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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.
451

Touch Interfaces from a Usability Perspective : Effective Information Presentation for User Interaction on a Touch Screen

Sillén, Jenny January 2015 (has links)
Decerno is a software consultancy company who designs and builds large software information systems. They are interested in more knowledge and insight in the benefits and limitations of touch-enabled interfaces as a means of incorporating these into their own products. The aim of this study is to find advice on how to design touch-enabled functionality that would work in a company’s main computer system to be used by staff on a daily basis in order to fulfill their work tasks.Comparing a touch interface to a conventional mouse interface exposes differences in use that need to be kept in mind when designing for touch interaction usability. With a simple flick of the mouse you are able to dart your mouse-pointer across the screen on your conventional mouse interface, but a touch interface requires you to both lift and extend your arm in order to point your finger at the far corner of the touch screen. Extensive use of large or monotonous movements might cause muscle fatigue, which requires you to adapt your interface design to allow for effective touch-interaction use.The main research question in this study has been to derive guidelines and advice on how to present a set of dynamic information making it possible for the user to effectively find and select a specific target by touch interaction. For this purpose a set of sub questions were identified and a test interface was produced in order to evaluate the users touch interaction and their feedback. The results from these user tests have formed the foundation of the concluding guidelines.This has been evaluated both quantitatively and qualitatively in a user study. Measurements was taken on how the users performed, such as number of errors and time to finish the user task. The users were also asked to perform a think-aloud evaluation which collected information on how they used the interface and their thoughts and reactions while doing it. The user tests were concluded with open-ended questions in which the users were asked to reflect on their actions, how user-effective the interface was and to compare different test setups.The results conclude that most users does not like horizontal scrolling. The horizontal movement make the text much harder to follow. Habit also seems to be an important factor as several users expressed the fact that they are much more used to scrolling vertically.Most users preferred the display with both images and text as it made the page more interesting and pleasant to look at, this is in contrast with the fact that most users stated that locating an item is faster and easier without images and only minimal text information, limited to only the search task answer. The aesthetical features of an interface seem to be equally important as the functionality.Another important conclusion is the difference in hand-position when the tablet is placed on the table compared to when it is hand-held. When designing a touch interface, some consideration should be taken to how the user might be working with the interface. The button placement might need to be different depending on if they are likely to be holding the tablet while using it (perhaps in a more informal setting, standing up or moving around) or will they be using it while it is placed on the table.
452

Who are we developing for? : Identifying the users and their needs for the video streaming support service “Streamingkollen” / Vem är det vi skapar för? : Identifiera och förstå sig på användarna till videostreamingtjänsten ”Streamingkollen”

Maksumic, Elma January 2015 (has links)
It has become more and more important for creators of technical services to know whom they are designing for so they can satisfy their customers. A way to satisfy the costumers is to include a User Experience (UX) process in line with the creation process of the service. To create a good UX for the users one firstly needs to identify and understand the users. This thesis has investigated how the use of Personas can facilitate the understanding of the user in the context of User Experience (UX). A Persona is a fictive person that is a representation of a user group. A Persona is created with the objective that through the connection of the user goals, attitude and behaviours one can truly understand the users from an UX perspective. This thesis is creating Personas for a service called Streamingkollen. That is a service with the goal to help users with problems they have, connected to Video on demand (VoD) services. A video on demand service is a service that allows the users to watch videos whenever they want. Netflix, SVT play, HBO Nordic, TV4 play, are some examples of VoD services. The user data was collected through user interviews on predetermined users and then segmented into different user groups”. Personas were created, to make the different user group more realistic and easier to communicate. The different findings about the different user groups was put together as a story about one person (representing the user group) with a name, family, a job etc., and different characteristics that reflected the user group. The result is presented in three found user groups. The user groups were put together with different elements thanks to the segmentation and Personas. The segmentation made it possible to identify what causes the different needs that the users had when wanting support with a technical problems connected to VoD service and how these needs could be satisfied.. The Personas translated the user data into stories so that the findings about the users were easier to understand and adapt to. The role Personas play in the UX process is that without the comprehensive picture that is presented in the Personas and created thought data gathering and segmentation, it can be hard to identify the users needs and how they can be achieved.
453

Photogrammetric software as an alternative to 3D laser scanning in an amateur environment

Warne, Markus January 2015 (has links)
Photogrammetric software today is at a level where it is accessible to the mainstream public and without larger effort is able to reconstruct digital 3D models from photographic input.  This thesis investigates the performance of photogrammetricly reconstructed models and evaluates them by comparing the results to their corresponding reconstructed models from a 3D laser scanner with a focus on smaller objects in an amateur environment. The evaluation is performed on four different objects, which are all individually compared to their scanned counterpart. They are compared both with a subjective judgment of quality and by numerically measuring the point-to-point distance on the models. From the results conclusions are drawn that the methods can produce similar results albeit there are many performance factors discovered for a good reconstructions with photogrammetry. The properties of the physical object and the quality of the visual input data stand out as the most important factors.
454

Spelifiering som hjälpmedel i klassrumsundervisning / Gamification as a tool for increased motivation in the classroom

Aronsson, Hannes, Björklund, Linnéa January 2015 (has links)
Spelmarknaden världen över är starkt växande, och en allt större andel av befolkningen uppger att de spelar. På senare år har det blivit populärt att använda sig av element av det som gör spel så engagerande och beroendeframkallande inom andra områden. Detta är vad som kallas spelifiering. Spelifiering har på senaste tiden blivit lite av ett modeord. Det har använts i åtskilliga smartphoneapplikationer för att hjälpa användare att hålla motivationen uppe vid till exempel fysisk träning eller inlärning av ett nytt språk. Inom svenska skolan har dock inte spelifiering slagit igenom fullt ut. Syftet med denna rapport är att undersöka hur användningen av spelifiering ser ut inom den svenska skolan, om det är ett område att satsa vidare på, samt om vad som skulle behövas för att det ska användas mer. Vi kommer främst att fokusera på undervisning på högstadienivå. För att göra detta har vi tagit kontakt med lärare som undervisar på denna nivå och genomfört intervjuer med dem. Vi har även genomfört en litteraturstudie inom relevanta områden, och sedan applicerat svaren från intervjuerna på det vi lärt oss under studien.. Våra resultat visar att spelifiering i nuläget används väldigt begränsat i den svenska skolan. Forskningen och lärdomar som går att dra ifrån andra områden där spelifiering används tyder på att det finns stor potential att öka motivationen hos skolelever om man kan tillämpa spelelement på ett bra sätt. Det finns dock stora hinder som behöver överkommas för att detta ska ske. Initiativet till att använda spelifiering kommer i dagsläget nästan alltid från den individuella läraren, och antalet hjälpmedel är läraren har tillgång till är bristfälligt. Vi vill mena att, för att spelifiering ska få ett starkare genomslag, det behövs en större satsning från större organisationer inom skolväsendet. / The games industry is a growing market worldwide, and an increasing part of the population report that they regularly take part in gaming. In the last few years it has become increasingly popular to implement some of the elements which make games so engaging and addicting into other parts of life. This is what is known as gamification. Gamification has become something of a buzzword lately. Countless smartphone applications use it in order to help the users keep their motivation up regarding for example physical exercise or the learning of a new language. However, within Swedish school education, gamification has not yet been utilized to its full potential. The purpose of this report is to investigate what the use of gamification within the Swedish school system is currently like, if it is field worthy of further investment and what is required to make its usage more wide spread. We have chosen to focus primarily on education in grades 7 to 9. To do this we contacted teachers who educate on this level and performed interviews with them. We have also carried out a literary analysis on related topics and applied information gathered to the answers provided by the teachers. Our results show that the current use of gamification in Swedish schools is very limited. Research made on the topic as well as observations of how gamification has been applied in other areas imply that there is great potential to increase motivation of students by using gamification properly. However, there are many obstacles that have to be overcome before this can be a reality. Today, the initiative to use gamification lies almost solely with the individual teachers, and the number of tools they have available to help them is limited. Our perception is that for gamification to get increased usage within education, a larger effort is required by school-related organizations.
455

Spelifierade Energispartips : Hur ett spelifierat system kan designas för att öka motivationen för ett energismartare hem / Gamified Energy Saving Advice : How a gamified system can be designed to increase motivation for energy efficiency in ahome environment

Markström, Erik, Westlund, Magnus January 2015 (has links)
Människan använder mer resurser än vad vi kan tillhandahålla och reproducera. Syftet med denna studie är att undersöka om spelifiering - användandet av speldesignelement i icke spelsammanhang - motiverar personer att minska sin energiförbrukning i hemmiljö. För att studera detta använder denna studie forskningsbaserad design och designbaserad forskning som metodik, detta genom att designa en prototyp grundat i teori om hur spelifiering kan användas i en hållbarhetskontext och hur människor motiveras. En prototyp på en applikation utvecklades och baserades på ett antal energispartips som användaren kunde bocka av när de var utförda. I applikationen kunde användare gemensamt räkna antal utförda moment, samt få en översikt på sin egna och andra användares prestationer. Prototypen testades under en vecka på en testgrupp bestående av nio studenter på KTH i Stockholm och utvärderades med hjälp av kvalitativa intervjuer. Resultaten i denna undersökning visar på att spelifiering kan användas för att motivera personer att välja energismarta aktiviteter. Resultaten visar även på att kunna se och jämföra sig med andra är ett viktigt moment, samt att vid design bör energitipsen utformas anpassat till användarens hem. / Humanity is currently consuming more energy and resources than what is sustainable and can be regenerated. This study examines if by introducing gamification - the use of game design elements in non-game context - people can get motivated to engage in reducing their energy consumption in home environments. By using research based design and design based research as a method, a prototype for an application was designed based on theory about gamification in a sustainable context. The application lists simple energy saving advice and allows the user to log their actions and also interact with other users achievements by visualizing collective measures as well as individual statistics. The prototype was evaluated by letting a test group consisting of nine students at the Royal Institute of Technology in Stockholm, Sweden use the application in their day-to-day lives for a week. The test group was then interviewed and the results derived from their observations. This results of this study show that gamification can be used to motivate people to choose energy-smart activities. The results also point out the importance of being able to compare oneself with others, and also that the energy advice should be customized to match the user’s home.
456

Social media as a marketing tool versus strategic alliance acomparison.

Kjellnäs, Mikael January 2015 (has links)
This report is based on two different approaches that companies could use in order to develop their business. These approaches are: Social Media Marketing and Strategic Alliances. A detailed theory study explains what these approaches are and how they are used. This study was done from a startup company’s point of view. Startup companies are also called startups and the results found are based on how these two approaches are and could best be utilized by startups.The results indicate that the majority of startups does not utilize the possibility of a business partnership, other than small “deals” made startup to startup. The startups however who are in a business partnership right now or are in the early stage of implementing one could not go into details of what said partnership were, but that terms and conditions had been set.Another result is the correlation between the two different approaches. Social media marketing is one of the first things that startups uses and if marketing and sales are operating at a good level then strategic alliances, or some other business partnership, could be exploited mainly in order to reach mainstream customers. Another result is also the order of how startups usually aims their business. This is described in chapter 4 where figure 3.0 visualizes these aims.Also found is that startups should use social media platforms in order to expose themselves. They should make a strategy revolving their exposure and have a Social Media Manager responsible for implementing the strategy. It’s also important for a company that uses social media as a marketing tool to have a clear message towards its consumers and employees - a cohesive profile amongst all social media. Also, the strategizing procedure is connected to the specific company, meaning that every single company needs to make its own social media strategy.
457

Att aktivera värderingar genom design för en långsiktig beteendeförändring av miljövanor / Activating values through design for a long-term behavior change in enviromental habits

Bylund, Mathias, Lindström, Caroline January 2015 (has links)
Syftet med denna rapport är att undersöka om det med hjälp av olika designelement i ett användargränssnitt går att aktivera en specifik värderingsgrupp för att motivera miljövänligt beteende. Den värderingsgrupp som studeras är universalism som innefattar värderingar kopplade till förståelse, uppskattning, tolerans och beskyddande för alla människors och naturens välfärd. Tidigare forskning har hittat en relation mellan mänskliga värderingar och miljövänligt beteende och menar att detta kan användas för att skapa mer långsiktiga beteendeförändringar gällande miljövanor. I denna studie tittar vi vidare på detta genom att undersöka om vi genom design kan aktivera en av grupperna med dessa värderingar, universalism, som skapar dessa långsiktiga beteendeförändringar av miljövanor. I denna rapport presenteras en studie som har utförts med elva deltagare, alla studenter på Medieteknikprogrammet på KTH. Studien bestod av en undersökning samt korta intervjuer. Resultatet från undersökningen gav inget underlag för huruvida det går att aktivera universalistiska värderingar genom design men gav däremot en indikation på att visuella bilder som väcker tankar om en individs omgivning i flera fall kan få individen att vilja ta beslut grundade på universalistiska värderingar. / The purpose of this report is to examine if it is possible through the aid of different design elements in a graphic user interface to activate a specific group of values to motivate a more environmentally friendly behavior. The value group studied in this report is universalism which includes values regarding understanding, appreciation, tolerence and protection for the welfare of all people and for nature.  Earlier research has found a relationship between human values and environmentally friendly behavior that indicates that some values close to and including universalism could be used to create a more long term behavior change concerning environmental habits. In this study we look further into this by examining if we can activate the values that create these long term behavior changes of environmentally friendly behavior. This report presents a study that has been performed on eleven participants, all students at the Media technology program at KTH. The study consisted of a survey and a short interview. The result of this study gave no foundation to decide whether it is possible to activate universalistic values through design or not, but it gave an indication from several cases that visual imagery that evokes thoughts about our surroundings could make an individual care to make a decision based on universalistic values.
458

Så designar du användarvänliga interna kommunikationsnätverk / How to design user friendly internal communication networks

Palnén-Rung, Nicholas, Karlsson Sellén, Jonna January 2015 (has links)
Companys usually have intern communication platforms where employees can gather information and communicate with eachother. These networks are not public which leads to less resources spent on development. If this network is also used as a work tool may inadequate usability decrease work effeciency.   Thats why we, by using known design principles, evaluated an already existing network of this kind along with interviews and think out loud tasks for users. Four users had to do some tasks while they explained how they went through step by step to solve those.   This report culminates into a couple of guidelines which can be used to create a user friendly network. The problems that prevented users to feel in control when working resulted in the following guidelines: Create shortcuts of frequently used functions. Conformation and feedback creates confident users. Prevent errors with text, color and shapes. Focus on the target group through the whole design process. / Många företag har interna kommunikationsnätverk där anställda kan ta del av information och kommunicera med varandra. På grund av att dessa nätverk inte syns utåt mot kunden läggs mindre energi och pengar på utvecklingen av dessa. Om det interna nätverket dessutom fungerar som ett arbetsverktyg kan bristfällig användarvänlighet resultera i att effektiviteten av arbetet minskar.   I denna studie har vi använt kända designprinciper för att analysera ett sådant nätverk tillsammans med intervjuer och “tänka-högt-uppgifter” med användare. Fyra användare fick med ord förklara hur tankebanan gick när uppgifter skulle utföras och genom dessa intervjuer kunde brister i systemet upptäckas.   Rapporten mynnar ut i ett antal riktlinjer som kan användas för skapa användarvänliga kommunikationsnätverk. De problem som gjorde att användarna inte kände kontroll över sina arbetsmoment resulterade i följande riktlinjer: Skapa genvägar av funktioner som används frekvent. Bekräftelse och återkoppling skapar trygga användare. Förebyggande av fel med hjälp av text, färg och form. Fokusera på målgruppen genom hela designprocessen.
459

Studenters medvetenhet om- och inställning till social rekrytering. / Student Awareness and Attitude towards Social Recruitment.

Arozin, Alexander, Gustavsson, Niklas January 2015 (has links)
Idag har nästan varje student en Facebook-profil och majoriteten av studenterna använder sig av Facebook dagligen. Då studenter lägger upp allt mer och mer privat innehåll på sociala medier har det blivit en källa med information för företag att använda sig av i rekryteringssammanhang. Det uppsatsen menar att besvara är hur studenter på KTH ställer sig till social rekrytering via Facebook och hur de anpassar sig. Vi genomförde en kvantitativ studie för att undersöka hur  studenters medvetenhet kring- samt inställning till social rekrytering ser ut, och sedan genomförde en kvalitativ studie för att undersöka varför inställningen ser ut som den gör. Vi ville även undersöka om social rekrytering anses vara ett accepterat rekryteringsverktyg. Resultaten visar att majoriteten av vår målgrupp är medvetna om att social rekrytering används samt att de tycker det är ett acceptabelt rekryteringsverktyg. Vi har funnit att majoriteten av studenterna väljer att ha stängda profiler, då de inte vill att obehöriga ska ha möjlighet att komma åt privat information. Ett av de problem som identifierades var tolkningsproblematiken, och hur man får social rekrytering att vara rättvis för alla. / In today’ s society nearly every student has a Facebook profile, and the majority log into Facebook on a daily basis. Students upload more and more private information on social networks, and today it has evolved into a source of information that businesses can use in a recruitment process. What this essay will answer is the attitude of students at KTH towards social recruitment through Facebook and how students adapt. By a quantitative study we examined how  much students know about social recruitment, their attitude towards it and how they adapt. We also had a qualitative study to examine why  the attitude towards social recruitment is the way it is. Furthermore we wanted to answer if students find social recruitment to be an acceptable tool in a recruitment process. The results show that the majority of students are aware of the fact that social recruitment takes place, and that they also find it to be an acceptable recruitment tool. However, we found that the majority of students choose to have closed profiles, because they do not want third parties to be able to access their private information. One of the problems that was identified with social recruitment is the problem with interpretations, that it is the recruiter’s subjective opinions that are  applied when screening a candidate’s profile.
460

Videoföreläsningar som resurs i matematikstudier : En undersökning om studenters användande av videoföreläsningar på KTH / Videolectures as a resource in mathematical studies : A study about students use of videolectures at KTH

Romanus, Pernilla, Samuelsson, David January 2015 (has links)
De första åren på civilingenjörsutbildningen består till stor del av matematik och utgör en viktig grund för kommande kurser i utbildningen. I en studie från Sveriges Ingenjörer uppmärksammas det dessvärre att genomströmningen på de inledande matematikkurserna är relativt låg. Samtidigt observeras det att användandet av internetbaserad undervisning, så som videoföreläsningar, ökat markant bland ingenjörsstudenter de senaste åren. I denna studie undersöker vi hur studenter på medieteknikprogrammet på Kungliga Tekniska Högskolan använder sig av videoföreläsningar i sina matematikstudier. För att besvara vår frågeställning genomfördes intervjuer med 10 medieteknikstudenter samt analys av 129 kursreflektioner om de två inledande matematikkurserna Algebra och Geometri samt Envariabelanalys. Undersökningen syftar till att ge ökad kunskap om hur studenter använder videoresurser, varför de gör det och om det därmed också kan finnas anledning att anpassa den nuvarande matematikundervisningen på KTH. Resultatet visar att studenterna främst använder videoföreläsningar för att hitta lösningar till enstaka problem eller för att få en förklaring till ett område de har svårt för. Att kunna pausa och se samma föreläsning flera gånger ses som mycket fördelaktigt medan interaktionen mellan lärare och elev delvis saknas av studenterna. / The first years of engineering education consists largely of Mathematics and serves as an important foundation for future studies. A report from Sveriges Ingenjörer unfortunately claim that the pass rate on the introductory mathematics courses is relatively low. At the same time it is observed that the use of internet­based teaching, such as video lectures, has increased significantly among engineering students in recent years. This study investigates how student of Media Technology at the Royal Institute of Technology (KTH) uses videolectures as a resource in their mathematical studies. To answer our problem statement interviews with 10 students of Media Technology were carried out. In addition to this we also investigated 129 course reflections regarding the two initial math courses Algebra and Geometry and Calculus in One Variable. The study aims to bring better knowledge about how students use videolectures, why they do it and if there is reason to adapt the current teaching at KTH in someway. The result shows that students use videolectures foremost to find solutions to specific problems or to get something difficult explained to them. The ability to pause a lecture and see it multible times is much appreciated whilst the interaction between students and teacher is somewhat seen as a negative consequence of videolectures.

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