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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.
11

Universell Design - en användbarhetsutvärdering av MyTobii C-series Control

Pettersson, Anders January 2008 (has links)
<p>Universal Design is a well established methodology with the fundamental purpose of designing products to be usable for as wide audience as possible, without the need of special adjustment to suit the individual. In this essay, Universal Design has had a clear influence in both the process and the result. The choice to use Universal Design as methodology in this usability evaluation, has essentiallv to do with the target audience.</p><p>As a part of the design process of MyTobii C8 has Tobii Technology ask for a usability evaluation. MyTobii C8 is an 8" touch screen computer with a windows based operating system which will initiate the software MyTobii C-Series Control. MyTobii C-Series Control is the control panel for MyTobii C8, whose interfaces constitute the platform for various modificarion of the unit. The interface of MyTobii C-Series Control is also the interface being evaluated. Because of the target audience being persons with different motoric and cognitive disabilities and theirs assistances, it is of great important that the interface is suitable for as many people as possible. With user tests, designed and analyzed with the help of Universal Design, different usability problems has been  identified and solved. Among the usability problems encountered the most vital has been the size and placement of the interactive parts and the physical interaction with the unit.</p> / <p>Universell Design är en genomarbetad metodologi, framtagen i syfte att göra produkter användbara och anpassade för så bred publik som möjligt, utan att produkten måste anpassas för individens egna förmågor. I detta arbete har Universell Design haft en tydlig och grundläggande roll i genomförandet och resultatet. Valet att använda sig av Universell Design i denna användbarhetsutvärdering har framför allt med fallstudiens målgrupp att göra.</p><p>Som en del av utvecklingsprocessen av MyTobii C8 har Tobii Technology efterfrågas en användbarhetsutvärdering. MyTobii C8 är en åtta tums touch screen dator med Windows-baserat operativsystem som vid start kommer att initiera mjukvaran MyTobii C-Series Control. MyTobii C-Series Control är kontrollpanelen för MyTobii C8 vars gränssnitt utgör plattformen för diverse inställningar av enheten det är också detta gränssnitt användbarhetsutvärdetingen har gjorts på. Då målgruppen för MyTobii C-Series Control är personer med motoriska och kognitiva handikapp samt deras assistenter och närstående personer, är det av stor vikt att gränssnittet är anpassat för så bred publik som möjligt. Genom användartester utformade och analyserade med hjälp av Universell Design har användbarhetsproblem samt förslag på lösningar presenterats. Bland de användbarhetsproblemen som påträffats har det framför allt varit storleken, placeringen av de interaktiava delarna samt själv interaktionen med touch screen skärmen  som har vant väsentliga.</p>
12

Universell Design - en användbarhetsutvärdering av MyTobii C-series Control

Pettersson, Anders January 2008 (has links)
Universal Design is a well established methodology with the fundamental purpose of designing products to be usable for as wide audience as possible, without the need of special adjustment to suit the individual. In this essay, Universal Design has had a clear influence in both the process and the result. The choice to use Universal Design as methodology in this usability evaluation, has essentiallv to do with the target audience. As a part of the design process of MyTobii C8 has Tobii Technology ask for a usability evaluation. MyTobii C8 is an 8" touch screen computer with a windows based operating system which will initiate the software MyTobii C-Series Control. MyTobii C-Series Control is the control panel for MyTobii C8, whose interfaces constitute the platform for various modificarion of the unit. The interface of MyTobii C-Series Control is also the interface being evaluated. Because of the target audience being persons with different motoric and cognitive disabilities and theirs assistances, it is of great important that the interface is suitable for as many people as possible. With user tests, designed and analyzed with the help of Universal Design, different usability problems has been  identified and solved. Among the usability problems encountered the most vital has been the size and placement of the interactive parts and the physical interaction with the unit. / Universell Design är en genomarbetad metodologi, framtagen i syfte att göra produkter användbara och anpassade för så bred publik som möjligt, utan att produkten måste anpassas för individens egna förmågor. I detta arbete har Universell Design haft en tydlig och grundläggande roll i genomförandet och resultatet. Valet att använda sig av Universell Design i denna användbarhetsutvärdering har framför allt med fallstudiens målgrupp att göra. Som en del av utvecklingsprocessen av MyTobii C8 har Tobii Technology efterfrågas en användbarhetsutvärdering. MyTobii C8 är en åtta tums touch screen dator med Windows-baserat operativsystem som vid start kommer att initiera mjukvaran MyTobii C-Series Control. MyTobii C-Series Control är kontrollpanelen för MyTobii C8 vars gränssnitt utgör plattformen för diverse inställningar av enheten det är också detta gränssnitt användbarhetsutvärdetingen har gjorts på. Då målgruppen för MyTobii C-Series Control är personer med motoriska och kognitiva handikapp samt deras assistenter och närstående personer, är det av stor vikt att gränssnittet är anpassat för så bred publik som möjligt. Genom användartester utformade och analyserade med hjälp av Universell Design har användbarhetsproblem samt förslag på lösningar presenterats. Bland de användbarhetsproblemen som påträffats har det framför allt varit storleken, placeringen av de interaktiava delarna samt själv interaktionen med touch screen skärmen  som har vant väsentliga.
13

Is a big button interfaceenough for elderly users? : Towards user interface guidelines for elderly users

Phiriyapokanon, Tanid January 2011 (has links)
In the world today, the portion of aging people grows continuously. Due to successfulof healthcare services, people are living longer and the number of newborn isdecreasing. This can imply that the population of young and working people isdecreasing in many countries. This leads to the mean value incrementing of the meanworld population’s age value in the whole world. It has become more and moreimportant to consideration human factors of elderly people in many businesses.Software companies have to consider design of software concerning of usability forageing people. Currently, most of the software is designed to support younger users.To support elderly users, we have to consider more on age-related differences. Thisthesis presents a literature survey, and related theories used in designing graphic userinterface for ageing people. Besides, criteria for designing software for older users arealso discussed and suggested as guidelines for future studies and development. Thepurpose is to improve older users’ potential in using information technologies, and topotentially allow older users to gain more benefit from using of computer software.A case study for software design for elderly users was implemented to verifysuggested guideline and gain deeper design understanding. The elderly volunteerswere involved in design evaluation process. The results from case study have showneffectiveness of the design guideline approach.
14

Flexible touch screen for Rear Seat Entertainment

Öhman, Tanja January 2011 (has links)
Rapporten beskriver förslag på framtidens ”Rear Seat Entertainment” som baseras på användning av pekskärm, istället för de DVD-baserade TV-skärmar som finns i t ex Volvo S80 i dagsläget. Projektet utfördes som ett examensarbete inom integrerad produktutveckling vid Högskolan i Skövde. Syftet med arbetet var att hitta lösningar som möjliggör användning av ”touchteknik” som kräver armavstånd till displayen. Arbetet delades upp i tre delar där val av pekskärmsenhet (inbyggd eller mobil), positionering av pekskärmen i bilen enligt ergonomiska rekommendationer, samt anpassning för olika stora personer inkluderade barn och utformning av infästningselement har utvecklats.  Arbete inleddes med litteraturstudier om interaktion av pekbaserade interface, målgruppsundersökningar, sammanställning av marknadsundersökningar, trendanalyser samt ergonomiska förutsättningar och miljöutvärderingar.  För idégenereringen användes kreativa och systematiserade metoder. Urval av idéer skedde i samråd med Volvo och med hjälp av en konceptvalsmatris. Det  slutliga  konceptet  baseras  på  användningen  av  mobila  pekskärmsenheter.  Dessa  motsvarar  bäst  de  i dagsläget ställda kriterierna på användning, ekonomi, miljö och flexibilitet. Dessutom erhålls en enklare mjuk- och hårdvaruuppdatering.   Positionering  av  pekskärmar  i  bilens  baksäte  gjordes  med  hjälp  av  ergonomiska  rekommendationer  samt databaserade beräkningar och simuleringar.    Utformning av infästningselementen anpassades till kravspecifikationen och resulterade i ett fäste som håller fast enheten med hjälp av  permanentmagneter  som byggs in i  ett infästningselement  på stolens baksida och ett i fodralet för surfplattan. Arbetet har lett till skärmar som enkelt kan fästas med magnetkrafter.
15

Identity Authentication and Near Field Device Authentication for Smart Devices

January 2014 (has links)
abstract: The widespread adoption of mobile devices gives rise to new opportunities and challenges for authentication mechanisms. Many traditional authentication mechanisms become unsuitable for smart devices. For example, while password is widely used on computers as user identity authentication, inputting password on small smartphone screen is error-prone and not convenient. In the meantime, there are emerging demands for new types of authentication. Proximity authentication is an example, which is not needed for computers but quite necessary for smart devices. These challenges motivate me to study and develop novel authentication mechanisms specific for smart devices. In this dissertation, I am interested in the special authentication demands of smart devices and about to satisfy the demands. First, I study how the features of smart devices affect user identity authentications. For identity authentication domain, I aim to design a continuous, forge-resistant authentication mechanism that does not interrupt user-device interactions. I propose a mechanism that authenticates user identity based on the user's finger movement patterns. Next, I study a smart-device-specific authentication, proximity authentication, which authenticates whether two devices are in close proximity. For prox- imity authentication domain, I aim to design a user-friendly authentication mechanism that can defend against relay attacks. In addition, I restrict the authenticated distance to the scale of near field, i.e., a few centimeters. My first design utilizes a user's coherent two-finger movement on smart device screen to restrict the distance. To achieve a fully-automated system, I explore acoustic communications and propose a novel near field authentication system. / Dissertation/Thesis / Doctoral Dissertation Computer Science 2014
16

Braille-based Text Input for Multi-touch Screen Mobile Phones

Fard, Hossein Ghodosi, Chuangjun, Bie January 2011 (has links)
ABSTRACT: “The real problem of blindness is not the loss of eyesight. The real problem is the misunderstanding and lack of information that exist. If a blind person has proper training and opportunity, blindness can be reduced to a physical nuisance.”- National Federation of the Blind (NFB) Multi-touch screen is a relatively new and revolutionary technology in mobile phone industry. Being mostly software driven makes these phones highly customizable for all sorts of users including blind and visually impaired people. In this research, we present new interface layouts for multi-touch screen mobile phones that enable visionless people to enter text in the form of Braille cells. Braille is the only way for these people to directly read and write without getting help from any extra assistive instruments. It will be more convenient and interesting for them to be provided with facilities to interact with new technologies using their language, Braille. We started with a literature review on existing eyes-free text entry methods and also text input devices, to find out their strengths and weaknesses. At this stage we were aiming at identifying the difficulties that unsighted people faced when working with current text entry methods. Then we conducted questionnaire surveys as the quantitative method and interviews as the qualitative method of our user study to get familiar with users’ needs and expectations. At the same time we studied the Braille language in detail and examined currently available multi-touch mobile phone feedbacks. At the designing stage, we first investigated different possible ways of entering a Braille “cell” on a multi-touch screen, regarding available input techniques and also considering the Braille structure. Then, we developed six different alternatives of entering the Braille cells on the device; we laid out a mockup for each and documented them using Gestural Modules Document and Swim Lanes techniques. Next, we prototyped our designs and evaluated them utilizing Pluralistic Walkthrough method and real users. Next step, we refined our models and selected the two bests, as main results of this project based on good gestural interface principles and users’ feedbacks. Finally, we discussed the usability of our elected methods in comparison with the current method visually impaired use to enter texts on the most popular multi-touch screen mobile phone, iPhone. Our selected designs reveal possibilities to improve the efficiency and accuracy of the existing text entry methods in multi-touch screen mobile phones for Braille literate people. They also can be used as guidelines for creating other multi-touch input devices for entering Braille in an apparatus like computer.
17

Äldresanvändning av smartphones ur ett användbarhetsperspektiv

Jonsson, Sofia January 2018 (has links)
Svenskarna och   internet (2014) points out that the use of smartphones continues to grow,   despite this only 14 percent of the elderly in the age of 60 or more,   interacts with a smartphone daily. The reason why older people do not use   smartphones are thought to be because the technology is difficult and hard. The purpose of this   study was to find shortcomings in usability for older people when interacting   with a smartphone as well as what improvements should be made to increase the   usability. To achieve this purpose five older respondents in the age of 60   years or older were observed and interviewed. Furthermore, a separate model   has been created based on previous research to analyze the results. The analysis   resulted in a revised model with existing shortcomings and pronounced   improvement proposals. The shortcomings found in smartphone user interfaces   are lack of information on how to perform different tasks, which means they   are guessing solutions, another lack is that icons are alike. According to   the study, descriptive texts should be provided to each icon. The   improvements that older people would prefer to increase the usability are   that it should be one gesture to navigate through the phone which is the   dragged gesture, pointed information in a smartphone how they perform their   tasks and icons as well as buttons should be named after performance.   Proposals for future research are to investigate differences between older   novices and older skilled users of smartphones and at what age older people   are getting worse in interacting with smartphones.
18

Collaborative statistics collection during live sportsevents / Kollaborativ och samtidig statistikinsamling för sportevenemang

Johansson, Peter January 2013 (has links)
Gathering statistics in sports is a tool to provide useful information to different parties such as trainers, club executives and spectators. They have in some instances also become mandatoryas a part of a national association. In order to provide a digital tool to improve the gathering for one such club, a web-based prototype was developed. This prototype was based on specifications outlined by an ice hockey club in the Swedish Allsvenskan division and on previous research on mobile devices. It was tested in two iterations. The result of the tests indicates that a digital, platform independent software not only helps greatly reduce the workload but also provides new abilities and benefits for the clubs.
19

Graduate Student Perceptions of Multi-modal Tablet Use in Academic Environments

Bryant Jr, Ezzard C. 09 April 2016 (has links)
The purpose of this study was to explore graduate student perceptions of use and the ease of use of multi-modal tablets to access electronic course materials, and the perceived differences based on students’ gender, age, college of enrollment, and previous experience. This study used the Unified Theory of Acceptance and Use of Technology to identify the constructs that may explain a graduate student’s intention to use a multi-modal tablet in graduate course work. This study administered the UTAUT to 224 graduate students from four different colleges at a regional university. The models developed from the UTAUT explained 80% of the variability in Behavioral Intention values and 55% of the reported Use values. The results of the study showed that only Performance Expectancy, Social Influence, Hedonic Motivation, and Habit showed significance in explaining Behavioral Intention. Performance Expectancy, Hedonic Motivation, and Habit also showed moderately strong to strong correlations with Behavioral Intention. The regression analysis revealed a positive significant relationship with reported Use and Habit and reported Use and Behavioral Intention. Habit and Behavioral Intention both had strong correlations with reported Use. Habit affects the relationship of Performance Expectancy and Behavioral Intention. Habit, Price Value, or Hedonic Motivation did not have a significant affect on the relationship between Behavioral Intention and Effort Expectancy or Behavioral Intention and Social Influence. When trying to explain a graduate student’s intention to use a multi-modal tablet, only Performance Expectancy, Habit, Social Influence, Hedonic Motivation, and Previous Experience appeared to sufficiently explain whether a student intends to adopt the device. Across age groups, intention to use the tablet device does not vary by age in this study. There were no differences in Behavioral Intention among groups by college enrollment. Individuals with more experience using a tablet, as measured in years, have a higher predicted intention to use the tablet in the future than individuals with no previous experience using a tablet. Individuals with 5 or more years using a multi-modal tablet have a higher intention to use the device than those with less than 3 years experience. The results of this study support the concept that Habit is the strongest predictor of Use in the framework.
20

Přizpůsobování dotykového displeje pro tělesně postižené / Touch screen adaptation for the handicapped

Ochodnický, Ján January 2011 (has links)
Thesis describes worldwide operating systems for smart phones with focus on third party application development possibility. Also describes touch control and writing using the virtual keyboard of smartphones. The second part describes the analysis and projection of virtual keyboard with emphasis on ergonomic use for handicapped person. One solution is selected and programmed for operating system Android. Thesis contains complete procedure of application developing, starting with first request, through designing, programming and ending with debugging, testing and release application on Android Market.

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