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Návrh metodiky vývoje softwaru se zaměřením na oblast UX / Proposal of Software Development Methodology with Focus on UXMikula, Jan January 2013 (has links)
The main objective of this work is to propose a software development methodology which will reflect both issues -- design of User Experience (UX) and its implementation. The second objective is to compare the current software development methodologies. The third objective is to describe the work environment and the principles of that environment to fully implement this methodology. The fourth objective is to test the methodology in practice and validate its performance on my own startup. The fifth objective is to analyze companies which are focusing on similar product as my startup and their approach to UX development. First I will take look at waterfall methodology and then at modern agile methodologies such as Scrum, Kanban and Lean management, which are now becoming standard in software development. I will describe issues with the integration of UX into software development. The next section will introduce my own methodology, which is based on Scrum. The methodology consists of general principles of Lean and Agile management and the management, which is sometimes called "freedom at work". Then I will use the proposed methodology on my own startup project and will evaluate its use in practice. In last part I will analyze development process with focus on UX in projects Medium and Facebook. Thesis combines knowledge from Lean and agile management, economy and cognitive science to show the way to succeed in today services with great UX.
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Návrh metodiky UIX designu pro mobilní aplikace / Design methodology UIX Design for Mobile ApplicationsŠolín, Petr January 2012 (has links)
This thesis describes the design methodology for User Experience Design and its use in the creation of mobile applications. The theoretical part focuses on defining the field of User Experience Design (UXD) in conjunction with the definition of user experience. It then focuses on the role of UX Designer and his knowledge especially in the field of design of cognitive and memory operations. The main goal of the theoretical part of the thesis is to make up a comprehensive procedure for creating mobile UX applications serving as company's manual or guidance in creating a user-friendly application. The main goal of the practical part is the author's design of methodology UX Design for mobile applications. The methodology is proposed based on the author's experience gained from the project positions as UX designers and graphic designer. A secondary goal of the practical part is the application of created the methodology on a case study of creating mobile applications.
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Abstractions to Support Dynamic Adaptation of Communication Frameworks for User-Centric CommunicationAllen, Andrew A 29 March 2011 (has links)
The convergence of data, audio and video on IP networks is changing the way individuals, groups and organizations communicate. This diversity of communication media presents opportunities for creating synergistic collaborative communications. This form of collaborative communication is however not without its challenges. The increasing number of communication service providers coupled with a combinatorial mix of offered services, varying Quality-of-Service and oscillating pricing of services increases the complexity for the user to manage and maintain `always best' priced or performance services. Consumers have to manually manage and adapt their communication in line with differences in services across devices, networks and media while ensuring that the usage remain consistent with their intended goals. This dissertation proposes a novel user-centric approach to address this problem. The proposed approach aims to reduce the aforementioned complexity to the user by (1) providing high-level abstractions and a policy based methodology for automated selection of the communication services guided by high-level user policies and (2) providing services through the seamless integration of multiple communication service providers and providing an extensible framework to support the integration of multiple communication service providers. The approach was implemented in the Communication Virtual Machine (CVM), a model-driven technology for realizing communication applications. The CVM includes the Network Communication Broker, the layer responsible for providing a network-independent API to the upper layers of CVM. The initial prototype for the NCB supported only a single communication framework which limited the number, quality and types of services available. Experimental evaluation of the approach show the additional overhead of the approach is minimal compared to the individual communication services frameworks. Additionally the automated approach proposed out performed the individual communication services frameworks for cross framework switching.
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Recomendação de conteúdo baseada em interações multimodais / Content recommendation based on multimodal interactionsArthur Fortes da Costa 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.
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Impact of Query Specification Mode and Problem Complexity on Query Specification Productivity of Novice Users of Database SystemsJih, Wen-Jang 12 1900 (has links)
With the increased demand for the utilization of computerized information systems by business users, the need for investigating the impact of various user interfaces has been well recognized. It is usually assumed that providing the user with assistance in the usage o-f a system would significantly increase the user's productivity. There is, however, a dearth of systematic inquiry into this commonly held notion to verify its validity in a scientific fashion. The purpose of this study is to investigate the impact of system-provided user assistance and complexity level of the problem on novice users' productivity in specifying database queries. The study is theoretical in the sense that it presents an approach adopted from research in deductive database systems to attack problems concerning user interface design. It is empirical in that it conducts an experiment in a controlled laboratory setting to collect primary data for the testing of a series of hypotheses. The two independent variables are system-provided user assistance and problem complexity, while the dependent variable is the user's query specification productivity. Three measures are used as separate indicators of query specification productivity: number of syntactic errors, number of semantic errors, and time required for completing a query task. Due to the lack of a well-defined metric for user assistance, the study first presents a generic classification scheme for relational query specification. Based on this classification scheme, two quantitative metrics for measuring the amount of user assistance in terms of prompts and defaults were developed. The user assistance is operationally defined with these two metrics. Four findings emerge as significant results of the study. First, user assistance has a significant main effect on all of the three dependent measures at the 1 percent significance level. Second, problem complexity also has a significant impact on the three productivity measures at the 1 percent significance level. Third, the interaction effect of user assistance and problem complexity on the number of semantic errors and the amount of time for completion is significant at the 1 percent level. Fourth, Although this interaction effect on the number of syntactic errors is not significant at the 5 percent level, it is at the 10 percent level. More research is needed to permit a thorough understanding of the issue of user interface design. A list of topics is suggested for future research to confirm or to modify the findings of this study.
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Visualiseringar av en driftsgrensanalys : Ett användargränssnitt utvecklat för ett ekonomiskt och produktionstekniskt analyssystem med en användarcentrerad utvecklingsprocess / Visualization of an Analysis of Operating Branches : A User Interface Developed for an Economic and Production Technical Analysis System with a User-centered Design ProcessGunnarsdotter, Petra January 2021 (has links)
This report presents a development of an analytic tool for advisors, developed with a usercentred design process. The tool is developed to help advisers enhance profitability in a company in a simple and flexible way, and to convey the knowledge to their customers. The report focuses on usability and visual representations to present data from an analysis of the operating branches as well as key performance indicators. The work has a usercentered design process divided into four steps and performed by a pre-study and two iterations. The prestudy was the basis of the project, which included a literature study, interviews compiled to two persons and an effect map. The first iteration began with exploring different visual representations for an analysis of the operating branches and key performance indicators. The visual representations were user-tested through a questionnaire. The second iteration developed the tool by designing and implementing a prototype in the program React in order to be user-tested. The test focused on the visual representations and was performed through task-based questions, Likert-questions about the visual representation and the standardized questionnaire System Usability Scale. The report concluded that users thought that bar graphs, tables and texts are the easiest tools to use. The visual representations can therefore be used to visualize economic values. However, a bullet graph was more likely to be chosen in order to visualize key performance indicators. Bullet graphs contain a lot of information, which makes the diagram complex for the user to understand. A simple and fast tool should therefore be limited and use the details-on-demand of the information visualization mantra to enable the user to obtain more information when needed. The tool is not fully developed and more iterations are needed to complete a final product. / Denna rapport presenterar utvecklingen av ett analysverktyg för ekonomiska rådgivare med inriktning på lantbruk, utvecklat genom en användarcentrerad designprocess. Verktyget är utvecklat för att hjälpa rådgivare att förbättra lönsamhet i ett företag på ett en-kelt och smidigt sätt, samt förmedla kunskapen till sina kunder. Examensarbetet fokuserar på användbarhet och visuella representationer för att presentera data från en driftsgrensanalys samt nyckeltal. Arbetet använder en användarcentrerad designprocess uppdelat i en förstudie och två iterationer. Förstudien låg till grund för projektet och innehöll en litteraturstudie, intervjuer sammanställt till två personer och en effektkarta. Första iterationen utforskade olika visuella representationer för en driftsgrensanalys och nyckeltal. De visuella representationerna användartestades genom en enkätundersökning. Den andra iterationen utvecklade verktyget genom att designa och implementera en prototyp med React för att användartestas. Användartestet fokuserade på de visuella representationerna av resultatet och utfördes genom uppgiftsbaserade frågor, Likert-frågor om den visuella representationen och en standardiserade enkäten för att undersöka användbarheten (System Usability Scale). Resultatet visade att användare tycker att stapeldiagram, tabeller och texter är de enklaste verktygen att använda. De visuella representationerna går därför att använda för att visualisera ekonomiska värden. Visualiseringen för nyckeltal gjordes med ett nysansdiagram vilket fungerade bra med förklaring. Visualiseingen innehöll mycket information vilket gjorde den komplext vid första anblick för användaren att förstå. Ett enkelt och snabbt verktyg bör därför begränsas och använda sig av informationsvisualiseringsmantrats detaljer vid efterfrågan (details-on-demand) för att ge användaren möjlighet att få mer information vid behov. Verktyget är inte färdigutvecklat och fler iterationer behövs för att färdigställa en slutlig produkt. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
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Modeling Knowledge and Functional Intent for Context-Aware Pragmatic AnalysisVedula, Nikhita January 2020 (has links)
No description available.
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Prvouživatelské testování UX / First-user testing of UXKalabusová, Kateřina January 2019 (has links)
This Masters's Thesis is devoted to first-user testing of web application of ALVAO, s.r.o. Theories of user experience or UX testing are summarized in theory. There are a theory of first-user testing, as well as the creation of global and "task" scenarios. In the practical part of the testing itself for the fictitious company is done. Most attention is paid to testing with test subjects. The resulting testing was evaluated and proposals for improving the application.
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Applying Principles of Game Design to User InterfaceVenngren, Evelina January 2021 (has links)
This thesis investigates how principles of game design can be applied to a PC game settings menudesign to make the interaction fun and enhance the user satisfaction of interaction and navigation.Through exploring the question “How can principles of game design be applied to UI design inorder to enhance the user satisfaction of interacting with an interface?” it might be possible to addto the experience of using UI without removing any of the usability goals that is customary today.This is determined through user testing of a common design pattern of game settings menusrecognized in World of Warcraft (2004) Elder Scrolls V: Skyrim (2011) Stardew Valley (2016)and a game settings menu designed through game design principles where the respondentsevaluated their experience in an SUS form (Brooke, 1996) and a form created for this study basedon Swink’s (2009) Game Feel. The results revealed that the common menu design generatedhigher scores in usability than the interface designed through game design principles but therewas no significant difference in game feel between the prototypes. However, when dividing gamefeel into questions regarding usability and aesthetics a clear difference between the twoprototypes could be determined where the prototype designed through game design principlesdisplays a trend to score higher in aesthetics than the traditional UI. This could be strengthenedthrough optional comments from the participants where 6 used the word “fun” to describe thegame design prototype while the traditional UI design were described with words such as“functional” “intuitive” “straightforward” “easy to use” and “felt more like a chore”.
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Implementujte Android aplikaci pro stahování a poslech audio podcastů / Implement Android Application for Download and Listening to Audio PodcastsŠvehla, Ján January 2016 (has links)
This master's thesis is aimed at the problems and issues which are encountered over the development of application for mobile devices. An application for managing and listening of audio podcasts was chosen to be developed. This thesis will guide the reader through general topics and issues of "User Experience" research, its usage and specification on mobile devices and actual design and the implementation of developed application. Results of this work can be used for the development of applications with respect to user centered design.
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