to ensure its effectiveness and user-friendliness. This study is a bachelor thesis in the field of Information design with focus on interaction design.
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Home sweet home : a case study on persuasive technology to promote usage of an m-health application by elderly living at homeWei, Nicklas, Blomberg, Richard January 2019 (has links)
Much of the developed world is experiencing an aging population. This requires society to adapt to take care of a growing elderly population and improve their quality of life. Today, mobile systems are available that makes it possible to monitor and improve health (m-health). Even though these systems could be immensely helpful for the elderly population, this has not been the primary demographic for the current m-health systems. This case study aimed at examining how persuasive technology (technology for changing behavior and/or attitude) can be used to promote usage of m-health applications by the elderly. For this purpose, a theoretical framework for supporting m-health systems is proposed. This framework consist of persuasive technology (for motivation and support for fulfillment of human needs), knowledge of elderly issues in interacting with mobile interfaces, smartphone usability heuristics and the Plan-Do-Study-Act (PDSA) cycle (to support goalsetting and incremental progress). To determine how persuasive technology can be used to motivate elderly and find effective strategies for this purpose, the case study examined health behavior, motivations for healthy behavior, attitude to health, general goal setting behavior, needs, preferences, technological experience and self-efficacy, as well as usage of m-health systems using qualitative and participatory methods. Methods used included semi-structured interviews, future workshop, revolutionary rapid prototyping and usability evaluation. The findings of the interviews and the future workshop suggested the primary motivation for healthy behavior was derived from social aspects. Thus, the most effective persuasive strategies for the elderly likely target their need for social belonging and socialization. Based on the findings, an interactive prototype was developed. The prototype proposed an m-health application with self-monitoring that implemented an elderly community around healthy behavior, with opportunities to earn digital rewards and challenge other users to competition. The interactive prototype was then used in a usability evaluation to gauge its usability by the elderly and revised in higher fidelity according to their feedback.
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Augmented Reality i utomhusmiljöer : En jämförelse mellan ARKit och ARCoreThulin, Felix January 2018 (has links)
Purpose – The purpose of this thesis is to understand how the two frameworks: ARKit and ARCore works in the outside environment, in terms of possibilities and constrictions. This thesis intends to answer the following research questions: - Which possibilities and restrictions does ARKit and ARCore have for usage in the outside environment? - Which is the lowest illuminance needed for ARKit to work? Method – The study uses a literature study to answer the first research question. For the second research question a combination of literature study and experimental study is used, in which a hypothesis and prediction is formulated. Results – The results of the study show that there’s more restrictions than possibilities for using ARKit and ARCore in the outside environment. There are a lot of factors that can affect the frameworks ability to read the surroundings and place virtual objects. Dynamic elements, such as weather and illumination, is something that needs to be kept in mind. The experimental study showed that the minimal illumination needed for an ARKit based application to be able to place an object in an environment was 10.275 lx. In comparison; this is when the sun is positioned at a -5O under the horizon or higher. For example, this means that 1st of January only has 7h and 30min of the day where there is enough daylight for ARKit to read the surrounding. This does not account for other factors that can be troublesome, such as during the wintertime there is likely snow covering the ground. Implications – The study contributes to the exploration of an area which is relatively unknown since these frameworks have barely been out for a year. The results in the study can give an insight for developers and companies that have visions to use AR technology in the outside environment. The study covers the main areas AR, ARKit and ARCore. Limitations – The experimental study was only performed using ARKit, the reason being that the only testing device available was iOS Keywords – Augmented Reality, AR, Apple, Google, ARKit, ARCore, Lux, Experiment, Literature study. / Syfte - Syftet med denna studie är att undersöka hur ramverken ARKit och ARCore lämpar sig för utomhusbruk i form av möjligheter och begränsningar. Denna undersökning avser att besvara följande frågeställningar: Vilka möjligheter och begränsningar har ARKit respektive ARCore vid utomhusbruk? Vilken är den minimala belysningsstyrka som krävs för att ARKit skall fungera? Metod – I studien används litteraturstudie för att besvara första frågeställningen, och för andra frågeställningen är det en kombination av litteraturstudie och experimentell studie med hypotes och förutsägelse. Resultat – Resultatet visar att begränsningarna är fler än möjligheterna. Det är många faktorer i en utomhusmiljö som kan påverka ramverkens förmåga att läsa av omgivningen och placera ett virtuellt objekt. Dynamiska element som väder och ljus är något man uppenbarligen måste ha i åtanke. Den experimentella studien visade att den minimala belysningsstyrkan som krävs för att en ARKit baserad applikation skall kunna placera ut ett objekt är 10.275 lx. Detta kan jämföras med att solen befinner sig -5O under horisonten eller högre. Ett exempel är tillexempel den 1:a januari som har 7h 30min under dygnet då det är tillräckligt ljust. En annan aspekt som kan ställa till problem under vintermånaderna är eventuella snötäcken. Implikationer – Studien bidrar till att utforska ett område som är relativt okänt då dessa ramverk är knappt ett år gamla. Resultatet i studien kan ge en insikt till utvecklare eller företag som har egna visioner att nyttja AR teknologin utomhus. Studien lägger grunden för huvudområdena AR, ARKit och ARCore. Begränsningar – Den experimentella studien genomfördes endast med ARKit med anledning att den enda testenhet som fanns tillgänglig var iOS. Nyckelord – Augmented Reality, Apple, Google, ARKit, ARCore, Lux, Experiment, Litteraturstudie
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