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HCI Design Patterns for In-Store Touch Screen Terminals : MDI-designmönster förpekskärmsterminaler i butiksmiljöRådström, Sofia January 2010 (has links)
Interactive media in public environments, such as touch screen kiosks, is a strongly growing toolfor offering service, information, advertising and entertainment. In order to achieve goodusability when designing the graphical user interface for a customer terminal, it is important tobe aware of the very specific requirements involved with such application. This master thesiscontributes to a framework for the interaction design of touch screen terminals in stores. The purpose of the thesis was to discover usability problems and solutions to usability problemsin existing touch screen terminal interfaces. Moreover the work aimed at revealing what designpatterns can be used or created in order to meet the observed problems. Usability problems stemfrom underlying use qualities. These can be seen as forces in design patterns. It was found thatthe patterns would be more useful if structured into a pattern catalogue, containing both highand low-level patterns. The study was preformed at Instoremedia, a company that, among other things, develops instore touch screen terminals. The product in focus was an interactive product cataloguedeveloped for Telia. The application was partly studied in situ. The study consisted of five steps:analytical evaluation, stakeholder interview, contextual inquiry, user analysis and design patterndevelopment. The study revealed problems, solutions, needs, goals etc, related to the use of theterminal. The final result is a proposed human computer interaction (HCI) design patterncatalogue for in-store touch screen terminals, which helps prevent the observed problems. Itconsists mostly of already known patterns. Three new patterns have been created. The aim isthat the pattern catalogue should be a helpful tool when making designs-decisions for new touchscreen terminals in the future. / Interaktiv media i publika miljöer, såsom pekskärmsterminaler, är på stark uppgång när detgäller att erbjuda service, information, marknadsföring och underhållning. För att uppnå höganvändbarhet i en kundterminals grafiska gränssnitt är det viktigt att vara medveten om despecifika krav som ställs på en sådan applikation. Detta examensarbete bidrar till ett ramverk fördesignen av pekskärmsterminaler i butiker. Syftet med examensarbetet var att hitta användbarhetsproblem och lösningar till potentiellaanvändbarhetsproblem i existerande gränssnitt för pekskärmsterminaler. Vidare syftade arbetettill att ta reda på vilka designmönster som kan användas eller skapas för att möta de observeradeproblemen. Användbarhetsproblem bottnar i underliggande användarbehov. Dessa kan ses somkrafter i designmönster. Det visade sig att designmönster är mer användbara om de ordnas i enmönsterkatalog, som innehåller både hög- och lågnivå mönster. Studien utfördes på Instoremedia, ett företag som bland annat utvecklar pekskärmsterminalerför butiker. I fokus stod en interaktiv produktkatalog utvecklad för Telia. Applikationenstuderades delvis in situ. Studien bestod av fem steg: analytisk utvärdering, intressentintervju,kontextuell undersökning, användaranalys och designmönsterutveckling. Studien avslöjadeproblem, lösningar, behov, mål etc., relaterade till användandet av terminalen. Det slutgiltigaresultatet är en föreslagen designmönsterkatalog för pekskärmsterminaler i butiker, somerbjuder lösningar till de observerade problemen. Katalogen består till största delen av redankända mönster. Tre nya designmönster har utvecklats. Målet är att mönsterkatalogen ska kunnaanvändas som ett redskap under framtida design.
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Choosing Their Own Adventure: The Impact of Storyline Choice in a Preschool Educational Cartoon on Narrative Comprehension and LearningYoung, Lauren Ashley January 2022 (has links)
With the continued expansion in access to touchscreen devices, the question of whether such interactions are beneficial to the preschool user is increasingly important. Touchscreens allow for contingent responses from the viewer, a feature that is now utilized by the new modality of interactive television. This dissertation study investigates whether the addition of full interactivity to an educational cartoon facilitates narrative comprehension and learning of STEM-based curriculum.
Forty-seven 4- to 5- year-olds watched a researcher-developed cartoon about two characters who were learning about the concept of rotation in outer space. Same-gender and age matched pairs individually watched the cartoon and were assessed on measures of narrative comprehension and, after a two-week delay, on a measure of rotation knowledge learning. Participants in the active condition watched the cartoon with the ability to make 5 character decisions at different points throughout the video.
Those children in the passive condition saw the same path determined by their active pair, without any choice points. Results indicated that learning, as demonstrated on transfer items, was enhanced by the addition of choice, albeit no immediate gains in story understanding. The implications for interactive cartoons targeted to the age range in the context of differential access to family resources are discussed.
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Designing for diverse users - a case study on touchscreen smartphone customizationHaberman, Vicki 03 April 2012 (has links)
The touchscreen smartphone platform is inherently flexible, giving it the potential to meet the needs and desires of individuals diverse in age and ability. Despite universal design research efforts providing industry with guidance to address this opportunity, current designs fall short. The disconnect stems from differing priorities in design and development and opposing approaches to defining and grouping the user population. The research presented in this dissertation aims to remove these issues from the process of discovering touchscreen smartphone design opportunities. It focuses on users' prior and desired customizations rather than ability- or market-factors. Data were collected on participants' devices' out-of-the-box, current and desired device states along with related stories about their actual and desired device modifications. Template and image analyses identified patterns in the data, which also revealed an underlying structure for organizing and presenting participants' needs and desires associated with smartphone touchscreen customizations. The needs and desires suggest opportunities for industry to shift towards universal design. The structure offers an approach to addressing the gaps between the ability-centered and market-driven approaches to the design of consumer technology.
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Σχεδίαση και ανάπτυξη πλατφόρμας εφαρμογών κινητής τηλεφωνίας με οθόνη αφήςΜπόχτης, Δαμιανός 04 December 2012 (has links)
Η παρούσα ειδική ερευνητική εργασία εκπονήθηκε στα πλαίσια του Διατμηματικού Προγράμματος Μεταπτυχιακών Σπουδών στην “Ηλεκτρονική και Επεξεργασία της Πληροφορίας” στο τμήμα Φυσικής του Πανεπιστήμιου Πατρών. Ο στόχος της παρούσας εργασίας είναι η δημιουργία ενός αναπτυξιακού συστήματος για την υλοποίηση εφαρμογών που απαιτούν τη χρήση του δικτύου κινητής τηλεφωνίας. Το σύστημα αυτό θα πρέπει να μπορεί να λειτουργήσει αυτόνομα χωρίς υποστήριξη υπολογιστή.
Το σύστημα έχει τη δυνατότητα χρήσης του δικτύου κινητής τηλεφωνίας (φωνή και δεδομένα) μέσω της χρήσης GSM Modem. Η αλληλεπίδραση με τον χρήστη γίνεται μέσω έγχρωμης οθόνης αφής με ενσωματωμένο resistive touch controller, που συμβάλει στην αυτόνομη λειτουργία του συστήματος. Το DSK 6713, που ενσωματώνει το TMS320C6713 DSP χρονίζεται στα 225 MHz, χρησιμοποιείται σαν κεντρική μονάδα για τη διασύνδεση αυτών αλλά και για την ανάπτυξη της όποιας εφαρμογής. Στο DSP υπάρχει διασυνδεδεμένος Audio Codec, μνήμη RAM και DMA Controller. To DSK C6713 δίνει τη δυνατότητα μέσω θυρών που έχει διαθέσιμες για την διασύνδεση και άλλων εξωτερικών συσκευών όπως κάμερα και SD card. Μαζί με το σύστημα αναπτύχθηκε και κώδικας για την επικοινωνία των υποσυστημάτων, καθώς και μία εφαρμογή γραφικού ισοσταθμιστή που κάνει χρήση δυνατοτήτων του συστήματος για την επίδειξη ορθής λειτουργίας αυτού.
Το πρώτο κεφάλαιο αναφέρεται στην διασύνδεση των υποσυστημάτων και στους περιορισμούς που υπήρχαν από την κάθε πλευρά. Στο δεύτερο κεφάλαιο περιγράφονται τα υποσυστήματα που αποτελούν το αναπτυξιακό. Στο τρίτο κεφάλαιο αναλύεται η εφαρμογή που αναπτύχθηκε στην κεντρική μονάδα, ενώ στο τέταρτο κεφάλαιο το τμήμα της εφαρμογής που αναπτύχθηκε στην οθόνη αφής. Τέλος στο τελευταίο κεφάλαιο παρουσιάζονται τα αποτελέσματα της εφαρμογής που υλοποιήθηκε . / This special research work was performed in the frame of the requirements of the M.Sc. "Electronics & Computers" in the Department of Physics at the University of Patras. The purpose of this study is to create a development system for developing applications that require the use of the mobile network. This system should be able to work independently without computer support.
The system has the ability to use the mobile network (voice and data) by using GSM Modem. The user interaction is via color touch screen with an integrated resistive touch controller, which contributes to the autonomous system operation. The DSK C6713, which incorporates the TMS320C6713 DSP, that is clocked at 225 MHz, is used as a central unit for interconnecting these and for the development of any application. The DSP is interconnected with an Audio Codec, a RAM Memory and a DMA Controller. The DSK C6713 enables interconnection with other external devices such as camera and SD card. In addition, a code was developed for the communication of the subsystems. An application of a graphic equalizer was developed too, in order to make use of the system capabilities to demonstrate proper operation of this.
The first chapter deals with the interconnection of the subsystems and the restrictions that existed on each side. The second chapter describes the subsystems that constitute the development. In the third chapter is described the application developed in the central unit while the fourth chapter presents the section of the application that was developed on the touch screen. Finally the last chapter presents the results of the application that were implemented.
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Návrh informačního systému / Information System DesignKolář, Jiří January 2014 (has links)
This thesis discusses informatik systems in companies, their technologies and new trends in hardware domain, used to simplify, speed up and streamline business processes. Consequently thesis deals with the extension of an information system in a real environment, aimed to getting more detailed data, processing and subsequent evaluation to adjustable reports.
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Modeling and Simulation of a Novel Electrostatic Beat Actuator for Haptic Feedback in Touch ScreensSchuster, Jeremy Mitchell 03 May 2018 (has links)
No description available.
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Enabling mobile microinteractionsAshbrook, Daniel Lee 12 January 2010 (has links)
While much attention has been paid to the usability of desktop computers, mobile com- puters are quickly becoming the dominant platform. Because mobile computers may be used in nearly any situation--including while the user is actually in motion, or performing other tasks--interfaces designed for stationary use may be inappropriate, and alternative interfaces should be considered.
In this dissertation I consider the idea of microinteractions--interactions with a device that take less than four seconds to initiate and complete. Microinteractions are desirable because they may minimize interruption; that is, they allow for a tiny burst of interaction with a device so that the user can quickly return to the task at hand.
My research concentrates on methods for applying microinteractions through wrist- based interaction. I consider two modalities for this interaction: touchscreens and motion- based gestures. In the case of touchscreens, I consider the interface implications of making touchscreen watches usable with the finger, instead of the usual stylus, and investigate users' performance with a round touchscreen. For gesture-based interaction, I present a tool, MAGIC, for designing gesture-based interactive system, and detail the evaluation of the tool.
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“Organization is what you do before you do something, so that when you do it, it’s not all mixed up.” : An investigation of behaviours using digital visual planning.Rutkowski, Martin January 2018 (has links)
This thesis sets out to investigate and understand behaviours and interactions between individuals while using a large touch screen to plan a holiday trip. By using this approach, the tool digital visual planning by Yolean is indirectly examined. The tool is examined by looking at how it is used and the environment it is used in. The research question in this research paper is “How is interaction between individuals affected by using large touch screens with a digital visual planning tool in a meeting?”. Itis answered by using a mixed method approach containing grounded theory and design research methodology applied to an observation study. The results suggest that a group working for the same goal tend to get a leader without appointing them directly. This leader is also usually the person who stands in front of the rest and dictates what goes where. If problems arise, a shift in leadership occurs naturally and fluently. The digital visual planning tool helped the participants to easier express themselves and to motivate decisions. By using their whole body, they could more easily communicate. / Denna uppsats ämnar undersöka beteenden och interaktioner mellan individer i ett mötessammanhang användandes av ett digitalt visualiserings verktyg. Verktyget används på en stor pekskärm och är skapat av Yolean. Verktyget undersöks indirekt genom att utgå från hur verktyget används och miljön runt om verktyget. Forskningsfrågan som besvaras i uppsatsen lyder: ” Hur påverkas interaktion mellan individer genom att använda stora pekskärmar med ett digitalt visuellt planeringsverktyg i ett möte?”. Frågan besvaras genom en observationsstudie som utgår från blandade metodiker från både”grounded theory” (teoribildning genom empiri) samt designforskning. Resultatet tyder på att en grupp som arbetar tillsammans för att uppnå samma mål tenderar att få en ledare utan att specifikt tilldela denne rollen. Uppstår problem tenderar ett skifte av ledarskap ske. Skiftet sker naturligt och då utan verbala tilldelningar. Det visuella planeringsverktyget hjälpte deltagarna att uttrycka sina tankar och funderingar. Deltagarna kunde kommunicera med hela kroppen och att peka på specifika objekt som de ville diskutera. Genom denna frihet kunde de mer noggrant kommunicera sina förslag och tankar till resten av gruppen.
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Identifiering av designprinciper för migrering av spel till iPhoneAxelsson, Kristoffer, Bauer, Maciej January 2011 (has links)
Syftet med denna uppsats var att identifiera designprinciper vid migrering av stationära spel till Apples iPhone. Litteraturstudier, heuristisk utvärdering, enkätundersökning och djupintervjuer användes som metoder. Resultaten visade på att framför allt inmatningsmetoder, brist på feedback och skärmstorlek är problemområden i migrerade spel. Slutsatser inkluderar att spel aldrig bör migreras exakt som de stationära versionerna, nya inmatningsmetoder hos mobiltelefoner bör utnyttjas bättre och det bör övervägas om vissa spel överhuvudtaget bör migreras beroende på genre. / The purpose of this thesis was to identify design principles for use at migrations of stationary games to Apple’s iPhone. Literature studies, heuristic evaluation, survey and in-depth interviews were used as methods. The results showed that especially input methods, lack of feedback and screen size are problematic ares in migrated games. Conclusions include that games should never be migrated exactly like the stationary versions, new input methods in mobile phones should be utilized in a better way and it should be considered if some games are suitable to be migrated at all depending on genre.
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Interfaces utilisateur 3D, des terminaux mobiles aux environnements virtuels immersifsHachet, Martin 03 December 2010 (has links) (PDF)
Améliorer l'interaction entre un utilisateur et un environnement 3D est un défi de recherche primordial pour le développement positif des technologies 3D interactives dans de nombreux domaines de nos sociétés, comme l'éducation. Dans ce document, je présente des interfaces utilisateur 3D que nous avons développées et qui contribuent à cette quête générale. Le premier chapitre se concentre sur l'interaction 3D pour des terminaux mobiles. En particulier, je présente des techniques dédiées à l'interaction à partir de touches, et à partir de gestes sur les écrans tactiles des terminaux mobiles. Puis, je présente deux prototypes à plusieurs degrés de liberté basés sur l'utilisation de flux vidéos. Dans le deuxième chapitre, je me concentre sur l'interaction 3D avec les écrans tactiles en général (tables, écrans interactifs). Je présente Navidget, un exemple de technique d'interaction dédié au controle de la caméra virtuelle à partir de gestes 2D, et je discute des défis de l'interaction 3D sur des écrans multi-points. Finalement, le troisième chapitre de ce document est dédié aux environnements virtuels immersifs, avec une coloration spéciale vers les interfaces musicales. Je présente les nouvelles directions que nous avons explorées pour améliorer l'interaction entre des musiciens, le public, le son, et les environements 3D interactifs. Je conclue en discutant du futur des interfaces utilisateur 3D.
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