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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.
51

Gruppis : utvecklingen av en mobilapplikation för informationsspridning mellan personal och vårdnadshavare / Gruppis : the development of a mobile application for dissemination of information between staff and caregivers

Dömstedt, Julia, Sjöström, Klara January 2015 (has links)
Denna rapport beskriver designprocessen och utvecklingen av en mobilapplikation kallad Gruppis. Rapporten syftar till att redogöra för hela processen från konceptualisering av idén till en slutgiltig interaktiv hi-fiprototyp. Syftet med applikationen är att underlätta kommunikation och informationsspridning mellan personal och vårdnadshavare i förskola, skola eller andra barngrupper. Arbetsprocessen innefattade förarbete i form av fokusgrupp och PACT-analys för att få en uppfattning om användarna och deras behov. Utifrån relevanta designprinciper och riktlinjer för interaktionsdesign har sedan två olika gränssnitt, anpassade för smartphone och surfplatta, skapats. Dessa har sedan testats och utvärderats vilket har lett till revideringar i design och navigation. För att optimera upplevelsen av applikationen har även en grafisk design skapats. Examensarbete resulterade i två interaktiva och verklighetstrogna hi- fiprototyper för både smartphone och surfplatta.
52

IInterface Design for an Automated Combat Identifcation System: Displaying Reliability Information

Neyedli, Heather 15 February 2010 (has links)
Users have difficulty relying on automated combat identification aids; however, verbally informing users of the automation reliability has helped them rely on the automation more appropriately. A number of interfaces that displayed automation reliability information in real time were developed and tested. In Experiment I, participants used the interfaces in the IMMERSIVE simulation, a first person shooter game. The results showed that the form of the interface affected both reliance on the automation and sensitivity in discriminating hostile and friendly targets. The difference in sensitivity and reliance may be attributed to how participants allocated their attention among the displays. In Experiment II, still combat scenes were presented to the participants for 400 or 800 milliseconds (as opposed to 10 seconds in Experiment I) to place additional time stress on attention resources. The results replicated the results of Experiment I, but sensitivity measures showed a dependence on reliability of the automation.
53

IInterface Design for an Automated Combat Identifcation System: Displaying Reliability Information

Neyedli, Heather 15 February 2010 (has links)
Users have difficulty relying on automated combat identification aids; however, verbally informing users of the automation reliability has helped them rely on the automation more appropriately. A number of interfaces that displayed automation reliability information in real time were developed and tested. In Experiment I, participants used the interfaces in the IMMERSIVE simulation, a first person shooter game. The results showed that the form of the interface affected both reliance on the automation and sensitivity in discriminating hostile and friendly targets. The difference in sensitivity and reliance may be attributed to how participants allocated their attention among the displays. In Experiment II, still combat scenes were presented to the participants for 400 or 800 milliseconds (as opposed to 10 seconds in Experiment I) to place additional time stress on attention resources. The results replicated the results of Experiment I, but sensitivity measures showed a dependence on reliability of the automation.
54

Experience design and automotive design

Gomez, Rafael January 2005 (has links)
This thesis centres on experience design and automotive design. The aim is to investigate the emotional experience of the driving activity. The research question driving the study is: "How can experience design influence the driving activity?" Experience design proposes to explore emotional aspects of interactions in context. A model of the human-product-environment relationship, using activity theory as its foundation, is presented. The model is used to situate the overall experience of driving. An experiment exploring the overall emotional experience in real driving situations was conducted. Participants were required to drive around a specified route while performing particular tasks with the vehicle interface. A data triangulation approach was employed involving interviews, think-aloud protocols and observations. Findings indicate that context together with the emotional state of the driver before driving impacts the overall emotional experience. Positive emotional states before driving with no interaction challenges in high-traffic contexts generated neutral overall experiences. However, positive emotional states before driving with interaction challenges in high-traffic contexts generated negative overall experiences. Negative emotional states before driving combined with interaction challenges in high-traffic contexts generated positive emotional experiences. It appears that positive emotions associated with overcoming challenging interactions in high-traffic contexts reflect positively on the overall experience. Emotions elicited in low and mediumtraffic contexts did not affect the overall experience. Another finding suggests that extended visual interaction with interface in high-traffic context generates negative emotions. It is proposed that vehicle interfaces should adapt appropriately to their surrounding context to support positive (and avoid negative) emotional experiences. In low and medium-traffic contexts interfaces may encourage interactions. In high-traffic contexts, if the driver is in a positive emotional state before driving interfaces may discourage challenging interactions. If the driver is in a negative emotional state before driving the interface may encourage challenging interactions. In conclusion, this study proposes the application of current and upcoming technologies for future automotive interiors to enhance positive (and reduce negative) emotional experiences within the driving activity.
55

About the Importance of Interface Complexity and Entropy for Online Information Sharing

Spiekermann-Hoff, Sarah, Korunovska, Jana January 2014 (has links) (PDF)
In this paper, we describe two experiments that show the powerful influence of interface complexity and entropy on online information sharing behaviour. 134 participants were asked to do a creativity test and answer six open questions against three different screen backgrounds of increasing complexity. Our data shows that, as an interface becomes more complex and has more entropy users refer less to themselves and show less information sharing breadth. However, their verbal creativity and information sharing depth do not suffer in the same way. Instead, an inverse U shaped relationship between Interface complexity and creativity as well as information sharing depth can be observed: Users become more creative and thoughtful until a certain tipping point of interface complexity is reached. At that point, creativity and th inking suffer, leading to significantly less disclosure. This result challenges the general HCI assumption that simplicity is always best for computers interface design , as users'creativity and information sharing depth initially increases with more interface complexity. Our results suggest that the Yerkes Dodson Law may be a key theory underlying online creativity and depth of online disclosures.
56

Does the amount of information displayed in parametric equalizers impact decision making and workflow?

Alvin, Adam January 2022 (has links)
Mixing audio is not only an aural activity, but also, becoming increasingly more visual, and connections between the engineer’s action and interface are not yet fully understood. This study aimed to investigate how different amounts and types of data displayed in parametric equalizers impact mix decisions and workflow. A usability test with audio engineer students were conducted. The test consisted of three different interfaces with variable information displayed and subjects were to perform six common equalization tasks. Two categories of stimuli were used, surgical and aesthetic. The parameters that were measured was effectiveness, efficiency, workflow, and preference. A post session questionnaire was also conducted. Each interface and category were compared and a t-test for each comparison were conducted. Task completion and time for task completion were determined and calculated. Eight t-tests were also conducted between interfaces. Parameters adjusted, order of adjustment, and most used parameter were determined. Preference ratings were categorized and analyzed. The results show that the EQ with graphic display performed better for the surgical category. Significant differences were also found for the surgical category between interfaces with most dissimilarities. The workflow tended to alternate between interface designs. The preference rating showed a clear preference for the interface with graphic display.
57

Pedestrians' Receptivity Toward Fully Autonomous Vehicles

Deb, Shuchisnigdha 11 August 2017 (has links)
Fully Autonomous Vehicles (FAVs) have the potential to provide safer vehicle operation and to enhance the overall transportation system. However, drivers and vehicles are not the only components that need to be considered. Research has shown that pedestrians are among the most unpredictable and vulnerable road users. To achieve full and successful implementation of FAVs, it is essential to understand pedestrian acceptance and intended behavior regarding FAVs. Three studies were developed to address this need: (1) development of a standardized framework to investigate pedestrians’ behaviors for the U.S. population; (2) development of a framework to evaluate their receptivity of FAVs; and (3) investigation of the influence of the external interacting interfaces of FAVs on pedestrian receptivity toward them. The pedestrian behavior questionnaire (PBQ) categorized pedestrian general behaviors into five factors: violations, errors, lapses, aggressive behaviors, and positive behaviors. The first four factors were found to be both valid and reliable; the positive behavior scale was not found to be reliable nor valid. A long (36-item) and a short (20-items) versions of the PBQ were validated by regressing scenario-based survey responses to the fiveactor PBQ subscale scores. The pedestrian receptivity questionnaire for FAVs (PRQF) consisted of three subscales: safety, interaction, and compatibility. This factor structure was verified by a confirmatory factor analysis and the reliability of each subscale was confirmed. Regression analyses showed that pedestrians’ intention to cross the road in front of a FAV was significantly predicted by both safety and interaction scores, but not by the compatibility score. On the other hand, acceptance of FAVs in the existing traffic system was predicted by all three subscale scores. Finally, an experimental study was performed to expose pedestrians to a simulated environment where they could experience a FAV. The FAV in the simulated environment was either equipped with external features (audible and/or visual) or had no external (warning) feature. The least preferred options were the FAVs with no features and those with a smiley face but no audible cue. The most preferred interface option, which instilled confidence for crossing in front of the FAV, was the walking silhouette.
58

Investigating the Impact of Electronic Prescribing System User Interface Design on Prescribing Accuracy

Wiercioch, Wojtek January 2014 (has links)
Background: Electronic prescribing systems are designed to aid in the complex process of prescribing by providing patient information and decision support at the point of care. Successful implementation and effectiveness depend on a variety of factors, including usability and user interface design, which influence how the information and decision support are relayed to users. Poorly designed systems have been found to be associated with medication errors. Methods: We conducted a factorial design study to investigate the impact of screen density, highlighting, and placement of information, on the accuracy of prescribing when using an e-prescribing system. Study sessions were held during clinical pharmacology educational rounds, where residents and medical students answered simulated prescribing scenarios presented on various e-prescribing system interface configurations. Assignment of prescribing scenarios to interface configurations and presentation order were randomized between study sessions. Participants were also asked about their preferences for specific user interface configurations. Results: A total of 66 participants completed 844 prescribing cases, with 583 (69%) cases answered correctly. The presence of highlighting was associated with correct prescribing decisions (p-value = 0.001), with 181 out of 250 (72.4%) prescribing scenarios answered correctly on interfaces with highlighting of key clinical information, as opposed to 156 out of 242 (64.5%) on interface configurations without. Low screen density and central placement of information were not found to be statistically significant predictors of prescribing accuracy. The presence of highlighting was the only factor that the majority of participants (80.3%) preferred, but no effect was found when comparing prescribing accuracy on preferred versus non-preferred interface configurations. Conclusions: The factorial design methodology developed is a novel approach for efficient and objective evaluation of multiple user interface design factors in one study. Evidence-based design and usability principles are needed to enhance the design and appropriate use of e-prescribing systems as usability problems continue to be one of the primary reasons for dissatisfaction and poor levels of adoption. / Thesis / Master of Science (MSc)
59

Utilizing Visual Attention and Inclination to Facilitate Brain- Computer Interface Design in an Amyotrophic Lateral Sclerosis and College Age Sample

Ryan, D., Morton, M. L., Sellers, Eric W. 01 October 2015 (has links)
No description available.
60

Design Concept: My Amalgamation Of Eastern And Western Cultures

Dong, Yuting 01 January 2008 (has links)
While exploring various subjects in multiple techniques in multiple mediums, I create abstract images that illustrate high technology, urban life, and personal feelings. My work is influenced by Eastern and Western culture. Media, publication, and fashion are derived from Western culture, and design elements are derived from Eastern culture. In doing this, my goal is to achieve more opportunities, greater depth, and a wider audience for my work by cross-utilizing these diverse culture aspects.

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