331 |
Usabilidade das interações táteis em dispositivos móveis por pessoas idosas / Usability of tactile interactions in mobile devices for elderlyGuilherme Augusto de Almeida Martins 28 April 2016 (has links)
A popularização dos dispositivos computacionais portáteis ao longo dos últimos anos, principalmente os smartphones e tablets, tem motivado o desenvolvimento de aplicações, que possuem um grande potencial para facilitar o acesso a informação e auxiliar os usuários na realização de tarefas do cotidiano. Entretanto, notamos que essa tecnologia não é acolhida por todos os nichos de usuários de modo semelhante. Apesar do envelhecimento natural das populações possibilitar um crescimento considerável de pessoas idosas nos últimos anos, observa-se que a taxa de utilização dos dispositivos táteis pelos idosos, atualmente, pode ser considerada baixa em relação às demais faixas etárias. Esta menor participação dos usuários idosos do mercado de aplicação para dispositivos móveis ocorre devido ao desenvolvimento tecnológico não considerar as especificidades para permitir seu uso, limitando a satisfação dos usuários por meio da concepção de componentes de interface e funcionalidades que dificultam a utilização pelo público idoso, contribuindo até para uma rejeição a essa tecnologia. Assim, neste projeto busca-se propor recomendações de usabilidade específicas para o desenvolvimento de aplicações em dispositivos móveis voltadas para os usuários idosos, a partir do desenvolvimento centrado no usuário, de uma aplicação de interesse para esse público alvo, que foi denominada Eldernote. Em direção a esse objetivo realizamos estudos para identificarmos na literatura as principais recomendações e diretrizes de usabilidade para a implementação de aplicações móveis voltadas para os usuários idosos. A partir desses estudos, iniciamos um levantamento sobre esse perfil de usuários e dos requisitos da aplicação. Com base nas informações coletadas, foi desenvolvida a aplicação Eldernote. Todo o processo de desenvolvimento é descrito neste trabalho, desde a concepção das interfaces até a realização de testes preliminares com usuários reais, com o objetivo de investigar as principais características de projetar-se uma aplicação com usabilidade especialmente para usuários idosos. Finalmente, foram realizados os testes de usabilidade com os usuários em um ambiente real de utilização, que propiciou inferirmos as preferências dos usuários, componentes de interface prejudiciais a utilização e a análise da navegação dos usuários durante o uso da aplicação. Ao final, não só foi possível identificar recomendações de usabilidade mas também resultou na disponibilização da aplicação Eldernote à comunidade de usuários no intuito de contribuir para a melhoria da qualidade de vida dos usuários idosos. / The widespread use of portable devices in the last few years, particularly smartphones and tablets has encouraged the development of applications that have the potential to facilitate access to information and help users in day to day activities. However it is important to notice that this technology is not welcomed by all users. In spite of the fact that the natural process of overall aging of the population is increasing the number of elderly people, it is noticeable that the usage of such devices by this group is relatively low compared with other age groups. This apparent exclusion of the elderly from the market of mobile applications is due to its technological development not take this group particular necessities into consideration to allow its free use, this seriously limits the users satisfaction with the usage of interface elements and functionalities that hinder its utilization by the elderly public and contribute to this groups rejection of this technology. Therefore, this project seeks to propose specific recommendations for the development of applications in mobile devices for elderly users from the development of a user centered application named Eldernote. Seeking this purpose we have studied and identified the literatures main recommendations and guidelines used in the implementations of mobile applications directed to elderly users. Coming out of this research, we initiated the survey of the users profile and their guidelines for the application from interviews with a group of users. Based on this information the job of implementing the Eldernote application began, and in this work we illustrate all of its development process, from its interface conception to the realization of preliminary tests with real users. Finally, after the conclusion of its implementation, we tested the applications usability with users in a real usage environment. From the tests collected data it was possible to conclude the users preferences, prejudicial interface elements and to analyze the users navigation inside the application. With the conclusion of this work it was possible not only to determine usability recommendations but it also resulted in Eldernotes availability to the users community with the intention to contribute to the improvement of the users life quality.
|
332 |
Turn it, Pour it, Twist it: A Model for Designing Mobile Device-Based InteractionsKühn, Romina, Korzetz, Mandy, Schlegel, Thomas 26 June 2020 (has links)
Interaction designers for mobile phones mainly focus on displays but have only little knowledge about sensor characteristics. Beside multitouch input, mobile devices provide versatile possibilities to interact in a physical, device-based manner due to their built-in hardware. Even though such interactions may provide many advantages in everyday life, they have limited visibility in interaction design. Interaction designers are seldom experts in gesture and pattern recognition and even prototypical implementations of simple mobile-based interactions need advanced technical knowledge. Hence, the potential for designing mobile device-based interactions is often not fully exploited. To contribute to a common knowledge of mobile device-based interactions, this paper proposes Mobile Spaces. This model aims at supporting designers of mobile applications to broaden their view on interaction possibilities with one or more collocated devices which go beyond the screen. We discuss the applicability of Mobile Spaces by means of several examples from research.
|
333 |
MilkyWay: A Toolbox for Prototyping Collaborative Mobile-Based Interaction TechniquesKorzetz, Mandy, Kühn, Romina, Kegel, Karl, Schumann, Franz-Wilhelm, Georgi, Leon, Schlegel, Thomas 09 July 2020 (has links)
Beside traditional multitouch input, mobile devices provide various possibilities to interact in a physical, device-based manner due to their built-in hardware. Applying such interaction techniques allows for sharing content easily, e.g. by literally pouring content from one device into another, or accessing device functions quickly, e.g. by facing down the device to mute incoming calls. So-called mobile-based interaction techniques are characterized by movements and concrete positions in real spaces. Even though such interactions may provide many advantages in everyday life, they have limited visibility in interaction design due to the complexity of sensor processing. Hence, mobile-based interactions are often integrated, if any, at late design stages. To support testing interactive ideas in early design stages, we propose MilkyWay, a toolbox for prototyping collocated collaborative mobile-based interaction techniques. MilkyWay includes an API and a mobile application. It enables easily building up mobile interactive spaces between multiple collocated devices as well as prototyping interactions based on device sensors by a programming-by-demonstration approach. Appropriate sensors are selected and combined automatically to increase tool support. We demonstrate our approach using a proof of concept implementation of a collaborative Business Model Canvas (BMC) application.
|
334 |
Mobilní aplikace pro automatický záznam šachové partie / Mobile Application for Automatic Recording of Chess GamesJiruška, Adam January 2020 (has links)
This thesis is focused on making application for mobile devices, which records progress of chess game. This is achieved by image recognition on input from camera. Chess figures are classified by neural network. Usage of application is during training or real matches to record games and then for analyzing these games. For analyzing, my application offers record in standard algebraic notation. User can also add notes to every game.
|
335 |
[pt] USABILIDADE NAS LOJAS DE APLICATIVOS PARA SMARTPHONES / [en] USABILITY IN SMARTPHONE APP STORE25 November 2021 (has links)
[pt] Lojas de aplicativos são soluções desenvolvidas para distribuição de conteúdo digital para dispositivos móveis. As lojas estão presentes em quase todos os smartphones comercializados no país e possuem forte apelo frente ao público e aos desenvolvedores locais. Entretanto, por ser um canal relativamente novo, com pouco mais de seis anos de uso e popularização, ainda não há uma bibliografia fortemente estabelecida a esse respeito no que tange à Usabilidade e Interação Humano-Computador. Essas referências ficam ainda mais rarefeitas quando se procura por fontes que tratem da realidade brasileira levando em conta suas particularidades. O presente trabalho buscou colaborar para a formação dessa bibliografia através de uma pesquisa cujo o foco foram as principais lojas de aplicativos para smartphones disponíveis no país. Para isso, foi analisado o desenvolvimento histórico da comunicação móvel no Brasil e no mundo, para que se pudesse entender quais necessidades sociais possibilitaram o surgimento dos smartphones e legitimaram as lojas como solução de distribuição de conteúdo para esses aparelhos. Após isso, uma pesquisa de campo foi feita para identificação do perfil do usuário brasileiro. Para essa etapa, usou-se um questionário online.
Com a análise dos dados foi possível determinar o perfil geral desses usuários. Essas informações foram a base para o desenvolvimento do perfil e seleção dos participantes da segunda técnica de pesquisa utilizada, um Teste de Usabilidade. Nesse teste, foram avaliadas as tarefas de busca, aquisição e avaliação nas duas principais lojas de aplicativos. Com esses achados foi possível confirmar e identificar vários problemas nas lojas. Alguns desses são os mesmos reportados por outras pesquisa realizadas no exterior, mostrando
que vários problemas apresentados em outros locais também se repetem aqui no Brasil. Contudo, os dados mais relevantes foram aqueles particulares realidade nacional, como a importância atribuída as comunidades digitais, preferências no uso da loja e problemas relacionados a terminologias utilizadas
nas lojas. Ao final do trabalho uma lista de parâmetros e recomendações para lojas de aplicativos foi desenvolvida com base nos achados das técnicas de pesquisa utilizadas. / [en] Mobile Applications Stores are content distribution solution dedicated to mobile devices. These solutions are presented in most of the Smartphone available in Brazil and - as a content distribution solution - it has a strong appeal to developers and users. However, since it is a new model of distribution, there
is not yet a core bibliography established concerning Usability and Human-Computer Interaction. There are even fewer references when the focus is the Brazilian market and its particularities. This research aimed to fulfill this gap through a theoretical and practical study of the major mobile application s stores
available in Brazil. It started with a historical investigation of the development of mobile communication technologies in Brazil and in the world. The purpose of this investigation was to understand the social needs that make it possible the development of Smartphone and mobile application s stores; and how its
became the default solution to mobile content distribution, nowadays. After that, a field research was conducted to identify the profile of the Brazilian mobiles application s stores user. A questionnaire was chosen as research s method. The data analysis of the questionnaire s entries enables the identification of this profile; it was used as reference to gather users to an Usability Test. The Test evaluated the methods of search, acquisition and evaluation in the two biggest stores available in Brazil. With these findings it was possible to confirm and identify many of the problems of the stores. Some of these problems are the
same reported by other research. It demonstrates that various interactions problems presented elsewhere are present here in Brazil as well. However, the most relevant data concern to Brazilian audience particularity, e.g. the relevance attributed to digital communities, the preferences in store usage and problems regarding the use of unknown terms and labels. At the end of this document there is a list of parameters and recommendations that was developed with the finding of both research techniques.
|
336 |
Bezdrátové senzorové sítě s využitím mobilních zařízení / Wireless Sensor Networks Based on Mobile DevicesDorazil, Jan January 2013 (has links)
This master's thesis deals with the idea of using mobile devices as sensor nodes in wireless sensor network. Focused mostly on Android platform, we explore possibilities of wireless communication, and describe various types of sensors on mobile devices. We design and implement wireless sensor network based on mobile devices running Android operating system. The network performs real-time capturing of data from all sensors available and optionally from GPS. All measurements are visualized at the base station, which is Java Standard Edition desktop application. Wi-Fi, Bluetooth or even cellular internet can be used for communication within the network. Nodes can be remotely configured via SMS messages.
|
337 |
Letecká hra pro Android / Flight Game for AndroidŠabata, David January 2013 (has links)
This work deals with flight game development on Android platform. Firstly the possibilities of native development and development using Libgdx library will be discussed. Then flight mechanics of a real aircraft and simplified mechanics used in flight games will be explained. The work will also summarize current trends in mobile flight game controls and will propose a new control method based on touch input. Using this method a flight game will be designed and implemented. In the end of this work the process of testing and publishing will discussed, as well as possibilities of further development.
|
338 |
Serverový framework pro hromadné testování Android aplikací / Server Framework For Batch Android Applications TestingČtvrtníček, Dušan January 2015 (has links)
This master's thesis is dedicated to the remote control of Android devices using the Android Debug bridge tool. Another essential part of the work is automated batch testing of Android applications. It focuses on individual tools (Android Debug Bridge, MonkeyRunner, logcat, Appium) needed to resolve this issue. It also describes a web framework Nette and other technologies that were used for the final design and implementation of information system.
|
339 |
Analysverktyg för webbsidor med JavaScriptNygren, Johan, Zaitov, Alisher January 2013 (has links)
New technological innovations like tablets and smartphones have a taken significant market share on the web and puts new demands on webpages, the user interface and compatibility among different client devices. The full test of a web-based system prior to the publication is often regarded as an important part of the process to create a complete and successful website. This bachelor thesis investigates the possibility to analyze mobile-adapted web sites using a system that first records the visitor's activities and then replays them for an expert analyst to provide valuable information to developers about how their site can be improved. The essay begins with a litterature study on today's most common web development tools and then examines the possibility to apply them during the development of the analysis tool. The work also describes two methods, pair programming and waterfall method used during the project. Three different evaluation methods are presented and one of the models is applied on the finished system. The project results in a web-based analysis tool written mainly in JavaScript using the jQuery library. The analysis tool is tested to not affect the user experiences and evaluated by known evaluation models. / Nya tekniska innovationer som surfplattor och smarta mobiltelefoner har intagit stora marknadsandelar på webben vilket sätter nya krav på webbsidornas användargränssnitt och kompatibilitet bland olika klientenheter. Ett fullständigt test av ett webbaserad system före offentlig publicering anses ofta som en viktig del i utvecklingen för att skapa en komplett och framgångsrikt webbsystem. Denna kandidatuppsats undersöker möjligheten att analysera mobilanpassade webbsidor med hjälp av ett system som först spelar in besökarens aktiviteter och sedan spelas upp för utbildade webbanalytiker som ska kunna ge värdefull information till utvecklare om hur deras sida kan förbättras. Uppsatsen börjar med en litteraturstudie på dagens vanligaste webbutvecklingsverktyg för att sedan undersöka möjligheten att tillämpa dessa under utvecklingsfasen av analysverktyget. Arbetet beskriver även två arbetsmetoder som har använts under projektets gång: parprogrammering och vattenfallsmetoden. Tre olika utvärderingsmodeller presenteras och en av modellen tillämpas på det färdiga system. Projektarbetet resulterar i ett webbaserad analysverktyg skrivet huvudsakligen i JavaScript med biblioteket jQuery. Analysverktyget testas för att inte påverka besökarens surfkänsla samt utvärderas efter kända utvärderingsmodeller.
|
340 |
Evaluation of development methods for mobile applications : Soundhailer’s site and iOS applicationRezai, Arash January 2016 (has links)
To remain competitive and successful in today’s globalized market, companies need a strategy to ensure that they are constantly at the leading edge in terms of products and services. The implementation of a mobile application is one approach to fulfill this requirement. This report describes an overview of the topic, by introducing briefly today’s development tools for mobile application development and subsequently focusing on the Soundhailer application, as the application done by the author. The problem in focus is to find out whether a native or web-based application is preferred for an iOS application production strategy for a start-up company. Moreover, the report delivers an insight into a well-structured method that works good for setting up measuring points for a website, also Soundhailer’s, and the factual realization of a development tool for iOS development. This insight is based on a lot of help from a former student of the Royal Institute of Technology, who has had some previous experience within the area. To show prospective similarities and differences between theory and reality, the experiences are subsequently compared to the theoretical part. Finally, the results are critically discussed. Two versions of the application were developed, both a native version and a web-based version, and the results show that both native and web-based applications can be convenient solutions for companies to implement and use. The results also provide a foundation upon which others can build and better understand how an iOS application is used and developed. / För att förbli konkurrenskraftiga och framgångsrika i dagens globaliserade marknad, behöver företagen en strategi för att se till att de ständigt är i framkant när det gäller produkter och tjänster. Att framställa en mobilapplikation är ett av många sätt för att nå upp till detta krav. Denna rapport ger en överblick över ämnet genom att först gå igenom dagens utvecklingsverktyg för mobilapplikationer och därefter fokusera på företaget Soundhailers mobilapplikation, eftersom denne har utvecklats av undertecknad. Problemet i fokus består av att ta reda på om en hårdvarukodad eller webbaserad applikation är att föredra för produktionsstrategin av en iOSapplikation för ett start-up-företag. Dessutom ger rapporten en inblick i en välstrukturerad metod som fungerar bra för att inrätta mätpunkter för en webbplats, med fokus på Soundhailers webbplats, samt det faktiska genomförandet av ett utvecklingsverktyg för iOS-utveckling. Denna insikt bygger på en hel del hjälp från en före detta elev på Kungliga Tekniska Högskolan som har tidigare erfarenheter inom området. För att sedan visa potentiella likheter och skillnader mellan teori och verklighet jämförs erfarenheterna med den teoretiska delen. Slutligen diskuteras resultaten kritiskt. Två versioner av applikationen har utvecklats, både en hårdvarukodad version och en webbaserad version, och resultaten visar att både hårdvarukodade och webbaserade applikationer kan vara praktiska lösningar som företag kan implementera och använda sig av. Resultaten ger också en grund på vilken andra kan bygga vidare på samt en bättre förståelse för hur en iOSapplikation kan användas och utvecklas
|
Page generated in 1.3164 seconds