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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.
21

A shared physical workspace at a distance

Winge, Björn January 2021 (has links)
In the year 2020, we saw an increase in people working from home and practicing social distancing due to the pandemic caused by COVID-19. It became clear that common tools used to substitute for this physical presence might be considered lacking. The objective of this work was to explore and evaluate a tool for improving communication at a distance and contribute with insight and knowledge to the field of Human-Computer Interaction and Computer Supported Cooperative Work. A prototype system was constructed with commonly accessible and low-cost projectors and web cameras to provide a shared workspace at a distance as a complement to commonly used video calls. A user study was held including seven pairs of participants in which each pair performed collaborative tasks using the system while spatially separated. The System Usability Scale together with a Thematic Analysis of follow-up interviews was utilized to evaluate how the participants perceived the systems usability and affordances. The construction of the prototype system also led to insights on some of its challenges. The results show that the system embodies a high usability and a variety of affordances. The system could therefore be considered as a valid substitute for physical presence in spatially distant collaborative meetings or as an alternative to some commonly used groupware. / Under år 2020 såg vi en ökning av antalet människor som arbetade hemifrån och socialt distanserade sig till följd av pandemin som orsakades av COVID-19. Det blev tydligt att vanligt använda verktyg för att kompensera för denna fysiska närvaro kan anses som bristfälliga. Målet med detta arbete var att utforska och utvärdera ett verktyg för att förbättra distanskommunikation samt bidra med insikter och kunskap till området för människa-datainteraktion och datorstött samarbete. Ett prototypsystem byggdes av allmänt tillgängliga och billiga projektorer och webkameror som ett komplement till ett vanligt videosamtal för att fungera som en delad arbetsyta på distans. Sju par av deltagare deltog i en användarstudie där de fick utföra uppgifter genom systemet samtidigt som de var separerade till olika rum. Deltagarnas uppfattning av systemets användbarhet och användningsmöjligheter utvärderades med hjälp av System Usability Scale och en tematisk analys av uppföljningsintervjuer av användarstudier. Konstruerandet av systemet ledde också till en rad insikter om dess utmaningar. Resultaten visar att systemet innefattar en hög användbarhet samt en variation av olika användningsmöjligheter. Systemet kan därför anses vara ett passande substitut för fysisk närvaro i distansmöten som kräver samarbete eller som ett alternativ för vanligen använda samarbetsverktyg.
22

Standardizing Usability Evaluation : Case study of objective measures as complements to user satisfaction surveys

von Sydow, Tom January 2022 (has links)
Standardized methodologies for usability evaluation have been of interest to the Human-Computer Interaction(HCI) community for years due to their perceived advantages over non-standardized ones. Such methodologies include standardized questionnaires designed to measure usability, although it has been argued that such questionnaires can only measure user satisfaction and not usability in general. This study was conducted together with the editorial experience (EDX)team at Sveriges Television AB (SVT) in order to identify appropriate standardized methods for usability evaluation of the content management system they are currently developing, while at the same time exploring how questionnaire formats such as the System Usability Scale(SUS) could benefit from being complemented by objective measurement methods such as the keystroke-level model (KLM) and productive time. The project ran test sessions with participants using a benchmark version of the current content management system and a prototype of a redesigned version. SUS, KLM and productive time were then applied to both versions and compared. The results showed no significant difference in the usability of the two versions, although the study lacks reliable data to draw any strong conclusions. However, the data does raise interesting questions that may provide the groundwork for future research. This includes findings that may question the validity of SUS when used for the evaluation of prototypes and the benefits of objective measures to self-administered questionnaires.
23

Från papper till pixel : En studie om hur digitalisering kan förbättra användbarheten av bruksanvisningar för maskinförare i utomhusmiljöer.

Ulfves, Johanna January 2024 (has links)
Denna studie undersöker förbättring och framtida möjligheter för digitala bruksanvisningar genom en analys. Det primära syftet är att utvärdera hur digitalisering kan förbättra tillgängligheten och användbarheten av bruksanvisningar, särskilt för maskinförare som huvudsakligen arbetar utomhus, såsom de som är involverade i vägarbete, anläggning och jordbruk. Dessa användare valdes eftersom de ofta befinner sig i situationer där omedelbar service eller reparationshjälp inte är tillgänglig, vilket kräver att de själva kan lösa problemen. Studien jämför traditionella pappersbruksanvisningar, PDF-format och en nyutvecklad interaktiv digital prototyp. Metoder som Time-on-task och System Usability Scale (SUS) användes för att mäta effektivitet och användarnöjdhet hos dessa format. Resultaten visar att digitala bruksanvisningar avsevärt förbättrar användbarheten samt sökeffektiviteten, och erbjuder funktioner som interaktiva guider, klickbara sektioner och multimediala element. Den sekundära målgruppen består av byggledare och närmaste chefer, valda för att underlätta deltagandet av studieobjekt. Forskningen belyser den viktiga roll som interaktionsdesign spelar i skapandet av intuitiva och effektiva digitala bruksanvisningar, vilket slutligen ger betydande fördelar för både användare och tillverkare genom möjligheten till snabbare uppdateringar, kostnadsbesparingar och global tillgänglighet. / This study explores the enhancement and future potential of digital user manuals through a quantitative analysis. The primary objective is to evaluate how digitalization can improve the accessibility and usability of user manuals, particularly for machine operators working predominantly in outdoor environments, such as those involved in roadwork, construction, and agriculture. These users were chosen because they often face situations where immediate service or repair assistance is unavailable, necessitating self-reliance in problem-solving. The study compares traditional paper manuals, PDF formats, and a newly designed interactive digital prototype. Methods such as "Time-on-task" and "System Usability Scale (SUS)" were employed to measure efficiency and user satisfaction across these formats. Results indicate that digital manuals significantly enhance usability and search efficiency, offering features like interactive guides, clickable sections, and the integration of multimedia elements. The secondary target group includes construction managers and immediate supervisors, selected to facilitate the participation of study subjects. The research highlights the critical role of interaction design in creating intuitive and effective digital manuals, ultimately providing substantial benefits to both users and manufacturers by enabling faster updates, cost savings, and global accessibility.
24

Perceived Usability Evaluation Of Hands-On And Virtual Science Laboratories: Using The System Usability Scale (SUS) To Determine Adult Learners’ Preferred At-Home Laboratory Experience

Wagner, Amiee M. 01 August 2023 (has links)
No description available.
25

An Explorative Design Study of a Booking System : Evaluating the Usability and Experience of a User Interface for Novice Admin Users

Gustafsson, Filip January 2019 (has links)
This study explored how the UI of booking sunbeds could be designed to be efficient and effective while being satisfactory to use for novice admin users of the system. Personas were created through a workshop that together with visual heuristics helped drive the design of an initial paper prototype that was evaluated with users. Iterating the design of the paper prototype, a hi-fi prototype was created using Adobe XD. The hi-fi prototype was evaluated using a task-based usability test with seven participants who provided quantitative data of time spent per task and number of clicks required, and qualitative data through a SUS questionnaire along with semi-structured interviews. The prototype was effective and efficient while scoring a high 90 points on the SUS scale. Qualitative data from the participants indicated that the inclusion of transitions and transformation in the UI helped create a playful experience and a system that was perceived to be easy to learn and use. The results and data of evaluating the prototype can help future designers of systems account for transitions and transformations earlier in the design process that could improve the overall usability for novice users in general. / Den här studien utforskade hur ett gränssnitt för ett bokningssystem kunde designas för att vara effektivt och ändamålsenligt samtidigt som användargruppen av administrativa förstagångsanvändare uppfattar systemet som tillfredsställande. En workshop hölls för att skapa personas, vilket tillsammans med visuella heuristiker drev designen av en första pappersprototyp som utvärderades med användare. Med feedback från pappersprototypen skapades en digitalt interaktiv prototyp som utvärderades baserat på kvantitativa data från hur användare klarade av att utföra uppgifter, samt kvalitativa data från semistrukturerade intervjuer och användbarhetsenkäten SUS (System Usability Scale). Prototypen var effektiv och ändamålsenlig och fick 90 poäng enligt SUS-skalan. Den kvalitativa data indikerade att inkluderingen av övergångar och transformeringar i gränssnittet skapade en lekfull upplevelse och gjorde att systemet ansågs vara enkelt att använda. Studiens insamlade data och resultat kan hjälpa framtida designers av system ta hänsyn till övergångar och transformationer tidigt i designprocessen för att öka den generella användbarheten för förstagångsanvändare
26

A Comparative Analysis of SecurityServices Using Identity and AccessManagement (IAM)

Muddychetty, Nithya Sree January 2024 (has links)
Background: Identity and Access Management (IAM) is a critical IT securityframework for managing digital identities and resource access. With roots datingback to ancient civilizations, IAM has evolved from basic authentication to sophisticated methods. Okta, a leading cloud-based IAM platform founded in 2009, excelsin identity management, authentication, and access control. It is recognized for itscommitment to security and adaptability to cybersecurity challenges. As of October2023, Okta maintains its prominent position in the IAM market, acknowledged byGartner’s Magic Quadrant for Access Management, worldwide. Objectives: The objective of this thesis is to conduct a comprehensive comparative analysis of security services, specifically focusing on their integration with IAMsolutions. This investigation seeks to provide an examination of security serviceslike Multi-factor authentication (MFA) and Single Sign On (SSO) and evaluate theireffectiveness in conjunction with IAM. By doing so, we aim to determine which security approach offers the most robust protection in our digitally interconnected world. Methods: The primary goal of this methodology is to create a robust, secure,and user-friendly authentication and access management system using Okta withinan IAM framework. This involves the integration of both MFA and SSO features.To kickstart the process, we establish a controlled environment that mirrors thereal-world scenarios. Okta is chosen as the IAM tool, and its deployment involvesmanaging user identities, controlling access, and handling authentication. Results: The result of the study on the comparative analysis of security servicesusing IAM reveals distinct differences in the effectiveness and features among securityservices. Key findings highlight variations in authentication methods, authorizationmechanisms, and overall security robustness. This comprehensive examination provides valuable insights into the strengths and weaknesses of different IAM-basedsecurity services, offering a foundation for informed decision-making in selecting themost suitable solution for specific organizational needs. Conclusions: This thesis conclusively demonstrates the efficacy of integrating SSOand MFA into IAM. The incorporation of Biometric Authentication and Time basedOne Time-Password (TOTP) in MFA garnered strong user preference. SSO implementation streamlined authentication, reducing steps and enhancing ease of use.The overwhelmingly positive user feedback and robust security measures validateSSO+MFA as a valuable contribution to IAM, ensuring data security and user confidence.
27

Impact of Gamification on usability and engagement with regards to a financial savings application

Beseetti, Tej Kiran January 2019 (has links)
The implementation of game elements has quintessentially uplifted the overall experience of applications in various domains and thereby expanding the customer base. This process is called gamification which has now been introduced in many domains. The purpose of the study is to understand gamification and how its impact would be if it is deployed in a financial savings application. The gamified elements are implemented based on a gamification framework called the Octalysis framework1. This Octalysis framework is a human-centric gamification framework which serves as a template to implement the required gamified elements. Based on a pre-study of financial applications and the Octalysis framework, two distinct prototypes (Version A and Version B) of the same mobile app concept were developed where the difference is the presence of gamified elements in one prototype. The evaluation is based on analyzing the impact the gamified elements have caused on the usability and the emotional engagement of the financial savings application. The participants are provided to interact with both prototypes and interviews are conducted to evaluate the emotional engagement and the usability of both the prototypes of the financial savings application. The study shows an increase in emotional engagement corresponding to the gamified elements whereas the usability more or less remained the same, indicating a deeper investigation of the gamified elements with regards to usability is required.
28

Clinical Decision Support System for Chronic Pain Management in Primary Care: Usability Testing

Malaekeh, Sadat Raheleh 10 1900 (has links)
<p>Chronic low back pain is the second most prevalent chronic condition in Canadian primary care settings. The treatment and diagnosis of chronic pain is challenging for primary care clinicians. Their main challenges are lack of knowledge and their approach toward assessing and treating pain. Evidence based guidelines have been developed for neuropathic pain and low back pain.</p> <p>CDSSs for chronic diseases are becoming popular in primary care settings as a mean to implement CPGs. A CDSS prototype for diagnosis and treatment of chronic, non-cancer pain in primary care was developed at McMaster University. It is evident that poor usability can hinder the uptake of health information technologies.</p> <p>The objective of this study was to test the usability of Pain Assistant using think aloud protocols with SUS scores in 2 iterations. In this study 13 primary care providers including family physicians, nurse practitioners and residents used Pain Assistant to complete 3 different patient case scenarios. Participants were asked to comment on both barriers and facilitators of usability of Pain Assistant. Additionally time to complete patient case scenarios was calculated for each participant. A comparison questionnaire gathered user preference between introducing CPGs in paper format and computerized decision support system.</p> <p>This study showed that iterative usability testing of the Pain Assistant with participation of real-end users has the potential to uncover usability issues of the Pain Assistant. Problems of user interface were the main usability barrier in first testing iteration following by problems of content. Changes were made to system design for second round based on the issues came up in the first iteration. However, because of time constrains not all the changes were implemented for second round of testing. Most of the refinements were to resolve user interface issues. In the second iteration, the problems with the content of Pain Assistant were the major barrier. The changes to the system design were successful in resolving user interface problems since the changed issues did not come up again in second round. Pain Assistant had an above the average usability score however no significant changes seen in SUS score. The time needed to complete tasks remained identical in both iterations. In addition, participants preferred to have CPGs in electronic formats than paper. Further study after implementing all the system changes needed to determine the effectiveness of system refinements.</p> / Master of Science (MSc)
29

Dopady zavedení web scale discovery systémů v akademických knihovnách / Impact of Web Scale Discovery Services in Academic Libraries

Čejka, Marek January 2016 (has links)
This diploma thesis discusses a modern concept of information retrieval and search engines for libraries and other academic institutions. The concept named "web scale discovery" comprises of search engines, whose main characteristics lie in simplicity and user friendliness for the end users while maintaining all functional qualities of traditional research databases. Users can search in a wide variety of international research databases, and also in local sources of an institution that are combined within a large central index. The theoretical section presents definitions of web scale discovery, which conceptually set the new method of information retrieval within the field of information and library science. A graphic scheme of the basic functionality of a web scale discovery system is presented. Also discussed are requirements for a modern discovery system, an overview of the current situation in the Czech Republic, and a short characteristic of commercially available discovery systems. The theoretical part concludes with a literature review of selected foreign research, studying user satisfaction with the new solution, the impact on electronic and print resources in libraries, and usability testing. The practical part presents an original research study - usability testing of EBSCO Discovery...
30

User perspectives and usability insights in a self-service portal : Uncovering Opportunities for enhancing the user experience

Matloobtalab, Mehrnaz, Iversen, Philip January 2023 (has links)
In the era of digital transformation, the need for more efficient self-service technologies has increased, particularly after the COVID-19 pandemic, which highlighted the importance of reducing physical interactions. Although there is some research on self-service technologies, there is a lack of research on the usability of internal self-service portals which are used within organizations. This study aims to address this gap by applying the Technology Acceptance Model (TAM) and the design principles within Human-Computer Interaction (HCI) field to examine the usability of a self-service portal in a university in Sweden. The study adopts a mixed-method approach, incorporating data collection techniques such as cognitive walkthrough and semi-structured interviews for qualitative data, as well as System Usability Scale (SUS) questionnaire, and some other quantitative measurements for collecting data. Findings from the quantitative analysis through the System Usability Scale (SUS) results indicate a good to borderline OK design, with user satisfaction affected by the number of clicks and time required to complete tasks.  Findings from the qualitative analysis reveal important factors influencing user experience, including user perception of the portal's design, learnability, impact of access to multiple systems, influence of easy-to-reach IT assistance, impact of insufficient information and guidance, lack of awareness, user desires, and suggestions for the design. The study concludes with the development of design guidelines based on the identified themes, aiming to enhance the usability of the self-service portal. These findings contribute to the understanding of self-service portals' usability within organizational contexts and provide actionable recommendations for improving the design and the user experience.

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