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  • 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.
151

User interface design in e-commerce and its impact on consumer trust / Användargränssnittsdesign inom e-handel och dess inverkan på konsumentförtroende

Berg, Karl, Sagandira, Conerlious January 2020 (has links)
E-commerce is at an all-time high and it is growing larger every year. Fore-commerce companies to keep up with the growing market, the question ofconverting a visitor into a customer becomes increasingly relevant. Since onlinepurchases are stretched over an amount of time and not done in person, trust is anespecially crucial factor in these interactions. Current literature shows that navigationand organisation are vital factors when it comes to trust in e-commerce, as such theyserved as the focus for this thesis. The study examined how a progress indicator and hierarchy of the purchase processhave an impact on trust. This was done by having a group of participants interactingwith different prototypes that simulated an e-commerce website, the differencebetween the prototypes being the inclusion and exclusion of a progress bar andadjustments to the hierarchy of the purchase process. The data was gathered usingsemi-structured interviews. Data analysis was accomplished using thematic analysis,the result of the analysis being different themes which represent the positive ornegative impressions that participants had when interacting with the differentprototypes. The study found that there were multiple differences in themes between theprototypes. The discovered themes suggest that there are multiple ways in whichtrust differs between the prototypes. Although this study is not strong enough toprove a connection, it does suggest that perhaps companies should think twicebefore neglecting the organisation and navigation of their purchase process if theirinterest is to convert more sales.
152

Designing the Digital Collecting and Managing of Inspirational Pictures and Associated Inspirations for Product Design Students

Zhang, Chaozheng January 2018 (has links)
No description available.
153

Human-Centered Interface and System Design for Saving Lives

Mathews, Cristelle 25 May 2023 (has links)
No description available.
154

The role of culture in the structure of categories of application between Denmark and China

Nawaz, Ather January 2008 (has links)
This project aims to investigate the impact of culture on the results of established methods of usability testing. The production and use of technologically advanced information and communication applications are no longer restricted to the Western world, and there are indications that usability testing procedures developed for use in, e.g., Europe or the US do not give reliable results in countries such as India, China or Malaysia. This project is an in-depth investigation of the cultural specifics that go into usability test situations in three countries: Denmark, India and China. In a second phase we want to explore possible developments of the testing methods in order to avoid cultural bias and produce comparable results across countries of the world / <p>This research is a part of project of Culturalusability. http://culturalusability.cbs.dk/</p>
155

User Interface Design And Forensic Analysis For DIORAMA, Decision Support System For Mass Casualty Incidents

Yi, Jun 23 November 2015 (has links)
In this thesis we introduces the user interface design and forensic analysis tool for DIORAMA system. With an Android device, DIORAMA provides emergency personnel the ability to collect information in real time, track the resources and manage them. It allows the responders and commanders to mange multiple incidents simultaneously. This thesis also describes the implementations of commander app and responder app, as well as two different communication strategies used in DIORAMA. Several trials and simulated mass casualty incidents were conducted to test the functionalities and performance of DIORAMA system. All responders that participated in all trials were very satisfied with it. As a result, DIORAMA system significantly reduced the evacuation time by up to 43% when compared to paper based triage systems.
156

Hur gamification påverkar användarupplevelsen i ett gränssnitt för bokföring : Gamification kopplat till bokföring / How gamification affects user experience in an interface for accounting : Gamification linked to accounting

Toszegi, Clara January 2022 (has links)
Användarupplevelsen är en central del för att förstå användaren i digitala tjänster. Genom att applicera inslag av gamification i en tjänst kan användarens tolkning av ett gränssnitt eventuellt påverkas. Denna studie undersökte kopplingen mellan användarupplevelsen och gamification i ett gränssnitt för bokföring. Studien grundas på användartest och enkäter utförda före och efter implementering av gamification där användarupplevelse jämfördes i båda. I resultatet för studien framgår det att det inte går att säga att användarupplevelsen pekar mot det bättre efter implementering av gamification.
157

Interactive visualization of radio waves propagation in 5G massive MIMO

Adaszynski, Wojciech January 2019 (has links)
The complexity of advanced antenna techniques used in the new generation of wireless networks (5G) makes communication between experts and non-technical staff more difficult than ever. As cooperation between network vendors and network operators affects the adoption of the new standard, a need for a new tool has emerged to make technical presentations more engaging and compelling. This thesis presents an exploratory study that aims to examine various design options for an interactive visualization of radiowave propagation to be used by advanced antenna systems experts. Through a Research-oriented Design, functional and non-functional requirements were identified with the help of domain expert. Later, an interactive prototype was designed and developed using a participatory design approach. Qualitative and quantitative data was gathered through usability testing, System Usability Scale (SUS) questionnaires and semi-structured interviews conducted with 12 researchers and engineers at Ericsson AB a multinational telecommunication company. User evaluation proved that such a tool could facilitate communication between technical experts and non-technical staff. The developed prototype was considered intuitive and useful by the majority of study participants as measured by interviews and the SUS survey. Future research is encouraged to include the target audience representatives in order to measure their engagement while using the tool. / Komplexiteten hos avancerade antenntekniker som anvnds i den nya generationen av mobilntverk (5G), gr kommunikationen mellan experter och icke-teknisk personal svrare n ngonsin. Eftersom samarbetet mellan telekommunikationsfretag och ntoperatrer pverkar anpassningen av den nya standarden, har behovet av ett nytt verktyg uppsttt fr att gra tekniska presentationer mer engagerande och vertygande. Avhandlingen presenterar en underskande studie som syftar till att underska olika designalternativ fr en interaktiv visualisering av radiovgsfrkning som anvnds av avancerade antennsystems experter. Genom en forskningsinriktad design identifierades funktionella och icke-funktionella krav med hjlp av en domnexpert. Senare konstruerades och utvecklades en interaktiv prototyp med hjlp av en co-operativ designmetod. Kvalitativa och kvantitativa data samlades in genom anvndbarhetstester, System Usability Scale (SUS) frgeformulr och halvstrukturerade intervjuer med 12 forskare och ingenjrer p Ericsson AB ett multinationellt telekommunikationsfretag. Anvndarutvrdering visade att ett sdant verktyg skulle underltta kommunikationen mellan tekniska experter och icke-teknisk personal. Den utvecklade prototypen ansgs intuitiv och anvndbar av majoriteten av studiedeltagarna, mtt genom intervjuer och SUS-underskningen. Framtida forskning uppmuntrar till att inkludera mlgruppsrepresentanterna fr att mta deras engagemang medan de anvnder verktyget.
158

Performance Support And Usability:an Experimental Study Ofelectronic Performance Support Interfaces

Rawls, Charles 01 January 2005 (has links)
This study evaluated the usability of two types of performance-support interfaces that were designed using informational and experiential approaches. The experiment sought to determine whether there is a relationship between usability and the informational and experiential approaches. The general population under study was undergraduate education major students from the University of Central Florida. From the general population of three educational technology instructor-led classes, 83 students were solicited to participate in the study by completing a class activity. From the general population, a total of 63 students participated in the study. By participating in the study, the students completed a task and a questionnaire. Students were predominantly English-speaking Caucasian female education majors between the ages of 19 and 20; most of them were sophomores or juniors working part time. They possessed moderately low to high computer skills and most considered themselves to have intermediate or expert Internet skills. An experimental posttest-only comparison group research design was used to test the hypotheses posited for this study. The participants were randomly assigned to either the informational interface group (X1) or the experiential interface group (X2), and the experiment was conducted electronically via a Web-based Content Management System (CMS). The observed data consisted of five outcome measures: efficiency, errors, intuitiveness, satisfaction, and student performance. Two instruments--a checklist and an online usability questionnaire--were used to measure the five dependent variables: efficiency, intuitiveness, errors, satisfaction, and student performance. The CMS was used as the vehicle to distribute and randomize the two interfaces, obtain informed consent, distribute the instructions, distribute the online questionnaire, and collect data. First, a checklist was used to assess the students' performance completing their task, which was a copyright issue request letter. The checklist was designed as a performance criterion tool for the researcher, instructor, and participants to use. The researcher and instructor constructed the checklist to grade copyright request letters and determine students' performance. The participants had the opportunity to use the checklist as a performance criterion to create the task document (copyright request letter). The checklist consisted of ten basic yet critical sections of a successful copyright request letter. Second, an online usability questionnaire was constructed based on the Purdue Usability Testing Questionnaire (PUTQ) questions to measure interface efficiency, intuitiveness, errors, and satisfaction. While these test items have been deemed important for testing the usability of a particular system, for purposes of this study, test items were modified, deleted, and added to ensure content validity. The new survey, University of Central Florida Usability Questionnaire (UCFUQ), consisting of 20 items, was implemented in a pilot study to ensure reliability and content validity. Changes to the PUTQ were modified to fulfill a blueprint. A pilot study of the instrument yielded a reliability coefficient of .9450, and the final online usability instrument yielded a reliability coefficient of .9321. This study tested two approaches to user interface design for the Electronic Performance Support (EPS) using two HTML interface templates and the information from an existing training module. There were two interventions consisting of two interface types: informational and experiential. The SPSS Graduate Pack 10.0 for Windows was used for data analysis and statistical reporting in this study. A t test was conducted to determine if a difference existed between the two interface means. ANOVA was conducted to determine if there was an interaction between the interface group means and the demographic data factored among the five dependent variables. Results of this study indicated that students at the University of Central Florida reported no differences between the two interface types. It was postulated that the informational interface would yield a higher mean score because of its implementation of HCI guidelines, conventions, and standards. However, it was concluded that the informational interface may not be a more usable interface. Users may be as inclined to use the experiential interface as the informational interface.
159

Supporting the process of goods reception

Finnevidsson, Emma January 2023 (has links)
Goods reception is a process which is found in a lot of companies, where goods that have been ordered are physically received and registered in a system. This study has examined what aspects affect the user of the system in carrying out the process of goods reception, and how this can be supported in an interface. What the process of goods reception looks like among different users, what the users' needs are relating to the process, and what problems and frustrations users experience were investigated. The user situation was explored through interviews and observations. Collected data were analyzed through a thematic analysis resulting in six themes. The themes were: Inaccuracy, Information, Communication and collaboration, Efficiency and effortlessness, Overview and Freedom and control. Design proposals of how the process of goods reception can be supported in an interface were created and discussed. The proposals were based on the themes that emerged, combined with theories about user interface design, usability and cognitive psychology.
160

Gamification of Mobile Educational Software

Browne, Kevin January 2016 (has links)
The overall theme of this thesis is the study of incorporating gamification design approaches in the creation of mobile educational software. The research presented in this thesis focuses on the design and testing of software created to teach introductory computer science and literacy concepts to postsecondary and adult learners. A study testing the relative effectiveness and subjective user enjoyment of different interfaces for a mobile game is also included in this thesis, as the results of the study led to the primary research objectives investigated in further studies. Our primary research objective was to investigate whether using gamification design approaches to mobile educational software could result in student engagement and learning. Our central hypothesis is that gamification design approaches can be used to create engaging and educationally effective mobile educational software. Our secondary research objective is to determine how mobile educational software can be made more or less engaging and educationally effective through gamification design approaches, by trying different approaches, testing the resulting applications, and reporting the findings. Three studies were conducted based on these objectives, one study to teach various computer science concepts to students in a first year computer science course with iPad applications, and two studies which used iPad applications to teach punctuation and homonyms, and improve reading comprehension. The studies document the design of the applications, and provide analysis and conclusions based on the results of testing. Through the results of these studies we affirm our hypothesis. We make design suggestions for software creators, such as providing corrective feedback to the user. We discuss common themes that emerged across the studies, including how to best use educational software. Finally, as avenues for future work, we suggest investigating the impromptu social effects of using tablet software in a classroom, and the development of a usability testing platform. / Thesis / Doctor of Philosophy (PhD) / The overall theme of this thesis is the study of how gamification can be used to make mobile educational software engaging and effective as a learning tool. The research presented in this thesis focuses on the design and testing of software intended to teach introductory computer science and literacy concepts. The hypothesis guiding this work is that mobile educational software can be made engaging and educationally effective by incorporating game design elements. Through four studies we affirm our hypothesis, and document the relative success of various gamification techniques in different contexts. We make design suggestions for software creators, such as providing corrective feedback to the user. We discuss common themes that emerged across the studies, including how to best use educational software. Finally, as avenues for future work, we suggest investigating the impromptu social effects of using tablet software in a classroom, and the development of a usability testing platform.

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