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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.
471

Enhancing User Engagement in Electronic Commerce Through the Transition to a Digital Ecosystem

Yang, Binbin January 2016 (has links)
Electronic Commerce (EC) companies are faced with a highly competitive environment today. Strengthening user engagement in digital ecosystems is a promising approach to increasing value co-creation. However, enterprise-oriented user engagement strategies examined in previous studies are relatively inadequate to meet today’s expectations. This paper looks to answer the question, “how to effectively strengthen user engagement to acquire a sustainable value co-creation system in EC.” A plausible user engagement strategy was revealed by analyzing a single case study in the music sector based on details of a digital ecosystem. Semi-structured interviews performed with company Xiami along with their users, show that the recognition of user-oriented needs and the expansion of user-driven demands are two key aspects for EC companies to maintain a sustainable growth of value co-creation.
472

Home sweet home : a case study on persuasive technology to promote usage of an m-health application by elderly living at home

Wei, Nicklas, Blomberg, Richard January 2019 (has links)
Much of the developed world is experiencing an aging population. This requires society to adapt to take care of a growing elderly population and improve their quality of life. Today, mobile systems are available that makes it possible to monitor and improve health (m-health). Even though these systems could be immensely helpful for the elderly population, this has not been the primary demographic for the current m-health systems. This case study aimed at examining how persuasive technology (technology for changing behavior and/or attitude) can be used to promote usage of m-health applications by the elderly. For this purpose, a theoretical framework for supporting m-health systems is proposed. This framework consist of persuasive technology (for motivation and support for fulfillment of human needs), knowledge of elderly issues in interacting with mobile interfaces, smartphone usability heuristics and the Plan-Do-Study-Act (PDSA) cycle (to support goalsetting and incremental progress). To determine how persuasive technology can be used to motivate elderly and find effective strategies for this purpose, the case study examined health behavior, motivations for healthy behavior, attitude to health, general goal setting behavior, needs, preferences, technological experience and self-efficacy, as well as usage of m-health systems using qualitative and participatory methods. Methods used included semi-structured interviews, future workshop, revolutionary rapid prototyping and usability evaluation. The findings of the interviews and the future workshop suggested the primary motivation for healthy behavior was derived from social aspects. Thus, the most effective persuasive strategies for the elderly likely target their need for social belonging and socialization. Based on the findings, an interactive prototype was developed. The prototype proposed an m-health application with self-monitoring that implemented an elderly community around healthy behavior, with opportunities to earn digital rewards and challenge other users to competition. The interactive prototype was then used in a usability evaluation to gauge its usability by the elderly and revised in higher fidelity according to their feedback.
473

User Experience : Att konkretisera tillvägagångssättet med utgångspunkt från ett fallföretag / User Experience : A methodology based on a case company

Salomonsson, Dennis, Häll, Viktor January 2019 (has links)
There are many different details to consider for developers when creating a new product. Many believe that the functions is the most important. However the question about how the products User Experience should be handled gets more and more important. Because of that there are lots of tests before every launch to ensure that the product gets a better welcoming with the customers. The purpose with this study was to create a overview for how to create a better User Experience. We have created a guideline in this topical subject through creating a methodology to follow. This was done because of the difficulty to follow the current guidelines, and especially from those who really don´t know the subject. This study was based on previous research with a qualitative data collection method. We did our study from the eyes of a case business where we had interviews to get their opinions about User Experience and methodologies that already exists. The information that were used as method for the selection of informants because it was important for us that the informants knew what they were talking about. The purpose of the empirical data was to conclude which parts that were necessary to include in a methodology to get a more advanced User Experience but also why it is important. With this information we could give our version of a methodology to create a User Experience that fit in different projects. The results of the study contain the parts that we thought was important for creating a methodology that the developers could use. These were Design, UX-design, User Behavior, Usability and Human Computer Interaction that we later compiled to different phases in our methodology for User Experience. Furthermore when we concluded the phases for our methodology and these were Understanding where the developers shall create an understanding about what the user really wants. Research where you research what techniques that should be a part of a modern product. Sketch where you work from what the customer wants to get prototypes and test them to get their opinion. Design where you confirms which of the prototypes you will use in a completed design. Implementation where you create the product. The last phase is Evaluate where you do usability testings continuously to know that it is really working.
474

Consumo colaborativo no mundo digital: um estudo sobre design e percepção em sites de colaboração / Collaborative consumption in the digital world: a study about design and perception in sites for collaboration

Furtado, Eva Jussara Carvalho 31 October 2016 (has links)
A cultura da participação abre no mundo digital um leque de novos e remodelados comportamentos do mundo clássico. Tanto os formatos de participação, quanto a colaboração e cooperação se ressignificam dentro da cibercultura. O que é fundamental para entender o consumo colaborativo. Este trabalho delineia um posicionamento conceitual do consumo colaborativo entre outros conceitos semelhantes como compartilhamento, cooperação e dilemas sociais, com o objetivo de diferenciar gradientes de colaboração dentro dos modelos de consumo colaborativo. Na investigação teórica, o que se encontrou foi uma linha tênue que distingue os graus de colaboração e cooperação pelo nível de envolvimento pró-social e a interação entre consumidores. Do ponto de vista da comunicação e do design de user experience, esse trabalho realizar um estudo de recepção que compara os elementos informativos gráficos mais recorrentes nos sites de consumo colaborativo com a percepção de importância desses elementos pelos usuários. Além de contribuir com uma escala de colaboração que pode ser aplicada em iniciativas desse tipo para classificá-las desde altamente cooperativas a altamente colaborativas. Os achados auxiliarão futuras pesquisas acadêmicas nessa área. / The participatory culture in the digital world opens a range of new and refurbished behaviors of the classical world. The shades of sharing, collaboration and cooperation are resignify within cyberculture. This is critical to understand the collaborative consumption. This paper outlines a conceptual positioning of the collaborative consumption and other similar concepts such as sharing, cooperation and social dilemmas, in order to differentiate collaboration gradients inside collaborative consumption models. In theoretical research, we found a fine line that distinguishes the degrees of collaboration and cooperation by the level of prosocial involvement and interaction among consumers. From the point of view of communication and user experience design, this work conduct a study of reception that compares the most frequent graphic pieces of information on collaborative consumption websites with the perceived importance of these elements by the users. Besides contributing with a collaborative scale that can be applied in such initiatives to rank them from highly cooperative to highly collaborative. The findings will help future academic research in this area.
475

Recomendação de conteúdo baseada em interações multimodais / Content recommendation based on multimodal interactions

Costa, Arthur Fortes da 29 January 2015 (has links)
A oferta de produtos,informação e serviços a partir de perfis de usuários tem tornado os sistemas de recomendação cada vez mais presentes na Web, aumentando a facilidade de escolha e de permanência dos usuários nestes sistemas. Entretanto, existem otimizações a serem feitas principalmente com relação à modelagem do perfil do usuário. Geralmente, suas preferências são modeladas de modo superficial, devido à escassez das informações coletadas,como notas ou comentários, ou devido a informações indutivas que estão suscetíveis a erros. Esta dissertação propõe uma ferramenta de recomendação baseado em interações multimodais, capaz de combinar informações de usuários processadas individualmente por algoritmos de recomendação tradicionais. Nesta ferramenta desenvolveram-se quatro técnicas de combinação afim fornecer aos sistemas de recomendação, subsídios para melhoria na qualidade das predições em diversos domínios. / Providing products, information and services from user profiles has made the recommendation systems to be increasingly present, increasing the ease of selection and retention of users in Webservices. However, there are optimizations to be made in these systems mainly with respect to modeling the user profile. Generally, the preferences are modeled superficially, due to the scarcity of information collected, as notes or comments, or because of inductive information that is susceptible to errors. This work proposes are commendation tool based on multimodal interactions that combines users\' interactions, wich are processed individually by traditional recommendation algorithms. In this tool developed four combination of techniques in order to provide recommendation systems subsidies to improve the quality of predictions.
476

User Evaluation Framework for Model Finding Research

Danas, Ryan 31 August 2016 (has links)
"We report the results of a series of crowd-sourced user studies in the formal-methods domain. Specifically, we explore the efficacy of the notion of "minimal counterexample" -- or more colloquially, "minimal bug report" -- when reasoning about logical specifications. Our results here suggest that minimal counterexamples are beneficial some specific cases, and harmful in others. Furthermore, our analysis leads to refined hypotheses about the role of minimal counterexamples that can be further evaluated in future studies. User-based evaluation has little precedent in the formal methods community. Therefore, as a further contribution, we discuss and analyze our research methodology, and offer guidelines for future user studies in formal methods research. "
477

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

Wu, Naomi January 2018 (has links)
Currently for travel planning, guests will research via hotel websites while still preferring to book through third-party sites, which leads to a disconnect between hotels and their guests. A chat widget artifact that is added onto the hotel’s website and linked through messaging applications was created by a start-up company, Bookboost, to bridge this gap. The current intuitiveness of the artifact and future improvements that may increase intuitiveness was investigated through a case study of user and expert analysis. 10 participants – 5 hotel staff users and 5 guest users – were sampled at hotel lobbies via systematic sampling and non-random sampling. Participants ranged in age from 18 to 65 years old, with 30% being millennials. Task analysis, an interview, and a questionnaire were used for user analysis. The researcher acted as an evaluator and examined the artifact for flaws and possible improvements using activity theory’s human-artifact model (HAM). Analyses suggest that current intuitiveness is fairly high, but there is room for improvement. There seems to be a difference between millennials and non-millennials, especially regarding the amount of time taken and preference for the artifact (versus more familiar methods for communicating with others). Interest and comfort in technology usage was a factor in intuitiveness. Generally, those more comfortable with technology had higher zone of proximal development (ZPD) scores. Improvements have been suggested that may increase artifact intuitiveness, although this was not tested due to the scope of the study. Future research can continue to examine if the suggested improvements have indeed increased intuitiveness in the artifact for users of all ages.
478

Say, Do, Make?:user involvement in information systems design

Tokkonen, H. (Helena) 05 March 2019 (has links)
Abstract User involvement in information systems design has recently gained interest in the media. Numerous systems have been digitalized during product development to help people’s everyday lives. But are information systems designed to meet users’ needs or support users’ goals? The goal of this research was to understand how user involvement is perceived in information systems design and how users are involved. Is the basis of user involvement what a user Says or what a user Does, or is a user actively participating in the whole design process? The informants of the present study entailed different design projects that were investigated with a qualitative method by interviewing 20 designers of selected design cases. At first an a priori model of user involvement in information systems design was created based on an analysis of extant literature. The model was used in the analysis of information systems design cases. Based on the empirical data a revised, a posteriori model, UICD model was developed. The UICD model provides on overall picture of user involvement in information systems design. UICD model can aid designers to understand user involvement comprehesively: what users Say, what users Do and what users Make in design process. Compared to the a priori model, UICD model includes the impact of other key stakeholders in information systems design process. / Tiivistelmä Käyttäjien osallistuttaminen tietojärjestelmien suunnitteluun on herättänyt julkista keskustelua. Monia yhteiskunnallisia ja yksityisiä palveluja on digitalisoitu sekä tuotteiden yhteyteen on suunniteltu järjestelmiä helpottamaan asiakkaiden toimintaa. Mutta ovatko suunnittelut ratkaisut käyttäjän tavoitteiden mukaisia ja vastaavatko ne käyttäjien tarpeisiin? Tämän tutkimuksen tavoitteena oli ymmärtää kuinka käyttäjien osallistuttaminen käsitetään informaatiojärjestelmien suunnittelussa ja miten käyttäjiä on osallistettu. Perustuuko käyttäjien osallistuttaminen tietoon siitä mitä hän sanoo tai mitä hän tekee vai osallistuuko hän koko suunnitteluprosessin ajan tulevan ratkaisun kehittämiseen? Tutkimuksen kohteina oli 20 erilaista projektia, joihin syvennyttiin laadullisella tutkimuksella haastattelemalla projekteissa toimineita suunnittelijoita. Tässä tutkimuksessa laadittiin ensin kirjallisuuskatsaukseen pohjalta malli käyttäjien osallistuttamisesta informaatiojärjestelmien suunnittelutyöhön. Mallia käytettiin empiirisesti kerätyn tiedon analyysin pohjana. Tämän jälkeen mallia muokattiin siten, että se selittää tutkimuksen havainnot. Näin saatu UICD malli luo kokonaiskuvan käyttäjälähtöisyyden ulottuvuuksista informaatiojärjestelmien suunnittelutyössä. UICD malli auttaa suunnittelijoita ymmärtämään käyttäjien osallistuttamisen kokonaisvaltaisesti: mitä käyttäjät sanovat, mitä käyttäjät tekevät ja miten käyttäjät osallistuvat informaatiojärjestelmien suunnitteluun. UICD malli laajentaa aiemman tutkimuksen näkemystä muun muassa keskeisten sidosryhmien vaikutuksesta informaatiojärjestelmien suunnitteluun.
479

Inside the new sites of innovation : how user communities influence complex enterprise technologies

Mozaffar, Hajar January 2013 (has links)
User groups have been recognised as one of the most important coupling mechanisms between users and vendors. There are hundreds of such groups around the world attached to complex technological artefacts and systems. Innovation scholars have referred to these groups as the new sites of innovation and gone as far to suggest that vendors may struggle to survive without the user-led innovation that derives from these forums (von Hippel, 2005). This is particularly the case for software products. However, despite their growing academic and policy importance, and notwithstanding the fact these communities have been in existence for more than three decades, the Information Systems literature has not yet explained the complex workings of such groups. This study produces one of the first ethnographic studies of a major software user group linked to a complex packaged enterprise system. It describes and characterises the range of functions carried out by this group, which includes their internal workings and organisation, how members relate to each other, how the group links to the vendor and other intermediaries, and the group’s attempts to shape the development of its technology. A key focus of the work is the various tensions and barriers found in these communities. To analyse this group the study adopts and extends the Social Shaping of Technology (SST) and its recent offshoot, the ‘Biography of Artefact’ (BoA) framework. This thesis contributes to these approaches by showing the importance of multifaceted time dimensions and heterogeneity of spaces in examining users groups. Whilst existing studies using these approaches have looked at the evolution of technology over extended periods, this thesis contributes by considering the coevolution of the technology and the community attached at the same time. This allows us not only to gain a better conceptualisation of the user group but as a result see new forms of innovation invisible to more dominant perspectives. It challenges economist led understandings of user-led innovation which tend to give only a rather superficial understanding of the process by which users create new innovation. In particular, and through arguing for the need to take into account both ‘success’ and ‘failure’ in the process of user-led innovation, the thesis offers the concept of ‘artification’ to explain further complex outputs originating from the interaction of these actors in multiple spaces and over long periods of time. The thesis also extends theories of the Social Shaping of Technology by depicting innovation as an arena where different actor spaces act collectively, but also compete, and as a result wield influence on different stages of the technology lifecycle. This leads to a further contribution of this thesis in the field of Information Systems research by suggesting that enterprise software innovation is a community achievement. In particular, the research proposes the concept of ‘unification’ to show the collective acts of users in aggregating their needs to participate in the development of technology. The study concludes by offering insights and recommendation to practitioners and policy makers for deploying user communities for better technological outcomes, both in terms of design and development as well as implementation and use.
480

User interactive techniques for computer-assisted medical applications. / 计算机辅助医疗系统中的用[hu]交互技术 / 计算机辅助医疗系统中的用戶交互技术 / Ji suan ji fu zhu yi liao xi tong zhong de yong [hu] jiao hu ji shu / Ji suan ji fu zhu yi liao xi tong zhong de yong hu jiao hu ji shu

January 2011 (has links)
書名中的[hu], 字形為: '點'在上, '尸'在下. / Shu ming zhong de [hu], zi xing wei: 'dian' zai shang, 'shi' zai xia. / Meng, Qiang. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2011. / Includes bibliographical references (leaves 92-99). / Abstracts in English and Chinese. / Abstract --- p.i / Acknowledgement --- p.iv / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- User Interaction in Medical Applications --- p.1 / Chapter 1.2 --- UI Technologies and Challenges for Medical Systems --- p.2 / Chapter 1.3 --- Main Contributions of the Thesis --- p.5 / Chapter 1.4 --- Thesis Organization --- p.8 / Chapter 2 --- Interactive Vascular Designing and Modeling --- p.9 / Chapter 2.1 --- Introduction and Related Works --- p.10 / Chapter 2.2 --- Vascular Designing and Modeling System Overview --- p.12 / Chapter 2.3 --- Data Structure for Vascular Tree --- p.13 / Chapter 2.4 --- VesselEdit 一 A Freehand Vessel Skeleton Generator --- p.17 / Chapter 2.4.1 --- 2D scribble to create 3D vessel tree --- p.17 / Chapter 2.4.2 --- 3D Skeleton Editing --- p.18 / Chapter 2.5 --- Feature Point Selection and Spline Segment Construction --- p.18 / Chapter 2.5.1 --- Feature Point Update --- p.18 / Chapter 2.5.2 --- Feature Point Selection --- p.20 / Chapter 2.5.3 --- Spline Segment Construction --- p.20 / Chapter 2.6 --- Vascular Tree Visualization --- p.22 / Chapter 2.6.1 --- Curve Frame --- p.22 / Chapter 2.6.2 --- Bifurcation Frame --- p.24 / Chapter 2.6.3 --- Frame Junction and Blending --- p.25 / Chapter 2.6.4 --- Transparency Enhancement --- p.27 / Chapter 2.7 --- Modeling Case Study and Results --- p.28 / Chapter 2.7.1 --- Normal cases --- p.28 / Chapter 2.7.2 --- Pathological Cases for Vascular Interventional Simulation --- p.28 / Chapter 2.7.3 --- Timing Experiments --- p.30 / Chapter 3 --- Vascular Intervention Simulator System --- p.32 / Chapter 3.1 --- Introduction to Vascular Intervention Simulator --- p.33 / Chapter 3.2 --- Overview of the endovascSim System --- p.34 / Chapter 3.3 --- Guidewire Sensing Hardware Interface Design --- p.36 / Chapter 3.3.1 --- Catheter & Guidewire Motion Sensing Requirements --- p.36 / Chapter 3.3.2 --- Motion Sensing with Trackball Mouse --- p.38 / Chapter 3.3.3 --- Multi-Mouse Device for Catheter & Guidewire Motion Sens- ing --- p.39 / Chapter 4 --- User Interaction for Visible Human Slice Navigation --- p.42 / Chapter 4.1 --- Introduction and Related Works --- p.43 / Chapter 4.2 --- VH Slice Navigation System Overview --- p.44 / Chapter 4.3 --- VH Data Compression --- p.45 / Chapter 4.3.1 --- VH Data Down Sampling --- p.46 / Chapter 4.3.2 --- Bounding Box Compression --- p.47 / Chapter 4.3.3 --- DXT Compression --- p.51 / Chapter 4.3.4 --- Compressed Visible Human Data Format --- p.53 / Chapter 4.4 --- Slice Pixels Calculation --- p.55 / Chapter 4.4.1 --- Pixels Color Computation --- p.55 / Chapter 4.4.2 --- CPU-GPU Cooperative Computation Framework --- p.58 / Chapter 4.4.3 --- CPU-GPU Computation Balancing Method --- p.60 / Chapter 4.5 --- User Interaction Design --- p.63 / Chapter 4.5.1 --- Slice navigation and haptic rendering --- p.64 / Chapter 4.5.2 --- Software UI layout and slice bookmarking --- p.66 / Chapter 4.6 --- System Implementation and Experimental Result --- p.68 / Chapter 5 --- Volume Data Exploration with Tangible Handheld Device --- p.71 / Chapter 5.1 --- Introduction and Related Works --- p.72 / Chapter 5.1.1 --- Introduction to Our Exploration System --- p.72 / Chapter 5.1.2 --- Ralated Works --- p.74 / Chapter 5.2 --- System Overview --- p.75 / Chapter 5.2.1 --- Hardware --- p.76 / Chapter 5.2.2 --- Server Program --- p.77 / Chapter 5.2.3 --- Client Program --- p.78 / Chapter 5.3 --- "Volumetric Data, Exploration and Annotation" --- p.78 / Chapter 5.3.1 --- Volume Data Manipulation --- p.79 / Chapter 5.3.2 --- "Volume Data, Slicing" --- p.80 / Chapter 5.3.3 --- "Volume Data, Visual Annotation" --- p.82 / Chapter 5.3.4 --- Volume Data Measurement --- p.84 / Chapter 6 --- Conclusion and Future Directions --- p.86 / Chapter 6.1 --- Conclusion --- p.86 / Chapter 6.2 --- Future Works --- p.88 / Publication List --- p.90 / Bibliography --- p.92

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