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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.
171

Cross-Device design in Personal Informatics - the user's view

Gillberg, Emma January 2015 (has links)
Inom modern informationsteknologi har självloggning fått en allt större roll. Dessa tjänster består vanligtvis av flera delar som behöver samverka för att ge en bra användarupplevelse. Eftersom fysiska enheter kompletteras med appar och webbtjänster behövs det en samspelad gränssnittsdesign för att användarna skall känna ett samband mellan tjänsterna och för att användarna skall använda flera delar. Detta kan göras på flera olika sätt, men genom olika designmål kan utvecklarna bland annat forma de olika delarna av tjänsterna mot samma mål eller spetsa dem för att uppfylla olika delar av tjänsten. Studien undersöker användarnas relation till olika gränssnitt och även olika tjänster. Denna uppsats xxnner att engagemang, personlighet och motivation påverkar valet av tjänst men även hur aktiva användarna är i ett flergränssnittsanvändande och vad de tycker om att behöva hantera flera gränssnitt. Denna uppsats belyser även hur användarna i sin jakt på större självin- sikt samlar och reflekterar över insamlad data över flera gränssnitt och enheter. Genom en kvalitativ intervjustudie med aktiva användare undersöks det närmare hur användarna upplever sitt samlande och hur tjänsterna fungerar och används över flera gränssnitt. Resultaten visar att användare ofta har problem med insamlingen av data och dessutom sällan använder sig av mer än ett eller kanske två gränssnitt. / In modern information technology Personal Informatics(PI) has gained an increasingly important role. Usually PI consists of several parts that need to work together to provide a great user experience. Since physical devices supplemented with apps and web services, to allow users to feel the connection between the services it is very important with a unified interface design. This can be done in several different ways, but through different design objectives you can shape services towards the same goal, or focus them to meet goals in other parts of the service. The study examines users' relationship with various interfaces and also various services. This paper finds that dedication, personality and motivation influences the choice of service but also, how active users are in a multi-use interface and what they think about having to manage multiple interfaces. This paper also highlights how the users in their quest for greater self-awareness collect and reflect on collected data over multiple interfaces and devices. Through qualitative interviews with active users we look closely at how users perceive their collecting and how the services works and are used across multiple interfaces. The results show that users often have problems with the collection of data and that they also rarely use more than one or maybe two interfaces.
172

Imagining a NeoFreudian Mind Interface: A Normative Model of Medical Humanities Research

Tiller, Samuel Perry 29 July 2019 (has links)
This thesis argues for a new theory of medical humanities practice and research, known as Mind Interface Theory. It begins with the claim that Sigmund Freud expanded medical metaphysics considerably in "A General Introduction to Psychoanalysis," and that this expansion affords the possibility of thinking of the mind as a user interface. Capitalizing on this affordance, the work then introduces mind interface theory as one possible imagining of Freud's metaphysical system, separate from his well-known theory, psychoanalysis. More specifically, it uses his discussion of dreamwork to reveal reprocessing as mind interface's mechanism of healing, before utilizing this reprocessing principle to orient the medical humanities' research, providing a theoretical framework for increased collaboration between humanists and physicians and a foundation for two distinct modes of activist scholarship: product-based and process-based. / Master of Arts / This thesis participates in medical humanities scholarship by advocating for a specific theory of the field that stems from a reading of Sigmund Freud’s Introduction to Psychoanalysis, a brief series of lectures which were written down for public consumption. Instead of using psychoanalysis itself to form a theory of the medical humanities, my work abstracts the broader suppositions on which psychoanalytic interpretation is rooted. This broader framework I call Freud’s medical metaphysics and define as the assumptions about causation and disease which form the basis for his philosophy of medical treatment. In making this distinction, I can more ably build my own theory of a mind interface on the fact that the basic structure of the metaphysics advocated in the lectures implies a vision of the mind that can be likened to a modern user interface. Through conceiving of the mind in terms of a user interface, I use mind interface theory to frame treatment in such a way as to promote a humanist theory of healing. The purport of the method is that humanists can assist patients through helping them utilize signs, language, and symbols to reprocess their experience. The advocation of this method is then applied to current threads in medical humanities scholarship to suggest that efforts in the field would be best served if they were directed towards studying the artifacts of patient populations for narrative and rhetorical strategies which were effective with coping with a specific illness and fostering an environment where patients are encouraged to produce such artifacts.
173

Effects of Interface Format, Feedback Style, and System Lag on the Usability of Hand-Held Internet Controllers

Ergen, Feyza F. 17 December 1996 (has links)
The increasing popularity of the World Wide Web (WWW) has created a new market: Web access through television to accommodate those who either cannot afford existing hardware or are intimidated by computers. Current efforts to combine the WWW and television have targeted potential novice users. One of the approaches for creating a WWW browsing system that is both simple to use and inexpensive is the utilization of the existing cable system to provide Web access through television. Some unique characteristics of this browsing system are fast access to the Web, the use of nine buttons on a universal remote control, and an index structure for reaching Web sites. Since browsing the Web through television is relatively new, many interface issues need to be examined. The purpose of this research was to investigate potential user interface designs for this WWW browser and to evaluate the usability of the nine-button interface. Sixteen volunteers participated in the experiment and were asked to navigate to specific Web sites with two interface formats, five different system lag times (0.2, 0.7, 1.3, 2.0, and 3.0 seconds), and three feedback styles (active feedback, passive feedback and no feedback). Participants were prescreened for their experience with computers and browsing the Web. The experiment was conducted in a living room setting to simulate real life situations and participants were given a total of 42 tasks to complete throughout the experiment. Each task consisted of navigating through the tree structure with either one of the two interface formats until reaching a designated Web site. The number of errors committed and task completion times were recorded. In addition, participants were asked to rate the WWW browser system after each task as well as after the entire experiment. Participants preferred the 0.2 second system lag and the active feedback style. Overall, they committed fewer errors and took less time to complete tasks with the tabbing interface than with the one-to-one mapping interface. Experienced participants committed more errors than did the inexperienced ones. Increase of system lag time was determined to have a greater adverse effect on the tabbing interface than on the one-to-one mapping interface. / Master of Science
174

Nuance-Oriented Interfaces in Virtual Environments

Wingrave, Chadwick Allan 05 September 2001 (has links)
Virtual Environment (VE) user interfaces do not generally support personalized interaction or the ability to adapt to the user. Our research is developing nuance-oriented interfaces that take advantage of subtle clues that users give in their actions. To that end, we have performed five experiments with the goal of recognizing and applying nuances for the task of selection. We found evidence that users adapt their behavior to the feedback given by the system, rather than using a preconceived mental model of the environment. In addition, users' behavior can be modeled by a reward function. Lastly, users interact by trading off exploration with exploitation. We propose a method of modeling this behavior using machine learning as future work. / Master of Science
175

"Few and Far Between": Digital Musical Instrument Design based on Machine Vision and Neural Deep Learning Algorithms

Yaşarlar, Okan 05 1900 (has links)
Few and Far Between is a music composition for violoncello and live electronics. The project consists of software that uses video data from a webcam to control interactive audio in real time to manipulate audio processing and multichannel diffusion.
176

Slag Hauler User Interface Design : Using human-centred design to create a user interface for heavy machinery

Rondahl, Robert, Larsson, Filip January 2017 (has links)
Within the field of heavy machinery, the driver environment and its user interface (UI) has not always been a high priority during product development. This is about to change since the user experience, especially of the driver, becomes more of a selling point. Kiruna Utility Vehicles (Kiruna UV), who manufactures slag haulers for the steel industry, has developed a new driver cabin to meet these future demands. The development has been conducted in collaboration with students at Luleå University of Technology. This master thesis aims to create a basis for the digital user interface of the Kiruna UV SH60 slag hauler. The needs of the users are very important in order to ensure a good user experience. This is why a human-centred design process was chosen for this project. Extensive research has been conducted with the drivers, mechanics, managers and manufacturer of the SH60 slag hauler. Research was conducted through field studies, where interviews, observations and eye tracking were used as the main tools.The slag hauler driver operates the vehicle in two positions, where the need for information differs. When the slag hauler is driven the driver is facing forward and in this position the slag hauler is similar to any other heavy machinery. The UI needs to display for example speed, gear and RPM. When loading or emptying slag pots, the driver turns around to manoeuvre the tipping system. In this position, information about the lockings, support legs and tipping system is the most important.Through brainstorming sessions and ideation workshops with the manufacturer and participants without connection to the slag hauler, ideas on how different types of information can be shown were generated. Ideas regarding layout of the UI were also produced. These ideas were then mapped onto four different concepts that were developed through several iterations. These were then evaluated through a survey study, a usability test and feedback sessions with slag hauler drivers, mechanics and the manufacturer.A final concept was created that accommodates all the information that is needed in order to operate and maintain the slag hauler in a safe and efficient way. That is for example speed, RPM, information about the tipping system and data from the engine, transmission and hydraulic system. The final concept contains the parts of the four previous concepts that proved to work the best in the concept evaluation. The user interface has a modern look that fits into the new driver cabin design. We have shown that the user experience of the driver and service personnel can be improved through the user interface, by adapting it to user needs. We have also shown what benefits can be achieved by using a human-centred design approach within the field of heavy machinery. / I tunga fordon har förarmiljön och dess användargränssnitt ofta varit lågt prioriterad under produktutvecklingen. Detta håller på att förändras då användarupplevelsen, i synnerhet för föraren, blir ett allt viktigare försäljningsargument. Kiruna Utility Vehicles (Kiruna UV), som tillverkar slaggtruckar för stålindustrin, har tagit fram en ny förarhytt för att möta dessa nya krav. Utvecklingen av förarhytten har skett i samarbete med studenter vid Luleå Tekniska Universitet. Detta examensarbete på masternivå har haft som syfte att skapa ett digitalt användargränssnitt för Kiruna UV:s slaggtruck modell SH60.Användarnas behov är viktiga för att kunna säkerställa en bra användarupplevelse. Därför valdes en människocentrerad designprocess för detta projekt. Omfattande användarstudier har genomförts tillsammans med förare, mekaniker, beslutsfattare och tillverkaren av slaggtrucken. Efterforskningarna har utförts i form av en fältstudier där intervjuer, observationer och eye-tracking användes som huvudsakliga verktyg.Slaggtrucksföraren manövrerar slaggtrucken i två olika positioner, där informationsbehovet skiljer sig åt. Vid körning av slaggtrucken är föraren vänd framåt och i detta läge är den ganska lik andra tunga maskiner. Användargränssnittet måste förmedla information om varvtal, hastighet, växel och bränslenivå.Vid lastning eller tömning av slaggdeglar vänder sig föraren om för att manövrera tippsystemet. I detta läge måste gränssnittet förmedla information om lyftarmarnas position, låsningar och stödben.Genom brainstorming och idéskapande workshops med intressenter och deltagare utan erfarenhet av slaggtruckar, skapades idéer om hur information kan presenteras. Även idéer för gränssnittets layout togs fram. Idéerna kopplades sedan till fyra olika koncept som utvecklades i flera iterationer. Dessa utvärderades genom en enkätundersökning, ett användartest samt återkopplingsmöten med slaggtrucksförare, mekaniker och tillverkare. Ett slutligt koncept skapades, som innehåller den information som behövs för att manövrera och underhålla slaggtrucken på ett säkert och effektivt sätt. Exempel på detta är varvtal, hastighet och information om tippsystemet. Konceptet innehåller de delar av de fyra koncepten som visade sig fungera bäst under konceptutvärderingen. Användargränssnittet har ett modernt utseende som passar in i den nya förarhytten. Vi har visat att användarupplevelsen för förare och servicepersonal kan förbättras genom att anpassa gränssnittet efter deras behov. Vi har också visat vilka fördelar som finns med att använda en människocentrerad designprocess för produktutveckling av tunga maskiner.
177

The moderating role of service design attributes in females' fear of crime in the underground

Kim, Hyunjin January 2015 (has links)
A great number of female passengers appear to feel fear of crime in underground railways and appear to be affected by the problem in terms of their frequency of use of the underground service, compared to males. However, although it has been dealt with as a problem to be ameliorated in the underground by Transport for London (TFL), how the service is designed to affect their fear and what factors should be taken into account in underground service design to alleviate fear of crime have not been fully answered to date. This research, therefore, aims to identify the influential factors of service design of the underground on female users’ fear of crime by investigating the features and their configurations of the London Underground service, which mediate the user groups’ fear. In order to identify the influential design attributes of the London Underground, which mediate female users’ fear of crime in situations, first, literature on emotion and fear, gender and sex, and service design and the elements of service are reviewed to find the intersection among the research domains. Based on the theoretical foundation, two user studies are designed to identify the role of female users’ gender in the underground and the influential factors of the underground service on the groups’ fear. Thirty one female user interviews are accordingly conducted and analysed in an ‘abductive’ manner. As a result, the mechanisms of female users’ fear of crime in the underground are revealed and the service design attributes in the mechanism are identified. Consequently, a conceptual model of the influential factors of service design on female users’ fear of crime is developed.
178

Improving the Usability of a Q&A Platform : A design process based on the principles of Lean UX – adapted to a given start-up environment

Müller, Stefanie January 2019 (has links)
This Bachelor thesis is about digital tools for event organisers. The platforms offered by companies serve as digital backchannels that among other things facilitate interactions between audience and stage, for example during live Q&A sessions. This work focuses on the tasks and challenges of moderators on site and aims to develop a system that will optimise their workflows. Therefore, a tool is developed that allows moderators to conduct a Q&A session independently without having to rely on the assistance of an event organiser operating a desktop based platform simultaneously. The analysis addresses the moderator's role and tasks. It turns out that the functions of the platform relevant to the moderator can be combined in a mobile interface that is linked to it. Using a semi- structured expert interview, the feedback from clients of the start-up "Happenn" is gathered, which use the already existing platform of the company. Their platform "Happenn Live" serves as case study for this thesis. On the basis of the findings of the methods adapted to Lean UX, a solution approach in the form of a redesign of the platform and a corresponding mobile application for moderators is conceptualised. The structure and visual design of the platform follows the general design standards for desktop- and mobile-based interfaces. In this way, an improved usability can be achieved by making the platform more user-friendly for the user.
179

[en] ERGONOMIC STUDY OF THE BROWSING STRUCTURES AND INFORMATION UNITS OF ENTERTAINMENT WEBSITES WITH MULTIMEDIA CONTENT CASE STUDY OF THE XBOX 360 PROMOTIONAL WEBSITE / [pt] ESTUDO ERGONÔMICO DAS ESTRUTURAS DE NAVEGAÇÃO E UNIDADES DE INFORMAÇÃO DOS SITES COM CONTEÚDO MULTIMÍDIA ESTUDO DE CASO DO SITE PROMOCIONAL XBOX 360

EDUARDO ARIEL DE SOUZA TEIXEIRA 30 May 2008 (has links)
[pt] A tese realiza um estudo ergonômico das estruturas de navegação e unidades de informação dos sites de entretenimento com conteúdo multimídia. Esta pesquisa é um estudo de caso do site promocional XBOX 360. Nela considera-se a apresentação do conteúdo em uma grade que simula o deslocamento espacial dos elementos de tela e a avaliação da interação permitida pela página segundo a ótica dos usuários.O estudo tem como primeira hipótese a ausência de feedback durante a seleção de um item de conteúdo animado e a difícil compreensão dos controles de na vegação são barreiras que dificultam a interação dos usuários com a estrutura de navegação espacial presente no site XBOX 360. Já a segunda hipótese considera que a estética e a inovação gráfica da interface minimizam a percepção dos usuários com relação aos problemas de usabilidade encontrados na tela ao longo da interação, além de potencializarem o prazer e estimularem a utilização do site. Na primeira parte da pesquisa, são apresentados os referenciais teóricos que contém os seguintes conceitos: design de interação, emoção relacionada ao projeto de tela e a satisfação sob a ótica da usabilidade. Esta pesquisa caracteriza, ainda, na sua revisão bibliográfica o entretenimento como fator relevante para estimular a exploração dos elementos contidos na tela. Ademais, é enfatizado o conceito de flow que contempla satisfação plena decorrente de uma experiência de uso prazerosa. A segunda parte da pesquisa apresenta o delineamento da pesquisa e os métodos, técnicas e procedimentos da pesquisa utilizados no estudo (o Questionário Creating Personas, a Análise de Conteúdo, os Cenários, Teste de usabilidade e o Questionário de Avaliação dos Prazeres). Essas técnicas foram realizadas na pesquisa com o objetivo de colher opiniões, de conhecer hábitos e de descobrir dados sobre a população usuária.Por fim, este trabalho apresentou as principais dificuldades experimentadas pelos usuários durante os testes de usabilidade e a aplicação do QUIS (Questionnaire for User Interaction Satisfaction), que podem ser sintetizadas da seguinte forma: a ausência de feedback textual na seleção dos botões, a posição passiva que a animação de rotação impôs a eles e o aprendizado de recursos que facilitasse o acesso direto ao conteúdo do site. / [en] This thesis conducts an ergonomic study of the browsing structures and information units of entertainment websites with multimedia content. This survey involves a case study of the XBOX 360 promotional website, considering the content´s presentation in a grid that simulates the shift of the screen elements and the interaction evaluation allowed through the page based on the users` point of view. The study has the following hypotheses. The absence of feedback during the selection of an animated content item and the difficulty understanding of the browsing controls are barriers that make it difficult for users to interact with the spatial browsing structure present on the XBOX 360 website. The second hypothesis considers the esthetics and graphic innovation of the interface minimize the users` perception of the usability problems found on the screen during the interaction in addition to maximizing the pleasure and encouraging the use of the site. In the first part of the survey, we present the theoretical references that contain the following concepts: interaction design, emotion associated with the screen design and satisfaction in terms of usability. This survey also considers in its bibliographic revision that entertainment is a relevant factor for stimulating the exploration of the elements contained on the screen. Furthermore, the concept of flow is emphasized as it means full satisfaction from a pleasurable user experience. The second part of the survey presents the survey design and methods, techniques and survey procedures used in the study (the Creating Personas Questionnaire, Content Analysis, Scenarios, Usability Test and Pleasure Evaluation Questionnaire). These techniques were employed in the survey in order to collect opinions, learn habits and find data on the user population. Finally, this work presented the main difficulties reported by users during the usability tests and application of the Questionnaire for User Interaction Satisfaction (QUIS). These difficulties can be summarized as follows: the absence of text feedback in the selection of buttons, the passive position that the rotation animation imposes and the understanding of resources that would facilitate direct access to website content.
180

Usability Issues within Technical Data Management Systems

Dersche, Klara Maria, Nord, Philip January 2019 (has links)
The purpose of this thesis is to explore and study the usability issues within Technical Data Management Systems (TDMS). The research has been conducted as a single case study at the gardening and landscape maintenance company Husqvarna. The inductive research led to conducting 10 interviews, 2 expert focus groups and a observational study. An artefact was produced during the research to emulate a potential system. During the research, the researchers identified ten heuristic usability issues within TDMS. Fur- thermore the functional and non-functional needs of Husqvarna have been identified. The artefact was created, based on existing usability guidelines, addressing the usability issues and the needs of Husqvarna. The artefact was used to answer if the applied guidelines have solved the identified usability issues. The conclusion was set, that the applied guidelines had solved the identified issues. With the research being conducted with a single case study, the result may lack generalisability. Future researchers are encouraged to conduct a multiple case study to further identify issues within the research area.

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