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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.
1

A long-distance relationship : Reconnecting hotels with their guests via intuitive design

Wu, Naomi January 2018 (has links)
Currently for travel planning, guests will research via hotel websites while still preferring to book through third-party sites, which leads to a disconnect between hotels and their guests. A chat widget artifact that is added onto the hotel’s website and linked through messaging applications was created by a start-up company, Bookboost, to bridge this gap. The current intuitiveness of the artifact and future improvements that may increase intuitiveness was investigated through a case study of user and expert analysis. 10 participants – 5 hotel staff users and 5 guest users – were sampled at hotel lobbies via systematic sampling and non-random sampling. Participants ranged in age from 18 to 65 years old, with 30% being millennials. Task analysis, an interview, and a questionnaire were used for user analysis. The researcher acted as an evaluator and examined the artifact for flaws and possible improvements using activity theory’s human-artifact model (HAM). Analyses suggest that current intuitiveness is fairly high, but there is room for improvement. There seems to be a difference between millennials and non-millennials, especially regarding the amount of time taken and preference for the artifact (versus more familiar methods for communicating with others). Interest and comfort in technology usage was a factor in intuitiveness. Generally, those more comfortable with technology had higher zone of proximal development (ZPD) scores. Improvements have been suggested that may increase artifact intuitiveness, although this was not tested due to the scope of the study. Future research can continue to examine if the suggested improvements have indeed increased intuitiveness in the artifact for users of all ages.
2

Oförglömliga karaktärer : En analys av karaktärsskildringar i fornnordiska myter och filmer om superhjältar / Unforgettable Characters : Character Portrayals in Norse Myths and Films about Superheroes

Angelsmark, Erika January 2013 (has links)
By conducting a text analysis this study analyzes possible similarities in the portrayal of story characters between historical Norse myths and contemporary film productions. The chosen historical texts are two stories from Norse mythology which render a myth about Thor and a giant named Hrunge as well as the myth Trymskvädet. The selected movies are two of the comic company Marvel’s productions about super heroes – Thor and The Avengers. Different categories that this study compares are how the characters are defined by their possessions or artefacts, the actions and the choices which the characters make, and also how their relations, roles and origins are being portrayed. As the result of study shows, there are some similarities between the historical texts and the movies with regard to how the stories portray the characters.      According to cognitive theories, a story becomes more memorable if there is a balance between what readers intuitively expect and does not expect from the story while it unfolds in texts or multimedia productions. The reason for these similarities between textual and visual material created in different times may not only be that historical texts serve as the inspirational base for contemporary productions, but also relates to how myths have some unforgettable characters by striking a balance between intuitiveness and counter-intuitiveness features, and that the movies use character portrayals with a similar balance between the features.
3

Representing Three-Dimensional Airspace on a Two-Dimensional screen : Visualizing altitude information on a radar screen for a decreased cognitive load / Representation av tredimensionellt luftrum för en tvådimensionell skärm : Visualisering av altitud på en radarskärm, för minskad kognitiv belastning

Lindahl, Lukas January 2018 (has links)
This study was conducted at the Swedish Defense research agency as an attempt to understand affordances and limitations in visualizing altitude information for fighter controllers. The fighter controllers are subject to large quantities of numerical information from multiple sources simultaneously. Their duties are highly stressful and require large mental workload and situational awareness. Today, a large portion of information is represented visually, except for altitude. The altitude of a jet is represented only numerically on the screen, next to the icon representing an airplane. This thesis attempts to aid the users in their tasks, by determining if interactive visual information could benefit the current system. This study resulted in one prototype, where height was represented in three different ways, one using color coordination, one using different sizes and one mimicked the current numerical representation. These variations were evaluated in a user study, consisting of semi structured interviews along with benchmark tests. None of the suggested visual cues could be demonstrated as more efficient than the current representation, but a majority of participants preferred the version using varying sizes as this was considered more intuitive and held less limitations than the other version. Future research is encouraged as to successfully determine if altitude information can be visually represented for a decreased mental workload. / Denna studie genomfördes vid Totalförsvarets Forskningsinstitut som ett försök att utreda möjligheter och svårigheter med att visuellt presentera information om altitud för flygstridsledare. Flygstridsledare utsätts för stora mängder numerisk information, från ett flertal olika källor simultant. Derad uppgifter utförs under hög stress och kräver stor mental belastning samt situationsmedvetenhet. Idag representeras en stor mängd information visuellt, på flygstridsledarens radarskärm, med undantaget för höjden. Ett objekts altitud på skärmen representeras alltid numeriskt, bredvid ikonen för flygplan. Detta arbete har gjorts i avsikt att hjälpa flygstridsledaren i dennes uppgifter, genom att utreda om interaktiv visuell information kan vara av nytta för deras nuvarande system. Denna studie resulterade i en prototyp, i vilken höjd representerades på tre olika sätt. Genom färg med varierande opacitet, genom olika storlekar på objekten, samt den nuvarande numeriska metoden. Dessa versioner utvärderades i en användarstudie, bestående av semistrukturerade intervjuer samt benchmark test. Ingen av de föreslagna visualiseringarna kunde påvisas mer effektiv än det nuvarande systemet, men en majoritet av deltagarna föredrog versionen med varierande storlekar, eftersom detta ansågs mer intuitivt samt hade färre begränsningar. Vidare studier uppmanas för att med framgång avgöra om altituden kan representeras visuellt, för en minskad mental belastning.
4

A LONG-DISTANCE RELATIONSHIP : RECONNECTING HOTELS WITH THEIR GUESTS VIA INTUITIVE DESIGN

Wu, Naomi January 2018 (has links)
Currently for travel planning, guests will research via hotel websites while still preferring to book through third-party sites, which leads to a disconnect between hotels and their guests. A chat widget artifact that is added onto the hotel’s website and linked through messaging applications was created by a start-up company, Bookboost, to bridge this gap. The current intuitiveness of the artifact and future improvements that may increase intuitiveness was investigated through a case study of user and expert analysis. 10 participants – 5 hotel staff users and 5 guest users – were sampled at hotel lobbies via systematic sampling and non-random sampling. Participants ranged in age from 18 to 65 years old, with 30% being millennials. Task analysis, an interview, and a questionnaire were used for user analysis. The researcher acted as an evaluator and examined the artifact for flaws and possible improvements using activity theory’s human-artifact model (HAM). Analyses suggest that current intuitiveness is fairly high, but there is room for improvement. There seems to be a difference between millennials and non-millennials, especially regarding the amount of time taken and preference for the artifact (versus more familiar methods for communicating with others). Interest and comfort in technology usage was a factor in intuitiveness. Generally, those more comfortable with technology had higher zone of proximal development (ZPD) scores. Improvements have been suggested that may increase artifact intuitiveness, although this was not tested due to the scope of the study. Future research can continue to examine if the suggested improvements have indeed increased intuitiveness in the artifact for users of all ages. / Vid reseplanering brukar gäster ofta undersöka hotellwebbplatser men sedan ändå föredra att boka via tredjepartssidor, vilket leder till en klyfta mellan hotellen och deras gäster. För att överbrygga detta gap har startupföretaget Bookboost skapat en chattwidget (artefakt) som läggs till på hotellets webbplats och länkas till användarnas chattappar. Denna artefakts nuvarande intuitivitet och möjlighet till framtida intuitivitetsförbättringar undersöks genom en fallstudie av upplevelsen hos både experter och vanliga användare. 10 deltagare – 5 hotellmedarbetare och 5 gäster – rekryterades via förfrågan i hotellfoajéer utifrån ett systematiskt urval och icke-slumpmässigt urval. Deltagarna varierade i ålder från 18 till 65 år, med 30% inom milleniegenerationen. Uppgiftsanalys, intervju, och frågeformulär tillämpades i användaranalysen. Forskaren fungerade som utvärderare och undersökte artefaktens brister och möjliga förbättringar med hjälp av aktivitetsteorins human-artifact model (HAM). Analyserna tyder på att dagens intuitivitet är ganska hög, men att det finns utrymme för förbättringar. Det verkar finnas en generationsskillnad mellan äldre och yngre användare, särskilt när det gäller tidsåtgången och preferensen för artefakten (jämfört med mer välbekanta kommunikationsmetoder). Intresset för och komforten med teknologianvändning var en faktor i intuiviteten. I allmänhet uppnådde de som var mer bekväma med teknik en högre poäng i zonen för proximal utveckling (ZPD). Förbättringar som kan öka intuitiviteten för artefakten föreslås, även om prövandet av dessa inte ryms inom ramen för denna studie. Framtida forskning kan undersöka om de föreslagna förbättringarna verkligen ökar artefaktens intuitivitet för användare i alla åldrar.

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