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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.
41

Model-based User Interface Design

Trætteberg, Hallvard January 2002 (has links)
This work is about supporting user interface design by means of explicit design representations, in particular models. We take as a starting point two different development traditions: the formal, analytic, topdown engineering approach and the informal, synthetic, bottom-up designer approach. Both are based on specific design representations tailored to the respective approaches, and are found to have strengths and weaknesses. We conclude that different representations should be used during user interface design, based on their specific qualities and the needs of the design process. To better understand the use of design representations a framework for classifying them is developed. A design representation may be classified along three dimensions: the perspective (problem- or solution-oriented) of the representation, the granularity of the objects described and the degree of formality of the representation and its language. Any design approach must provide representation languages that cover the whole classification space to be considered complete. In addition, the transitions between different representations within the representation space must be supported, like moving between task-based and interaction- oriented representations or up and down a hierarchic model. Movements between representations with different degrees of formality are particularly important when combining user-centered design with a model-based approach. The design representation classification framework has guided the development of diagrambased modelling languages for the three main perspectives of user interface design, tasks, abstract dialogue and concrete interaction. The framework has also been used for evaluating the languges. A set-based conceptual modelling language is used for domain modelling within all these perspectives. The task modelling language is designed as a hybrid of floworiented process languages and traditional hierarchical sequence-oriented task languages. Key features are tight integration with the domain modelling language, expressive and flexible notation and support for classification of task structures. The language for modelling abstract dialogue is based on the interactor abstraction for expressing composition and information flow, and the Statecharts language for activation and sequencing. Parameterized interactors are supported, to provide means of expressing generic and reusable dialogue structures. Modelling of concrete interaction is supported by a combination of the dialogue and domain modelling languages, where the former captures the functionality and behavior and the latter covers concepts that are specific for the chosen interaction style. The use of the languages in design is demonstrated in a case study, where models for tasks, dialogue and concrete interaction are developed. The case study shows that the languages support movements along the perspective, granularity and formality dimensions.
42

Mind design : steps to an ecology of human-machine systems

Hoff, Thomas January 2003 (has links)
We have, within the last years, witnessed horrifying tragedies within the transportation domain. Planes fall down, trains crash, boats sink, and car accidents are one of the most frequent causes of death throughout the world. What is more, technology seems also to fail in settings that are more mundane. In his book "the trouble with computers: Usefulness, usability, and productivity", T.K. Landauer shows that the productivity has, within the western world, decreased by about 50% from the period 1950-1973 to the period from 1973 to 1993, and claims that this effect is mostly due to the introduction of technology. Even closer to home, technology is still anxiety provoking for most people. One of many everyday observations to support this fact can be seen at the airports. Have you wondered why most people line up, even for hours, without daring to go near the automatic check-in machines? What has become of the grandiose promises from the heydays of artificial intelligence? What happened to the mind-machines of Newell and Simon? Where is HAL 9000? The distance between the massive technology positivism observed in the west, and the contemporary role of technology in the society, is, I believe, one of the largest paradoxes of our time. What is particularly interesting to note, is that the parody of the AI of the 60s, seems to be recycled every now and again, both within entertainment, the financial world, and within academia. At the turn of the century, we have seen the popularity of movies like The Matrix, we have seen high hopes become sober reality at NASDAQ, and the reductionism of Newell and Simon is alive and well, in disguise of the magic buzzword connectionism. Universities around the world are now buying MRI – scanners on the thousands. We are, yet again (!), on the verge of discovering the mysteries of the mind. The slogan "Vorsprung Durch Technic" used by Audi displays something that lies deep within the western mind, namely the tendency to define ourselves and our culture in terms the inherent qualities of technology; precision, logic, rationality, reliability, punctuality, determination and power. Technology is, in many respects, the totem of the western culture. Maybe this thesis should have been about Techno-Totemism. But it is not. This thesis, on the other hand, attempts to explore what technology might have looked like, had it not been for techno-totemism, i.e. the prevailing idea within western culture and sciences, that humans are literally machines. This notion makes engineers design technological products as if humans actually were machines, or worse imperfect machines. The imperfect machine metaphor leads directly to the notion of "human error", which is often used in a particularly stupid fashion. In this work I lean, on the contrary, on aspects of human cognition that are not machine-like whatsoever, and advocate a change in design focus, from an emphasis on technology to an emphasis on ecology. I have attempted to present my programme positively; that is, to give indications on how, in practical, real life settings, such an approach might be carried out. At certain points, however, it has been necessary to point out the difference of my approach from the traditional cognitive-based Human Factors tradition, to make my points explicit. I apologize to cognitivists and human factors specialists for occasionally making a straw man of their theory. There are many excellent contributions made by these traditions, which are not reflected in this thesis.
43

När larmen tystnar : En studie av väktares larminstruktioner ur ett kognitivt perspektiv

Göransdotter, Anna January 2007 (has links)
Larminstruktioner används av väktare då de ska åka på larmutryckning. En larminstruktion är ett papper innehållande information som kan vara viktigt för väktaren vid en larmutryckning, exempelvis kundens adress, koder och vägbeskrivning. Det är viktigt att dessa är lätta att förstå eftersom väktaren bör infinna sig på platsen så fort som möjligt efter att ett larm utlöst. Rapporten beskriver hur studien av företaget Securitas larminstruktioner har gått till för att som slutligt mål ta fram en ny mall för larminstruktionerna. Undersökningen gjordes utifrån ett kognitivt och människa-dator interaktions (MDI) perspektiv och metoder som användes var heuristisk utvärdering och intervju. Utifrån resultatet på intervjuerna och med hjälp av riktlinjer inom MDI:n togs en ny mall fram.
44

Framgångsfaktorer för effektiv och säker vägtrafikledning : Utveckling av utvärderingsverktyget FST för Trafikverkets operativa ledningscentraler för vägtrafik / Sucess factors for safe and effective road traffic management : Developing a self-assesment tool to measure functionality and situation awareness in road traffic management

Jacob, Fredriksson January 2015 (has links)
Hela samhället tjänar på en säker och lättframkomlig trafik både ur ett samhällsekonomisk och individuellt perspektiv. Trafikverkets trafikledningscentraler arbetar aktivt för att se till att alla som vistas på vägarna gör så på ett så säkert sätt som möjligt. Studien har konstaterat att det finns ett växande behov av att kunna utvärdera trafikledningens funktionalitet därav har ett utvärderingsverktyg utvecklats. Empiriskt material har införskaffats genom observationsintervjuer på Trafikverkets trafikledningscentraler för vägtrafik, totalt införskaffades 42 timmar observationsintervjuer över 6 dagar. Genom en kvalitativ tematisk analys har framgångsfaktorer eller teman identifierats för effektiv och funktionell trafikledning. Dessa faktorer, bland annat kontroll, verifiering och kommunikation ligger som grund för det utvärderingsverktyg som tagits fram. En första analys av systemet utfördes med hjälp av Nielsens heuristiker för att kartlägga behovet av gränssnittsstudier. I materialet visade det sig att de största utmaningarna låg på en högre nivå och en bredare analys av trafikledningen krävdes för att skapa ett mer användbart verktyg. Möjligheterna till att skapa en god situationsmedvetenhet visade sig vara nära kopplat till systemets övergripande funktionalitet vilket bidrog till studiens inriktning och resultat. Resultatet av den kvalitativa analys som utförts över systemet ligger som grund för det utvärderingsverktyg som skapats. Förhoppningen är att verktyget kan bidra med att vidareutveckla och utvärdera dagens vägtrafikledning. Resultatet i studien belyser även vikten av att kontrollera för flertalet olika faktorer inom vägtrafikledning när en trafikledningscentrals funktionalitet kartläggs.
45

From Conceptual Links to Causal Relations — Physical-Virtual Artefacts in Mixed-Reality Space

Pederson, Thomas January 2003 (has links)
<p>This thesis presents a set of concepts and a general design approach for designing Mixed Reality environments based on the idea that the physical (real) world and the virtual (digital) world are equally important and share many properties. Focus is on the design of a technology infrastructure intended to relieve people from some of the extra efforts currently needed when performing activities that make heavy use of both worlds. An important part of the proposed infrastructure is the idea of creating Physical-Virtual Artefacts, objects manifested in the physical and the virtual world at the same time.</p><p>The presented work challenges the common view of Human-Computer Interaction as a research discipline mainly dealing with the design of “user interfaces” by proposing an alternative or complementary view, a physical-virtual design perspective, abstracting away the user interface, leaving only physical and virtual objects. There are at least three motives for adopting such a design perspective: 1) people well acquainted with specific (physical and virtual) environments are typically more concerned with the manipulation of (physical and virtual) objects than the user interface through which they are accessed. 2) Such a design stance facilitates the conceptualisation of objects that bridge the gap between the physical and the virtual world. 3) Many physical and virtual objects are manifested in both worlds already today. The existing conceptual link between these physical and virtual objects has only to be complemented with causal relations in order to reduce the costs in crossing the border between the physical and the virtual world.</p><p>A range of concepts are defined and discussed at length in order to frame the design space, including<i> physical-virtual environment gap, physical-virtual activity, physical-virtual artefact, </i>and<i> physical-virtual environment</i>.</p><p>Two conceptual models of physical-virtual space are presented as a result of adopting the physical-virtual design perspective: for the analysis of object logistics in the context of physical-virtual activities, and for describing structural properties of physical-virtual space respectively. A prototype system offering some degree of physical-virtual infrastructure is also presented.</p>
46

From Conceptual Links to Causal Relations — Physical-Virtual Artefacts in Mixed-Reality Space

Pederson, Thomas January 2003 (has links)
This thesis presents a set of concepts and a general design approach for designing Mixed Reality environments based on the idea that the physical (real) world and the virtual (digital) world are equally important and share many properties. Focus is on the design of a technology infrastructure intended to relieve people from some of the extra efforts currently needed when performing activities that make heavy use of both worlds. An important part of the proposed infrastructure is the idea of creating Physical-Virtual Artefacts, objects manifested in the physical and the virtual world at the same time. The presented work challenges the common view of Human-Computer Interaction as a research discipline mainly dealing with the design of “user interfaces” by proposing an alternative or complementary view, a physical-virtual design perspective, abstracting away the user interface, leaving only physical and virtual objects. There are at least three motives for adopting such a design perspective: 1) people well acquainted with specific (physical and virtual) environments are typically more concerned with the manipulation of (physical and virtual) objects than the user interface through which they are accessed. 2) Such a design stance facilitates the conceptualisation of objects that bridge the gap between the physical and the virtual world. 3) Many physical and virtual objects are manifested in both worlds already today. The existing conceptual link between these physical and virtual objects has only to be complemented with causal relations in order to reduce the costs in crossing the border between the physical and the virtual world. A range of concepts are defined and discussed at length in order to frame the design space, including physical-virtual environment gap, physical-virtual activity, physical-virtual artefact, and physical-virtual environment. Two conceptual models of physical-virtual space are presented as a result of adopting the physical-virtual design perspective: for the analysis of object logistics in the context of physical-virtual activities, and for describing structural properties of physical-virtual space respectively. A prototype system offering some degree of physical-virtual infrastructure is also presented.
47

Remote User Testing of Dictation Tools : A study investigating which factors impact the user experience of a dictation tool / Användartestning av dikteringsverktyg på distans : En undersökning av vilka faktorer som påverkar användarupplevelsen av ett dikteringsverktyg

Helmisaari, My January 2021 (has links)
Lately, Automatic Speech Recognition (ASR) has improved in both performance and popularity and today the technology can be found in many different products, often in the form of a Voice User Interface (VUI). There are numerous factors to consider when developing a system using this technology. It is essential to comprehend both the user’s experience of using the product and the performance of the ASR. In terms of the user experience, only the user can tell you what is important, which is why user testing is a necessary part of further development. In this study, a test was designed to perform a comprehensive remote user test of the dictation feature Notebook Voice Control in the product BIOVIA Notebook. The aim of the user test was to understand what factors affect the performance of the feature, and when a user is satisfied. To carry out the tests a web-application was designed, created, and deployed. The web-application was integrated with the API of the product being tested and guided the participants through the tests as well as captured the test data. From the test results, it was clear that accurate recognition was highly important in terms of user satisfaction. In order to produce an accurate dictation, dictating in your native language seemed to be a success factor as well as having dictation experience. If you lack dictation experience, training appears to help. The errors that were the most remarkable in the tests and would need immediate attention were errors in the categories of numbers, abbreviations, units, and field-specific words. The issue of the time spent correcting errors was raised, and for some, this was what made them argue that the tool was currently not useful. The majority were positive towards the tool but wanted it to be a bit better, or perhaps they just have to practice using it a bit more. / På senaste tiden har taligenkänning ökat i både träffsäkerhet samt popularitet. Idag är tekniken implementerad i en rad olika produkter, ofta i form av ett röstanvändargränssnitt. Under utvecklingen av ett system som använder denna sorts teknik finns det ett antal faktorer att tänka på. Det är väsentligt att förstå både användarens upplevelse samt hur bra taligenkänningen är. Beträffande användarupplevelsen är det endast användaren som kan berätta vad som är viktigt, vilket är varför användartester är en nödvändig del av vidareutvecklingen. I denna studie designades ett användartest för att utföra en fullständigt utvärdering av dikteringsverktyget Notebook Voice Control som nyligen implementerats i produkten BIOVIA Notebook. Målet med testerna var att förstå vilka faktorer som påverkar träffsäkerheten av taligenkänningen samt när användaren är nöjd med verktyget. För att genomföra testerna skapades en webb-baserad applikation där testerna utfördes. Applikationen var integrerad i den testade produkten via dess API och applikationens uppgift vara att leda deltagarna genom testerna samt fånga testdata. Från resultatet av testerna var det påtagligt att en träffsäker taligenkänning var mycket betydelsefull för att användarna skulle vara nöjda. För att få en så korrekt transkribering av dikteringen som möjligt fanns det två tydliga faktorer som påverkade mest: att vara en erfaren dikterare samt att diktera på sitt modersmål. Om du inte är en erfaren dikterare verkar övning hjälpa med att förbättra dina dikteringsresultat. Av de felaktigheter som uppstod under dikteringarna, var de väsentliga numeriska värden, förkortningar, enheter samt ämnesspecifika ord enligt deltagarna. Dessa felaktigheter var sådana som deltagarna tyckte var tvungna att rättas till på en gång. Tiden som läggs på att rätta fel togs också upp som ett problem, på grund av detta tyckte ett antal deltagare att dikteringsverktyget inte var användbart i nuläget. Majoriteten var dock positiva till verktyget men ville att det skulle vara lite bättre för att använda det, eller så behövde de kanske öva lite mer.
48

Högt teknologiskt förtroende för en blockkedjebaserad tjänst inom informationshantering : UX designprinciper

Larsson, Fredrik, Skeppar, Bertil January 2021 (has links)
Denna uppsats syftar till att skapa djupare förståelse över UX designprinciper för att designaför högt teknologiskt förtroende på en digital tjänst som baseras på blockkedjeteknologi inominformationshantering. Studien syftar också till att skapa förståelse över om det är möjligt attskapa en blockkedje baserad digital tjänst med högt teknologiskt förtroende för personer somska genomföra en begagnad bilaffär.Studien använder teorier kring Människa-Dator-Interaktion, användarupplevelse design,användbarhet och användargränssnittsdesignFör att svara på undersökningens syfte genomfördes en designstudie där en interaktivhigh-fidelity prototyp togs fram. Prototypen bestod av ett mobilt gränssnitt av en tjänst somtillgängliggör fordonsinformation för personer som ska köpa en begagnad bil. Designarbetetpåbörjades med att försöka förstå problemet genom sex intervjuer med personer som harerfarenhet av handel med begagnade bilar för att ta fram en behovsinventering. Vidare såanalyserades data från intervjuerna sedan i en tematisk analys vilket resulterade i olika citatsom placerades i sex övergripande teman information om ägare, tjänster och hjälpmedel,enheter, information om besiktning, kontrollera ifall bil är servad, övrig fordonsinformation.Tematiska analysen resulterade i en behovsinventering på behov för personer som skagenomföra en handel med ett begagnat fordon. Under designarbetet utfördes också enexpertutvärdering med fem UX-experter.Studiens slutsats presenterar följande fem olika UX-designprinciper: (1) skapa enlandningssida, (2) feedback är mycket viktig under autentiseringsprocessen, (3) olikaetiketter för varje informationstyp, (4) tydlig feedback vid filtrering av information, och (5)tydliggör vart informationen kommer ifrån. / The purpose of this thesis is to create a deeper understanding about UX design principleswhen designing a trustworthy digital service based on blockchain technology within the fieldof information management. The purpose also includes to create an understanding about thepossibility of creating a blockchain based digital service that is trustworthy for people goingthrough with a secondhand car transaction.The study uses theories around Human-Computer-Interaction, User Experience design,Usability and User-Interface design.To answer the purpose of the study, a design study was conducted in which an interactivehigh-fidelity prototype was developed.The prototype consisted of a mobile user-interfacedemonstrating a service that makes information about cars available to people that are goingthrough with a secondhand car transaction. The design work began with trying to understandthe problem through six interviews with people who have previous experience tradingsecond-hand vehicles to produce a need`s inventory. The data from the interviews was usedin a thematic analysis that led to six general themes: information about owner, services andutilities, devices, information about inspection, control if a car has gone through a carservice, additional car information. The thematic analysis resulted in an inventory of needsfor people that is going to go through a transaction of a secondhand car. In the design process,an evaluation was performed with five UX-experts.The conclusion presents the following five different UX-design principles: (1) create alandingpage, (2) feedback is very important during the authentication process, (3) differentlabels for every type of information, (4) clear feedback when filtering information, and (5)clarify where the information is coming from.
49

Dashboard : Ett program som ska underlätta felsökning

Johansson, Marcus January 2019 (has links)
The goal of this investigation has been to answer the questions “Which graphs should be used to display a special type of information?”, “What information does a company need to know that a server has gone down?” and “How should the layout of the developed program look to be called easy to understand and nice to use?”. The investigation was helped by the use of user-interviews and information that was collected during meetings. Part of the work was also the development of a prototype of a so called “dashboard” where functions where tested. These tests were then used to find out if the information was showed in a suitable manner. The information gained from these earlier tests has then been compiled into a result which shows that it is important to use y-over time graphs to show information over time. Fraction based information such as pro- cents are best showed with a filling graph, such as the speedometer graph. The second question was easily answered with a simple questionnaire. The result of this questionnaire showed that it was important for companies to know how much of the servers resources was used and how much data that was sent and received. Regarding the last question, the only notable result was the fact that the UI of the prototype was to light. This resulted in a color change for the UI to the darker spectrum. / Målet med denna undersökning har varit att besvara frågorna ”vilka grafer kan användas för att visa en speciell typ av information?”,”vilken information be- höver ett företag veta för att fastslå att en server är nere?” samt ”hur ska det utvecklade systemet vara upplagt för att vara enkelt att förstå samt trevligt att använda?”. Undersökningen har utförts med hjälp av användarintervjuer samt information som insamlats under möten. Utöver denna information så har också en prototyp av en så kallad ”dashboard” skapats där grafer samt funktioner som föreslagits undersökts för att återge om informationen samt funktionerna på gränssnittet visas på ett bra sätt. Denna information har då sammanställts till ett resultat som visar att det är viktigt att återvisa information över tid som gra- fer samt procentuell information med hjälp av en fyllande graf, då kanske en hastighetsmätargraf. Den andra frågan svarades enkelt på med hjälp av ett frågeformulär. Detta gav då som resultat att det var viktigt att se resursanvänd- ning på servrarna samt hur mycket information som skickas och mottages. Det- ta implementerades sedan i systemet. I de tidigare nämnda intervjuerna fram- kom det också att det var bra om systemet inte var ljust färgat då detta gjorde så att användarna blev enkelt distraherade av gränssnittet. På grund av detta så ändrades alla färger mot det mörkare spektrumet.
50

Mot tredje generationens läsplatta : En undersökning av läsplattans användarvänlighet och utvärdering av dess utvecklingspotential / Towards the third generation e-reader

Norgren, Clara, Sandström, Olle January 2021 (has links)
Denna studie undersöker digitala läsvanor och läsplattor, ur ett människa-datorinteraktions perspektiv, för att bidra med insikter kring digital läsning genom att identifiera problem och utvecklingsområden hos läsplattan. En enkätundersökning genomfördes, där 947 svar erhölls. Intressentintervjuer, en expertintervju, samt användarintervjuer utfördes vidare för en djupare analys. Ur resultatet identifierades ”Köpprocess och synkronisering”, samt ”Bibliotekshantering och sortering” som två kritiska problemområden. Förslag på lösningar som formulerades var följande; automatisk synkronisering, förenklat betalningsmoment, vattenmärkta e- böcker, prenumerationstjänst med större utbud, förenklad process för att köpa böcker från olika leverantörer, bättre rekommendationsalgoritm, spelifiering, appen som utgångspunkt för synkronisering mot alla digitala enheter, sortering på lästa/olästa e- böcker, möjlighet att favoritmarkera e- böcker i biblioteket, samt ett layout- läge där endast boktiteln syns och ett stort antal böcker kan visas samtidigt. Vidare undersöktes läsplattans Product- Market Fit (PMF), genom att mäta produktens Net Promoter Score (NPS), samt hur många av användarna som hade blivit besvikna om läsplattan försvann och de inte kunde nyttja produkten längre. NPS beräknades till 41, vilket indikerar en god PMF. Vidare uppgav 71% av användarna, i enkäten, att de skulle bli ”Mycket besvikna” om läsplattan försvann, vilket antyder att läsplattans PMF är god. / This study researched digital reading habits and e-readers, from a human-computer interaction perspective, to contribute with insights regarding digital reading by identifying problems and development areas for e-readers. A survey was conducted, where 947 answers were aquired. Further, stakeholder interviews, an expert interview and user interviews were carried out for a deeper analysis. The results identified ”Purchasing process and synchronization” and ”Library management and sorting” as two critical problem areas. Formulated suggested solutions were; automatic synchronization, a simplified payment process, watermarked e-books, subscription service with a larger selection of e-books, simplified process for buying books from different suppliers, better recommendation algorithm, gameification, using the app as a starting point for synchronization to all digital devices, sorting of read / unread e-books, the ability to mark favorite e-books in the library, and a layout mode where only the book title is visible and a large number of books can be displayed. Furthermore, the e-readers Product-Market Fit (PMF) was examined, by measuring the product’s Net Promoter Score (NPS), and measuring the amount of users that would have been disappointed if the ereader disappeared and they could no longer use the product. NPS was calculated to 41, which indicate a good PMF. Furthermore, 71 % of the users stated ,in the survey, that they would be ”Very disappointed” if the e-reader disappeared, which indicate that the e-readers PMF is good.

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