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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

Back-end development of mobile application for the collection of dietary data

Bäck, Fredrik January 2012 (has links)
Smartphones are used by incredibly many people, and in 2011 there where a total of 491.4 million units soled worldwide. This makes it a relevant technique for performing dietary studies when the test patients are on the move. This thesis shows how to create a back end environment for an Android application with existing techniques linked together, using MSSQL database, Visual Studio Web Service, web pages and C# classes and ASP.NET security. The back end development is used in a dietary study on Gothenburg University, butcould be applied on many similar back end projects using databases and server development.Techniques used in this thesis are: REST (Representational State Transfer) -client implementation and development inside the Android application, using HTTP methods to set and get information from the server and database, and JSON-format to read and transferinformation in an easy and understandable way, both from the Android application and from the database. FileMaker is also used in this project as a third part programme tovisualise the information in the database.
2

Mobile Exergaming Heuristics

Monk, Monika Patrice 20 October 2014 (has links)
An alarming number of adolescents experience obesity and related health issues, in part because of a lack of exercise. Increased mobile technology availability can have negative effects on amount of exercise, but they can have positive effects as well. Leveraging mobile technology to encourage and motivate exercise has potential to decrease unhealthy lifestyles, especially among young people. Mobile exergaming is an emerging field that has the potential to motivate users to exercise while also having fun. However, much of the early development work on mobile exergames has been ad-hoc, with little guidance available for designers. This work seeks to identify heuristics catered for mobile exergaming. This thesis presents four mobile exergaming heuristics were identified based on recent literature and on the author's mobile exergame design and development efforts: 1) Motivational game concepts that promote physical activity; 2) Game cues that engage active users; 3) Physically and temporally appropriate game structure to encourage continual, recurring play; 4) Game play movements that are safe for the user and for the device. This thesis describes the development of the mobile exergame heuristics, along with the creation and distribution of an ExergameApp Suite comprised of three mobile exergames: Fish Out of Water, Color Hunt and Space Rayders. / Master of Science
3

Ανάπτυξη εφαρμογών σε περιβάλλον Android

Καλλέργης, Γεώργιος 04 September 2013 (has links)
Το αντικείμενο της παρούσας διπλωματικής είναι η μελέτη της διαδικασίας ανάπτυξης εφαρμογών για το λειτουργικό σύστημα Android. Το λειτουργικό σύστημα Android αποτελεί μια τεχνολογία η οποία μέρα με την μέρα κερδίζει μεγαλύτερο μερίδιο στην αγορά των έξυπνων τηλεφώνων. Σήμερα, κατέχει την πρώτη θέση με τετρακόσια εκατομμύρια ενεργές συσκευές. Το γεγονός αυτό καθιστά την αγορά των εφαρμογών Android μία πολλά υποσχόμενη περιοχή για ανάπτυξη επιχειρηματικής δραστηριότητας. Η μελέτη ξεκινά με μία γενική επισκόπηση του κόσμου του Android καθώς και των εργαλεί- ων που είναι απαραίτητα για την ανάπτυξη εφαρμογών σε αυτόν. Στην συνέχεια γίνεται μία σύντο- μη ανάλυση της δομής του λειτουργικού συστήματος και τον τμημάτων που το αποτελούν καθώς και μία παρουσίαση των βασικών αρχών σχεδίασης διεπαφών χρήστη. Τέλος παρουσιάζονται μερι- κές βασικές προγραμματιστικές δομές που είναι απαραίτητες για την συγγραφή εφαρμογών και παρουσιάζεται η διαδικασία υποβολής μίας εφαρμογής στην Google προς πώληση. Για την καλύτερη εξοικείωση του αναγνώστη γίνεται παρουσίαση τεσσάρων απλών εφαρμο- γών που χρησιμοποιούν τις προγραμματιστικές δομές που αναλύονται στο κείμενο. Καλωσορίσα- τε στον κόσμο του ANDROID! / -
4

Implementing touch interaction in a casual mobile game

Andersson, Gustav January 2014 (has links)
This thesis is to help developers in the touch design of casual games. The thesis work was made on the development platform Gideros Mobile and much of the thesis theory and methods will be based on that work. The purpose of the report is to show what one should think about when making a casual game in a touch design perspective, like taking into account that most people are used to one type of input design (like swiping or tapping), that you should design the game with the purpose to reach out to as a large audience as possible (taking into account people with disabilities) and some small notes on what should be avoided so not to deter people from wanting to play the game. It is important to note that this thesis is built for the purpose of mobile casual games, others will probably not find this thesis relevant.
5

Patient Information Sharing using a Socio-technical Approach / 社会技術的アプローチを用いた患者情報の共有

KARGBO, MORRIS Kensuke Abu 23 September 2020 (has links)
付記する学位プログラム名: デザイン学大学院連携プログラム / 京都大学 / 0048 / 新制・課程博士 / 博士(情報学) / 甲第22803号 / 情博第733号 / 新制||情||125(附属図書館) / 京都大学大学院情報学研究科社会情報学専攻 / (主査)教授 黒田 知宏, 教授 矢守 克也, 特定教授 川上 浩司 / 学位規則第4条第1項該当 / Doctor of Informatics / Kyoto University / DFAM
6

"Mobile Fashion" Application

Kashanipour, Morvarid January 2012 (has links)
This master thesis investigates studies on fashion oriented people according to the "Outfit-Centric Accessories" concept. The outfit-centric accessories concept originated from recent research study by Juhlin and Zhang (2011) about mobile phone representation in fashion and Aesthetic of Interaction area of Human-Computer Interaction (HCI). The term outfit-centric accessories originated from clothing and wearer. In this concept an outfit is playing a role as the centerpiece and a mobile phone is functioning as a sort of an accessory that can be added to an outfit. The main aim here is to explore design solution for matching the visual appearance of mobile device with different outfit of a person. The first phase of this thesis is based on a research conducted through a literature review on the Aesthetic Interaction and the Experience-Centered design approach. Literature study has been followed by studies the relation between the fashion and technology and the outfit-centric accessories concept precisely. The findings that are presented here are based on field studies on fashion oriented people who are interested in mobile phone design. Filed studies were conducted through gathering input entries from social networking services such as Facebook and Blogger, survey of questionnaire on outfit matching mechanism, and inquiring people around. The findings are described the outfit "Match Mechanism" and the "social activities around the outfit matching" in relation to the concept. These descriptions have led the project to the system design and development phase regarding the outfit-centric accessories concept. This phase resulted in the Android based mobile application named "Mobile Fashion". This application enables a user to match a mobile device with variety of clothing in the form of a background image, cover, or printable sticker (skin phone) and it allows a user to participate in social services by sharing the look with others. It is worth mentioning that "Mobile Fashion" application presented in Vinnova-nytt (June 2011, No.3, p15) and International Joint Conference on Ambient Intelligent (AmI'11 November, 16, 2011, Amsterdam) (see appendix 14 and 15).
7

Utvärdering av mobila gränssnitt för användare med nedsatt syn : Evaluation of mobile interfaces for visually impaired users

Björinder, Pontus January 2015 (has links)
Studiens syfte uppstod ur samtal med ett nystartat företag som planerar att lansera en mobil applikation riktad mot träning och hälsa. Applikationen ska vara tillgänglig för en bred användargrupp, detta innefattar även användare med någon typ av nedsättning. En stor andel av befolkningen och en potentiellt stor andel av företagets presumtiva användare har någon typ av nedsättning som kan försvåra användning av tjänsten, den vanligaste nedsättningen är idag nedsatt syn. Denna studie utgår ifrån behovet att utveckla en koncis och effektiv utvärderingsmodell för att utvärdera användbarhet och upptäcka eventuella problem som existerar för användare med nedsatt syn vid användning av mobila tjänster. Kvalitativ data har samlats in från användartester och efterföljande intervjuer. Samtliga testdeltagare har en mild alternativt medelsvår synnedsättning, den användbarhetsexpert som utförde den heuristiska utvärdering har inte nedsatt syn. Framtagen utvärderingsmodell har testats genom att ligga till grund för den heuristiska utvärderingen, upptäckta problem i detta steg jämförs sedan med insamlad data från användartester för att undersöka modellens tillförlitlighet. Tillfredställande resultat har uppnåtts baserat på insamlad data, upptäckta problem vid den heuristiska utvärdering korrelerar i hög grad med problem som framkommit vid användartester. Studien indikerar att det finns en avsaknad av en specifik och lättanvänd användbarhetsmodell för utvärdering av mobila tjänster med fokus på användare med nedsatt syn. En sådan modell kan med fördel användas för att bidra till ökad användbarhet och en mer tillgänglig tjänst. Existerande användbarhetsramverk är ofta omfattande och inriktade på en bred användargrupp. De kan med fördel kompletteras med en tids och kostnadseffektiv användbarhets modell inriktad på att utvärdera tillgänglighet för en specifik användargrupp. Framtagen modell har sin grund i Universal Design vilket förhoppningsvis bidrar till en ökad användbarhet även för övriga användare. Förutom ökad användbarhet kan en potentiellt stor ekonomisk vinst uppnås via en tjänst som är anpassad och tillgänglig för fler användartyper. Studien har utgått ifrån beprövade metoder och har en grund i existerande teori vilket bidrar till ökad kvalitetssäkerhet, däremot så bidrar studiens begränsade storlek till att vidare tester krävs. / The purpose of this study came about during ongoing discussions with a newly started company that plans to launch an application focused on fitness and health. The application must be accessible to a broad user group, this include users with some kind of disability. A large percentage of the population and a potentially large percentage of the company ́s prospective users have some kind of disability that can complicate use of the service, impaired vision is the most common kind of disability today. This study is based on the need to develop a concise and effective evaluation model intended to evaluate usability and to detect any possible problems that exist for users with visual impairments when using mobile services. Qualitative data has been collected from user testing and subsequent interviews. All test participants have a mild alternatively moderate visual impairment, the usability expert who carried out the heuristic evaluation is not visually impaired. The presented usability model has been tested and analyzed by posing as the basis for the heuristic evaluation, results found in this stage are then compared with results obtained from user testing in order to determine whether satisfactory results are met. The model shows satisfactory results based on obtained data, problems detected during the heuristic evaluation corresponds in a consistent manner with problems that emerged during user testing. The study indicates that there is a lack of specific and easy to use usability models for the evaluation of mobile services with a focus on visually impaired users. Such a model can preferably be used in order to increase usability and provide a more accessible service. Existing usability frameworks are often extensive and targeted at a broad user group. They can be supplemented with a time and cost efficient usability model directed at evaluating accessibility for a specific user group. The presented model is based on the principles of Universal Design which will hopefully contribute to a greater usability for the general user as well. In addition to improved usability a potentially great economic profit can be made by developing a more accessible service that can be used by more users. The study is based on proven methods and has support in existing theory which contributes to a higher quality assurance, however, the narrow scope of the study contributes to the necessity of further testing.
8

Digitala tjänstens registreringsprocess – hur påverkar den helhetsintrycket?

Svensson, Jacob January 2013 (has links)
The outset of this thesis is to raise questions on how we design for the mobile context and the capabilities of smartphones. Not only the presentation but also the use of input and interaction between a service and a user.This work evolves around sign up forms and answers the question: How does the sign up process affect the holistic perspective of a digital service regarding usability and user experience?This thesis consists of a case studies, and design experiments conducted on Twitter, Instagram and Randos sign up processes to explore if and how the usability, and the user experience could be affected and im- proved.This concluded some important aspects to be considered when designing sign up forms for a digital service.The usability, and the user experience is not only affected by user interaction, and the choice of input method but it’s also affected by which data the service is requesting, and more important; if that data is motivated to request by the service.
9

Evaluation of Mobile Interface Design when viewing Cross- Media Information / Utvärdering av Mobile Interface Design när visning Cross- Media Information

Mendonsa, Shaun January 2016 (has links)
The objectives and goals of this study is to analyze different styles of viewing information on mobile platforms and to find out what each different view brings to the table by creating and testing them with varied users. The study takes into account List View, Scroll View, and Grid View and compares them while viewing three different data formats. For this study, plain text, tabulated text, and interactive text will be analyzed. Smart mobile devices are the most used platform to view data in today's information rich world according to a survey conducted by Forrester Research. When designing for them, a lot must be considered but not knowing what is best suited for each application can be daunting for developers and designers, especially in the user experience context. This study aims to explore each mobile interface and give a better understanding about the different user interface designs features. Information visualization on cross-media information spaces and platforms is an important part of how information is disseminated today. Considering nowadays people get their information through multiple different media platforms like tablets, mobile phones, and web browsers, how to visualize data across all these platforms is a study to focus on in itself. The study showed that users performed better with certain views paired with different data types over others. Certain features of each view helped users understand the data types better over others while others improved users speed in reading data. Users showed certain preferences when interacting with each view on mobile devices when viewing cross media information which is mentioned in the study. / Målet för den här studien är att analysera olika sätt att visa information på mobila enheter och jämföra dessa genom att testa med olika användare. Studien undersöker de olika vyerna List View, Scroll View och Grid View och jämför dem med tre olika dataformat: vanlig text, tabellerad text och interaktiv text. Smarta mobila enheter är den mest använda plattformen för att synliggöra i dagens informationsrika samhälle enligt en undersökning av Forrester Research. När man utformar designlösningar för smarta mobila enheter är det mycket man behöver ta hänsyn till. Att inte veta vad som är bäst för varje applikation kan vara en svår uppgift för utvecklare och designers, särskilt ur användarperspektiv. Den här studiens syfte är att utforska varje mobilt gränssnitt och ge en bättre förståelse för de olika designlösningarna. Att visualisera information på olika mediers informationsytor och plattformar är en viktig del av hur information sprids idag.Om man tar i beaktan att människor numera får information via flertalet medieplattformar som tex läsplattor, mobiltelefoner, och webbläsare så inser man att visualisering av data på alla dessa medieplattformar är en studie i sig. Studien visade att användare lyckades bättre med vissa vyer och datatyper i kombination jämfört med andra. Specifika funktioner i varje vy hjälpte användare att förstå vissa datatyper bättre än andra, medan andra förbättrade användarnas snabbhet att läsa data. Användare tycktes föredra att interagera med vyer på mobila enheter när de tittade på information på olika medieplattformar, vilket nämns i studien.
10

Design Guidelines for a Mobile-Enabled Language Learning System Supporting the Development of ESP Listening Skills

Palalas, Agnieszka 08 May 2012 (has links)
This dissertation presents, describes and discusses an interdisciplinary study which investigated the design and development of a language learning instructional solution to address the problem of inadequate aural skills acquisition for college ESP (English for Special Purposes) students. Specifically, it focused on the use of mobile technology to expand learning beyond the classroom. The eighteen-month process of data collection and analysis resulted in a conceptual model and design principles for a Mobile-Enabled Language Learning (MELL) solution. Mobile-Enabled Language Learning Eco-System was thus designed, developed and trialled in the real-life learning context. Through the iterative process of the design, development and evaluation of the MELL system and its components, design principles were also generated. These design recommendations were refined and reformulated in a cyclical fashion with the help of more than 100 students and ten experts. The resulting MELLES design framework encompasses guidelines addressing the essential characteristics of the desired MELL intervention as well as procedures recommended to operationalize those features. The study also resulted in a better understanding of the broader context of ESP learning using mobile devices and the role of elements of environment, ultimately contributing to real-life praxis of the Ecological Constructivist framework and the complementary approach of Design-Based Research (DBR) methodology. / 2012-06

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