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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

To make a mole hill out of a mountain : challenges in designing a recognizable GUI for an e-newspaper service on small screen devices

de Steur, Giel January 2006 (has links)
<p>The purpose of this study was to: obtain and review guidelines for designing on a small screen </p><p>from several theoretic sources and to purpose own guidelines for this context. There was </p><p>chosen for the development of 3 different prototypes meant for the use on 3 different mobile </p><p>devices. Those mobile devices had a different screen size and were: an e-reader, PDA and </p><p>mobile phone. The prototypes provided the user with a future e-newspaper service (a TV </p><p>schedule). </p><p> </p><p>First design principles for good usability on small screens were abstracted from literature. </p><p>With this knowledge the three prototypes were developed. The development started with </p><p>writing down the functional and user requirements for the prototypes. After that the </p><p>developing process had two stages. The first stage was a low-fidelity prototype, this were </p><p>sketches of the graphical user interface that was commented by users. The second stage was </p><p>a high-fidelity prototype, this stage consisted of three fully functional prototypes. The three </p><p>different prototypes were used in a user evaluation. After the evaluation interviews with the </p><p>users took place to obtain additional information. </p><p> </p><p>In this research the main question was: “What are the challenges for designing the </p><p>(graphical) user interface, as a part of an e-newspaper service which is aimed at use on </p><p>multiple devices with heterogeneous screen sizes, to be recognized as the same service?”. </p><p> </p><p>The results from this research are three challenges in designing the (graphical) user interface </p><p>for devices with small screens. These challenges are: how to make the user recognize the </p><p>service in the software (recognition of service), how to develop one service on multiple </p><p>devices (use on multiple devices) and how to develop software that it is useful and pleasant </p><p>to use (usable software). In total fifteen guidelines derived from theory were found, this </p><p>research shows that thirteen of them are applicable when designing for small screens. Three </p><p>of those thirteen are reformulated in this study to make them fit better in the context. Next to </p><p>this, seven additional guidelines were proposed in this study. Examples of the purposed </p><p>guidelines are: reconstruct the layout from the non-digital service in the interface as much as </p><p>possible, explore the targeted user group, built further on their mental model and pay </p><p>attention to possible disabilities of the group, implement extra’s that give users a good reason </p><p>to use the service and make it easy for the user to select the sought information.</p>
2

To make a mole hill out of a mountain : challenges in designing a recognizable GUI for an e-newspaper service on small screen devices

de Steur, Giel January 2006 (has links)
The purpose of this study was to: obtain and review guidelines for designing on a small screen from several theoretic sources and to purpose own guidelines for this context. There was chosen for the development of 3 different prototypes meant for the use on 3 different mobile devices. Those mobile devices had a different screen size and were: an e-reader, PDA and mobile phone. The prototypes provided the user with a future e-newspaper service (a TV schedule). First design principles for good usability on small screens were abstracted from literature. With this knowledge the three prototypes were developed. The development started with writing down the functional and user requirements for the prototypes. After that the developing process had two stages. The first stage was a low-fidelity prototype, this were sketches of the graphical user interface that was commented by users. The second stage was a high-fidelity prototype, this stage consisted of three fully functional prototypes. The three different prototypes were used in a user evaluation. After the evaluation interviews with the users took place to obtain additional information. In this research the main question was: “What are the challenges for designing the (graphical) user interface, as a part of an e-newspaper service which is aimed at use on multiple devices with heterogeneous screen sizes, to be recognized as the same service?”. The results from this research are three challenges in designing the (graphical) user interface for devices with small screens. These challenges are: how to make the user recognize the service in the software (recognition of service), how to develop one service on multiple devices (use on multiple devices) and how to develop software that it is useful and pleasant to use (usable software). In total fifteen guidelines derived from theory were found, this research shows that thirteen of them are applicable when designing for small screens. Three of those thirteen are reformulated in this study to make them fit better in the context. Next to this, seven additional guidelines were proposed in this study. Examples of the purposed guidelines are: reconstruct the layout from the non-digital service in the interface as much as possible, explore the targeted user group, built further on their mental model and pay attention to possible disabilities of the group, implement extra’s that give users a good reason to use the service and make it easy for the user to select the sought information.
3

Smart design för auktionsapplikationer på smartklockor : Att uppnå användbarhet på smartklockeapplikationer / Smart Design for Auction Applications on Smart Watches : Achieving usability on smart watch applications

Sörling, Kristian, Botani, Rania January 2014 (has links)
This study concerns design thinking and how to achieve usability when designing applicationsfor smart watches. The study's focus is on interaction and design for online auctionapplications such as Ebay and Tradera. After studying usability and design for devices withsmall screens, guidelines and design principles for interactive systems, we developed apaperprototype for an auction application. The prototype was used for testing our intervieweeswhile observing and asking questions. After collecting the data we analyzed the responses andfeedback on our prototype and combined the results to previous studies. Based on the analysisand discussion of the results from the interviews and observation of our prototype, we came toa conclusion in design thinking for applications to smart watches. Usability is achieved byselecting the key features and allowing the interaction to be short and the graphical design tobe simple by designing according to glanceability so the user can interpret notifications in aglance and understand what to do in just a few swipes. / Denna studie berör hur man ska tänka när man designar applikationer för smartklockor så de uppnår användbarhet. Studiens fokus ligger på interaktion och design för onlineauktioner såsom Ebay och Tradera. Efter att ha studerat användbarhet och design för enheter med småskärmar samt riktlinjer och designprinciper för interaktiva system tog vi fram en prototyp i papper. Prototypen lät vi testa under observation i samband med intervjuer på testpersoner. Efter att vi sammanställt all data har vi analyserat svaren utifrån vår prototyp samt återkopplat resultatet till tidigare studier. Utifrån analys och diskussion kring resultatet från intervju och observation av vår prototyp kommer vi till en slutsats i designtänk för applikationer till smartklockor. Användbarhet uppnås genom att välja nyckelfunktioner och låta interaktionen vara kort men enkel samt designa enligt glanceability vilket innebär att användaren genom ett ögonkast kan se, tolka och uppfatta vad som ska göras, för att sedan utföra det i ett svep.

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