• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 399
  • 125
  • 1
  • Tagged with
  • 526
  • 526
  • 525
  • 225
  • 155
  • 144
  • 129
  • 109
  • 105
  • 95
  • 91
  • 76
  • 69
  • 61
  • 57
  • 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.
251

Utveckling av IT- Systemet Mina Vårdkontakter

Ågren, Emy January 2013 (has links)
Vårt samhälle har genomgått stora förändringar då det rör sig teknik. Många områden i dagens samhälle blev digitaliserade och Vården, vår hälsa blev inte ett undantag. Landstinget tillhandahåller ett IT- system eller e- tjänst, som möjliggör patienten att boka/ omboka tid, förnya recept, beställa sina patientjournaler och med mera. E- tjänsten Mina Vårdkontakter (MVK) skapades för drygt 10 år sedan. Tjänsten vänder sig till alla medborgare, oavsett dator- och Internetanvändningserfarenhet, kön och ålder. Eftersom alla medborgare inte är lika vana IT- användare och därför ett sådant system bör vara så användarvänlig som möjligt. Detta arbete syftar på att hitta brister i MVK och hitta förslag på förbättringar utifrån användbarhetsprinciper. Metoder som användes i detta arbete är kombination av kvalitativ och kvantitativ metod. Därför utvärderade jag e- tjänsten MVK, genom att genomföra ett antal användbarhetstester. Testpersoner i detta arbete var både män och kvinnor i olika åldrar, har olika erfarenhet av dator- och Internetanvändning. Mina testfrågade fick ett antal enkla uppgifter, som jag ansåg kan ha några brister. Det svåraste av alla uppgifter var att Hitta MVK på lg.se webbsida. Men det var inte heller lätt att hitta hjälp på MVK. Den bästa tjänsten av alla som finns på MVK var att avboka/ omboka tiden och förnya recept- funktionen. Med hjälp av Time- on- task observerade jag också att oerfarna personer tar alltid längre tid att utföra vissa uppgifter jämfört med experten och med erfarna testpersoner. Och det är just för dem man ska förbättra e- tjänsten för att det skulle vara så enkelt som möjligt att använda e- tjänsten och personer skulle trivas med systemet. Efter genomfört arbete identifierades förslag på förbättringar av e- tjänsten, samt man kunde ge förslag på framtida forskning. Framtid forskning kan vara en ny utvärdering av bara en grupp oerfarna användare i olika åldrar. Man kan också undersöka hur den grafiska designen ser ut och hur det går att navigera i MVK. Eller så kan man göra en ny utvärdering efter den planerade uppdateringen av MVK som skulle ske om drygt en månad, enligt MVK- utvecklare. / Our society has undergone significant changes as new techniques came into our lives. Many areas of today’s society have digitalized in very short period and even healthcare sector is not exception. The County Council (Landstinget) provides an IT- system or e- service (MVK), which allows patients to book/ cancel appointments, renew prescriptions, order Patient Medical Records and much more. E- service was created just over 10 years ago. The service is aimed to all citizens, regardless of Computer- and Internet experience, gender and age. Since not all citizens are experienced in usage of IT, such system should be as easier and as user friendly as possible. This work is aimed to find weaknesses in MVK and find suggestions for improvement based on usability principles. Methods used in this work the combination of qualitative and quantitative methods. Therefore, I evaluated the service MVK, by implementing a number of usability tests. Test persons in this work were both men and women of different ages and different Computer- and Internet experiences. Test persons got a number of simple tasks, in which I felt we might find some faults. The most difficult of all was to find MVK on lg.se website. But it was not easy either to find Help on MVK. The best service of all available on MVK is to cancel/ reschedule the appointment and renew- prescription function. By using Time- on- task, I observed that inexperienced computer and internet users take longer time to perform certain tasks, compared with the expert and with other test takers. And that is right for them we should improve the system so that it would be easy for them to use it. In this work I could identify suggestions to improve the e- service, and could give suggestions to future research. Future research may be a reassessment of just a group of inexperienced users of different ages. We can also examine how the graphic design looks like and how it is to navigate on MVK. Or we can also re- evaluate e- service after the planned updates of MVK that would be carried out in a month, according to MVK developers.
252

Heuristisk Utvärdering av Virtual Reality-Spel / Heuristic Evaluation of Virtual Reality Games

Tjärnberg, Wilmer January 2019 (has links)
Detta arbete undersöker hur User Experience Design-utvärderingsmetoden heuristisk utvärdering kunde anpassas till utvärderingen av TV-spel inom kontexten av immersive Virtual Reality. Rapporten börjar med att redogöra för TV-spel, Virtual Reality och User Experience som fält, med särskild fokus på utvärderingsmetoder. En genomgång av tidigare, relevant litteratur och utförandet av heuristiska utvärderingar ledde till skapandet av en lista med heuristiker utformade för immersive Virtual Reality-spel. En manual med riktlinjer för utförandet av utvärderingar inom en Virtual Reality-kontext skapades också. Både heuristikerna och manualen validerades och reviderades utefter resultaten av de heuristiska utvärderingar som utfördes under arbetets gång. Resultaten visade på att heuristisk utvärdering går att använda inom en VR-spelskontext, men att det kräver vissa modifikationer. Detta har implikationer för användandet av andra utvärderingsmetoder i samma kontext.
253

Augmented Exploration : Travelling through unknown realities

Herr, Maximilian January 2019 (has links)
This is a project exploring a possible future of embedded mobile augmented reality services in people's daily routine. The project was conduct- ed at Umeå Institute of Design as a MFA Thesis in Interaction Design. The constant development of technologies along- side with society’s increased usage of the mobile phone makes this medium more and more inter- esting amongst all age groups. The existing solu- tions focus on ways of communicating through short time interactions as well as on gameplays with a focus on storytelling. So far, these existing solutions are rarely implementing a service aspect for people's daily routine. The mobile augmented reality technology has the power to serve a variety of purposes, which are for now, not discovered. This lack of exploration creates challenges for the market and the user which leads to discourage in that medium. To understand the needs of the people and the language of the technology, I immersed myself into the augmentation of realities and conducted a thorough research with conversations with the target group and experts in the field, opportunity evaluations, and concepts testing. The insights gathered during the research brought the conclu- sion that the medium has the power to transfer knowledge by having the user experiencing rath- er than observing. This increases the chances of understanding and participating with information. This is why the project’s goal is to form a mobile AR service example, where the user feels motivat- ed to engage with their surroundings in their daily routine. The final outcome of the project consists of a plat- form which allows the user to explore the history of their current location. The platform is clustered in two areas. On the one hand a content library gathers information about explored locations. This information is displayed through a list and detail view of written information as well as through an immersive gallery. This gives the user the oppor- tunity to easily explore and share their discoveries with their communities. On the other hand an interactive map as well as a lens filter enables the user during their exploration to discover the infor- mation. Based on a data preview visualisation the user is able to create their own contextual digital gallery. This experience motivates the user to easily start discovering their location as well as building up routines based on that kind of interaction. This new service showcases possibilities to design for mobile AR as well as strengthen the relation be- tween the users and their environment.
254

Design of video players for branched videos / Design av videospelare för förgrenade videor

Lindskog, Eric, Jesper, Wrang January 2018 (has links)
Interactive branched video allows users to make viewing decisions while watching, that affect the playback path of the video and potentially the outcome of the story. This type of video introduces new challenges in terms of design, for example displaying the playback progress, the structure of the branched video as well as the choices that the viewers can make. In this thesis we test three implementations of working video players with different types of playback bars: one fully viewed with no moving parts, one that zooms into the currently watched section of the video, and one that leverages a fisheye distortion. A number of usability tests are carried out using surveys complemented with observations made during the tests. Based on these user tests we concluded that the implementation with a zoomed in playback bar was the easiest to understand and that fisheye effect received mixed results, ranging from distracting and annoying to interesting and clear. With this feedback a new set of implementations was created and solutions for each component of the video player were identified. These new implementations support more general solutions for the shape of the branch segments and the position and location of the choices for upcoming branches. The new implementations have not gone through any testing, but we expect that future work can further explore this subject with the help of our code and suggestions.
255

A less monstrous mirror : Creating empathetic, likeable, and accurate mentally ill characters in computer games

Rothberg, Nicole January 2018 (has links)
This study is about possibilities for improving representation of mentally ill characters in roleplaying computer games. The areas of improvement are empathy for the characters by the players, enjoyment of the game by players, and more accurate depictions of mental illness in computer games. The qualitative study created three unique character concepts, each with two backstories/game concepts, and interviewed respondents on the three aforementioned areas. The research focused on common stereotypes held in modern society and the history of these embedded beliefs, as well as what mental illness really looks like and how negative stereotypes affect an audience. The research also covers current representation of mental illness in video games and analyses their depictions. The study concludes that stereotypes about mentally ill people are harmful, and that accurate and empathetic representations of mentally ill characters in video games should begin with detailed research and respect for the issue at hand.
256

Wait, I'm him now? : Identification and choice in games with more than one protagonist

Siri, Åhman January 2018 (has links)
This study examines correlations between player choice and identification in a multiple protagonist video game, seeking to determine whether a player’s identification with one or more player characters affects the way they make choices while playing. It discusses various definitions and types of identification as well as ways to create a successful narrative with multiple protagonists. The artefact created for the study is a text-based game with a branching narrative, where the player is required to make choices for three different characters, and a qualitative research method based on interviews with a small group of participants. The results show that players seek to identify with the player character even when there are more than one, and often use this as a basis for the choices they make, either by imagining themselves in the situation of the main character or by imagining that they are the main character. They do not usually base their choices while playing as a character on their identification or lack thereof with another, and regardless of how they made choices, most players made more or less the same ones. However, it did show that lack of identification made making choices more difficult for that character, which lessened their enjoyment of that storyline. / <p>Artefakten som användes i arbetet utvecklades i samarbete med Amanda Thim</p>
257

Migränpatienters hjälp till självhjälp, ett designdilemma. : Hur en migränapplikation bör utformas för användare vars tillstånd kan förvärras vid interaktion med skärmar

Drake av Hagelsrum, Emilia January 2018 (has links)
Personer som lider av migrän har i de flesta fall någon gång funderat över vad som är den utlösande faktorn. Ibland vet de svaret, ibland är svaret inte lika tydligt. Att ha kunskap och förståelse över sin migrän kan öka chanserna till självhjälp och ökad empowerment. Patienterna har tillräcklig kunskap för att kunna ta beslut som bidra till en bättre hälsa för individen. Patienten hjälper således sig själv till ett bättre välmående utifrån den kunskap som patienten har om sig själv och sin sjukdom. För att skapa en förståelse och större kunskap för sin sjukdom kan det underlätta att dokumentera sina migränanfall. Dokumentationen kan sedan användas för att hitta en gemensam nämnare till anfallen. Att dokumentera migränanfall kan också kallas för att föra en migrändagbok. Migrändagböcker kan ordineras ut av hälso- och sjukvård i form av enklare dokumentation på pappersark. Det finns också digitala lösningar där personer som lider av migrän kan dokumentera in mer utförliga uppgifter om sin migränattack via olika migränappar som finns att ladda ner. En digital lösning ger större möjlighet till en rikare information om personens sjukdom, men saknar ofta anpassning för migränpatienters särskilda behov och upplevda problematik. Personer som lider av migrän kan uppleva problematik med att interagera med digitala skärmar. Att interagera med skärmar kan vara en bidragande orsak till ett sämre mående, vilket framkom i denna undersökning. Syftet med denna studie var att undersöka hur ett gränssnitt för en mobil hälsoapplikation för migränpatienter kunde utformas med fokus på empowerment och god användarupplevelse. För att ta reda på detta, genomfördes 7 stycken semistrukturerade intervjuer. Informanterna fick berätta om sina upplevelse av migrän, deras egen kunskap om sin sjukdom, samt tekniska aspekter om hur de vill interagera med mobilappar under tiden som de har migrän. Den data som uppkom utifrån intervjuerna analyserades sedan med hjälp av kvalitativ kodning som resulterade i fyra olika teman. Behovet visar att dokumentation av migränanfall genom mobilapplikationer ska ske med så lite interaktionstid med skärmen som möjligt. Dokumentation av migränanfall kan med fördel ske med hjälp av tal och ljud. Själva gränssnittet ska vara enkelt och simpelt med avskalade ikoner som tydligt ska gå att identifiera. Det ska finnas möjlighet att manuellt eller med automatiska inställningar dämpa ljuset på skärmen. Resultatet av undersökningen mynnade sedan ut i lämpliga gränssnittsförslag i form av mockuper. För framtida forskning rekommenderas att utföra användartester med utökade prototyper, för att undersöka huruvida de designförslag som tagits fram i denna studie upplevs som en god användarupplevelse och bidrar till empowerment. / People who suffer from migraines have probably at some point thought about what the triggering factor is. Sometimes the answer is clear, and sometimes it’s not that obvious. To have understanding and knowledge of their migraine can increase the chances of self-help and also higher levels of empowerment. With self-help, the patient can make better decisions based on the knowledge of the disease, which can lead to a better well-being. In order to establish an understanding and more knowledge about their illness, it can be helpful to document the migraine attacks. The documentation can then be used to find a possible cause of the attacks. This is also called a migraine journal. Migraine journals can be prescribed by the health services, where you get a template with less words and with simple instructions of the tasks on them. There are also digital solutions, like mobile applications, that supports more detailed documentation. A digital solution provides more opportunities for more detailed information about the person's illness, but mobile apps often lacks adaption for the patient's specific needs and problems. Persons who suffers from a migraine attack, can experience difficulties when documenting a large amount of information on applications. The interaction with digital screens may worsen the symptom. This is one of the findings of this study. The purpose of this study was to examine how a user interface for a mobile health application, could be designed with focus of empowerment and a good user experience. To find out, 7 semi structured interviews were conducted. The informants were asked to tell about their experiences, their knowledge about their illness and some technical aspects of how they want to interact with mobile applications while they are suffering from an attack. The data that was obtained from the interviews were then analyzed using qualitative coding that resulted in four different themes. The study showed that the potential users wish to interact as little as possible with the screen. Documentation of migraine attacks can be done with the help of speech and sound. The interface itself should be easy with simple icons which are easy to identify. It should be possible to manually or automatically adjust the light on the screen. The result of the study contributed to suggestions for how to design a suitable interface for migraine patients. The interface is visualised in this report in the form of mockups. For future research , it is recommended to perform user tests with extended prototypes to investigate whether the design principles and design suggestions developed in this study are perceived as a good user experience and contribute to empowerment.
258

Exploring self-efficacy in end-user programming : a feminist approach

Palmquist, Lena January 2014 (has links)
Digital services and devices are today more spread than ever, forming a basis for new innovations, even among ordinary people. And yet, producers of such services and devices are mostly men with programming skills. Women's participation in development and design of digital products is thus not yet as influential as that of men. An approach to this situation is to offer web-based environments for end-user development where people with no programming experiences have the opportunity to develop their own smartphone applications. The SATIN project, a collaboration between universities and IT-companies, has taken such an approach, with a focus on supporting female end-users. This project has been serving as a case in this research with the purpose of exploring and understanding end-user programming related to self-efficacy and female strategies. Experiences from being a member of the SATIN project are accounted for as well as results from qualitative observation studies capturing subjects’ reactions to the system. In the first set of observations, 9 subjects tested a mock-up version of the so-called SATIN editor, where the actual app building takes place. Later on a second set of observations with 11 subjects focused on how to support computer self-efficacy and end-user programming strategies that women prefer to a higher degree than men. Observations indicate that the women where as positive to making use of the editor as the men. The test subjects also showed signs of motivation as well as creativity while exploring the system. An observation related to design aspects of the system was that the quality of the components that form the smartphone apps seems to be crucial if the system is expected to truly support strategies that women request. Supporting women's own perceptions of self-efficacy related to developing computer-based systems is challenging, still indications of acceptance and enthusiasm for the system were observed. From a design perspective, using strategies and self-efficacy sources as an evaluation framework in the development process shows potential for improved design, and not only when designing for female users, but for diverse groups of users, hopefully paving the way for a more diverse community of producers of computer-based products. / SATIN 2 project
259

Autonomous Bus Passenger Experience

Lundquist, Martin January 2018 (has links)
Time keeps on changing our perception of what is possible in our personal life and around us. Over time, jobs such as elevator operator was essential to make the elevator keep its speed, stop parallel to the floor and keep passengers safe in case of emergency. Nowadays elevator passengers just have to enter their destination and wait to be transported there. An operator would be superfluous for this, today, simple procedure. This paper aims to create a set of interaction strategies to provide an efficient and pleasurable journey for the passenger traveling with an autonomous bus, as well as evaluate concepts where these strategies have been applied. The strategies and concepts will be developed from an extensive user- and literature research where the situation of today will be analysed and looked upon with the eyes of tomorrow, to find challenges and needs. Findings shows that passengers have to trust the vehicle and service. At the same time vehicle and service providers have to provide a reliable and consistent service. Four design directions were created to establish this trust between the user and vehicle and service. To enable control and give passengers an efficient journey, passengers have to be provided with adequate and reliable information. The information regarding the bus’s behaviour should be communicated in a transparent way so the bus’s intentions and actions are understandable from a passenger point of view. Also, passengers have to be enabled to stay safe when using the bus, during commuting and emergency, through giving them cues in how an emergency should be handled.
260

Presenting information through a dashboard for Smart Video evaluations : The process of developing a design for a marketing dashboard

Katarina, Hägglund January 2018 (has links)
Using the internet for watching videos or online shopping keeps growing, along with video advertisement to increase online sales. To know if the video actually increases the online sales, the owner of a video ad wants to do follow ups on how the video is doing, and get statistics. A different solution from the original video ads is Smart Video. It is an interactive video player with a clickable slideshow of products. This video can get even more types of statistics than a normal video, and today that statistic is not accessible for the Smart Video clients, without the help of someone from the Smart Video team that can create a report for them. The purpose of this thesis was to relieve the workload of the Smart Video team and to create a dashboard that shows all information that the clients find relevant about their videos. This paper is about the process of developing a design for a marketing dashboard, that follows the guidelines of information dashboard design by Stephen Few. The process included interviews, multiple designs, prototypes, and evaluations, before ending up with a prototype of a desktop solution that follows the aesthetics of Smart Video and can be realizable with the current technology.

Page generated in 0.1287 seconds