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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.
41

Les dispositifs d’aide à la consommation : une analyse qui prend compte des obstacles à la rationalité dans l’évaluation des biens de consommation

Leggett-Dubé, Justine 12 1900 (has links)
Ce projet de recherche vise à explorer le rôle du design dans l’acte d’achat et l’évaluation des produits. L’hypothèse de recherche repose sur le fait que le design est un obstacle à la rationalité dans le choix d’un bien, car ce dernier est rattaché à des singularités qui lui sont propres, le rendant difficilement comparable aux autres biens d’un même marché. Les produits deviennent difficiles à évaluer et à classer parmi les autres biens similaires dans le marché. En soi, la finalité et les vertus du design permettent aux consommateurs d’avoir une plus grande liberté de choix, mais ce rôle dynamique et économique que peut prendre le design peut aussi confondre les consommateurs devenant brouillés par l’abondance de choix. En ce sens, le design serait la clé de la voûte d’une économie des singularités telle que proposée par Lucien Karpik dans L’économie des singularités. Avec une méthodologie ethnologique, cinq projets d’évaluation de produits au sein de deux organismes produisant des dispositifs d’aide à la consommation ont été observés sur une période de deux ans. À la conclusion de cette étude, il a été démontré que certaines améliorations pouvaient être apportées aux processus d’évaluation, plus particulièrement en ce qui concerne les facteurs qui ne sont pas pris en compte dans les dispositifs d’aide à la consommation actuels, comme l’évaluation de produits centrée sur l’usager à l’aide de scénarios d’usages, plutôt que l’évaluation de produits centrée sur l’objet, ainsi que la considération de l’expérience de l’usager dans l’évaluation des biens. / This research project aims at exploring the role of design within the act of purchasing and rating products. This premise is based on the fact that design is an obstacle to an individual’s rationality when choosing goods because they are multidimensional and of uncertain quality, as proposed by Lucien Karpik. This creates a difficulty faced by consumers when trying to find comparable products on the market. The research hypothesis of this project suggests that design is an obstacle to reason by offering multidimensional products to consumers. It then becomes harder for them to evaluate singular products available on the market, and to make wise consumption choices. One of the aims of design is to offer users freedom of choice, but this dynamic and economic role of design can also lead to confusion, where consumers become blinded by the abundance of choices. In this sense, design would be the keystone of a singularity-based economy. Five product rating projects were observed on a two-year period within two agencies involved in producing consumption aid devices by using an ethnological approach. The conclusion of this study has shown that some improvements could be made to the product rating processes, particularly for the facts that have not been accounted for in the actual consumption aid devices, such as user-centered product ratings based on user scenarios instead of object-centered product ratings, as well as considering user experience in product evaluation.
42

Aplicação de práticas de usabilidade ágil em software livre / Application of agile usability practices in free and open source software

Santos, Ana Paula Oliveira dos 22 March 2012 (has links)
Esta dissertação de mestrado fez parte do projeto Qualipso (Quality Platform for Open Source Software) que teve como principal objetivo melhorar a confiabilidade de sistemas de software livre. Nesse contexto, o enfoque desta pesquisa é um dos atributos de qualidade de software: usabilidade. As práticas de usabilidade no desenvolvimento de software livre, são aplicadas na maioria das vezes, em projetos patrocinados por grandes empresas ou que possuam especialistas em usabilidade como membros da equipe. Mas, em projetos menores da comunidade, compostos geralmente por desenvolvedores, raramente ela é considerada. Porém, a usabilidade é um atributo fundamental para a qualidade durante o uso de um sistema. Com base em valores compartilhados entre as comunidades de métodos ágeis e de software livre, esta dissertação propõe a adaptação de práticas de usabilidade no contexto de métodos ágeis para o contexto de comunidades de software livre. Por meio de pesquisa bibliográfica, levantamos as principais práticas de usabilidade tanto no âmbito de métodos ágeis, quanto no âmbito de software livre, e as classificamos de acordo com as fases do Design Centrado em Usuário, descrevendo cada uma com o formato nome-contexto-problema-solução-exemplos. As práticas foram exploradas em projetos de software livre, o que possibilitou maior entendimento de problemas enfrentados em contextos reais. Essa experiência resultou na proposta de adaptação de práticas de usabilidade ágil no contexto de comunidades de software livre. Dessa forma, descrevemos a realização de uma pesquisa-ação no projeto Arquigrafia-Brasil, um estudo de caso no projeto Mezuro e a aplicação de práticas de usabilidade em quatro projetos do Centro de Competência em Software Livre do IME-USP. / This Masters thesis was part of the Qualipso project (Quality Platform for Open Source Software) whose main objective was to improve the reliability of free and open source software systems. Within such context, the focus of this research is one of the attributes of software quality: usability. The usability practices in free and open source software development are applied most often in projects sponsored by large companies or employing usability experts as team members. But on smaller projects in the community, generally composed by developers, it is rarely considered. However, usability is an essential attribute to the quality in use of a system. Based on values shared between the communities of agile methods and free and open source software, this thesis proposes the adaptation of usability practices in the context of agile methods to the context of free and open source software communities. Through the study of the literature in the field, we gathered the main usability practices both within agile methods, as in free and open source software, and we classified according to User-Centered Design phases, describing each one with the format name-context-problem-solution-examples. The practices were explored in free and open source software projects, which enabled greater understanding of problems faced in real contexts. This experience resulted in the adaptation proposal of agile usability practices into the context of free and open source software communities. We describe the implementation of an action research in the Arquigrafia-Brazil project, a case study in the Mezuro project and the application of usability practices in four projects of the IME-USP FLOSS Competence Center.
43

Aplicação de práticas de usabilidade ágil em software livre / Application of agile usability practices in free and open source software

Ana Paula Oliveira dos Santos 22 March 2012 (has links)
Esta dissertação de mestrado fez parte do projeto Qualipso (Quality Platform for Open Source Software) que teve como principal objetivo melhorar a confiabilidade de sistemas de software livre. Nesse contexto, o enfoque desta pesquisa é um dos atributos de qualidade de software: usabilidade. As práticas de usabilidade no desenvolvimento de software livre, são aplicadas na maioria das vezes, em projetos patrocinados por grandes empresas ou que possuam especialistas em usabilidade como membros da equipe. Mas, em projetos menores da comunidade, compostos geralmente por desenvolvedores, raramente ela é considerada. Porém, a usabilidade é um atributo fundamental para a qualidade durante o uso de um sistema. Com base em valores compartilhados entre as comunidades de métodos ágeis e de software livre, esta dissertação propõe a adaptação de práticas de usabilidade no contexto de métodos ágeis para o contexto de comunidades de software livre. Por meio de pesquisa bibliográfica, levantamos as principais práticas de usabilidade tanto no âmbito de métodos ágeis, quanto no âmbito de software livre, e as classificamos de acordo com as fases do Design Centrado em Usuário, descrevendo cada uma com o formato nome-contexto-problema-solução-exemplos. As práticas foram exploradas em projetos de software livre, o que possibilitou maior entendimento de problemas enfrentados em contextos reais. Essa experiência resultou na proposta de adaptação de práticas de usabilidade ágil no contexto de comunidades de software livre. Dessa forma, descrevemos a realização de uma pesquisa-ação no projeto Arquigrafia-Brasil, um estudo de caso no projeto Mezuro e a aplicação de práticas de usabilidade em quatro projetos do Centro de Competência em Software Livre do IME-USP. / This Masters thesis was part of the Qualipso project (Quality Platform for Open Source Software) whose main objective was to improve the reliability of free and open source software systems. Within such context, the focus of this research is one of the attributes of software quality: usability. The usability practices in free and open source software development are applied most often in projects sponsored by large companies or employing usability experts as team members. But on smaller projects in the community, generally composed by developers, it is rarely considered. However, usability is an essential attribute to the quality in use of a system. Based on values shared between the communities of agile methods and free and open source software, this thesis proposes the adaptation of usability practices in the context of agile methods to the context of free and open source software communities. Through the study of the literature in the field, we gathered the main usability practices both within agile methods, as in free and open source software, and we classified according to User-Centered Design phases, describing each one with the format name-context-problem-solution-examples. The practices were explored in free and open source software projects, which enabled greater understanding of problems faced in real contexts. This experience resulted in the adaptation proposal of agile usability practices into the context of free and open source software communities. We describe the implementation of an action research in the Arquigrafia-Brazil project, a case study in the Mezuro project and the application of usability practices in four projects of the IME-USP FLOSS Competence Center.
44

Persona : En metod att utveckla och införa persona i en organisation

Jönhill, Mathias, Lehner, Andreas January 2008 (has links)
<p>Abstract</p><p>In this thesis we aim to extend the current theories about a concept called persona. A persona is a model of a user, mostly based on qualitative research and made with such accuracy that it to some extent can be used as a replacement of a real user in a development process and as a communicative tool. We will present a way of constructing this persona without meeting the actual users and follow up with interviews from the organization using them. This will lead to a model over the process of introducing personas as a concept in an organization,previously not familiar with the concept. The model is adapted to also work for projects and organizations where the concept is already known.</p> / <p>Executive summary</p><p>When developing and designing systems or products to be used directly by end users,it is important that these are developed with people in mind. One way to do this is to have close contact between the end user and the developer as can be seen in for example agile development methods. This is however not applicable at all times and therefore the developer need to get the information about the end user some other way.</p><p>Often this is done by a spokesman or project manager for the ordering company who delivers the information to a project manager or spokesman for the systems development company who in turn make sure the developer get the relevant information. Of course this means that sometimes information that could be relevant is missed and sometimes even altered due to misunderstandings or even personal interest.</p><p>One way to deal with this is to have a written description or model of the primary end user that is so correct and accurate that it to some extent could be used as a replacement of the real user. Especially effective is this when making design decisions and as a communicative tool to ensure a common and shared picture of the different needs of the users. Even if a description of the end user has been made, the view of the user is not always shared.</p><p>This thesis will address the problem of creating this description of a user by using the concept of persona, first presented by Alan Cooper 1999 in his book “The Inmates are running the Asylum – Why High-Tech Products Drive Us Crazy and How to Restore the Sanity”. In our research we show that under certain circumstances, this can be done without actually meeting the real end users by interviewing and observing other people with very similar roles.</p><p>Using this persona as a development tool requires introduction of the concept in the organization as well as introduction of the personas for the actual project. This research is summarized in a model that includes the different steps of creating a persona using several methods and also how to implement this tool in an organization</p><p>or project. For each general step in the model there is a short description which includes the construction of personas and which activities to include in the introduction, either if personas is previously known or not.</p><p>Appendix 10 in this thesis consists of a brief and more hands on guide of the process of creating personas and introducing the concept in an organization. This guide could serve as a quick introduction to the subject and could also be used at a later time to refresh some of the highlights in the process.</p> / <p>Sammanfattning</p><p>Denna uppsats avser utöka befintliga teorier runt konceptet persona. En persona är en modell av en användare, baserad främst på kvalitativa studier, och utvecklad med sådan precision att den till vissa delar kan ersätta en riktig slutanvändare i en utvecklingsprocess samt som ett kommunikationsverktyg. Vi kommer att presentera ett sätt att utveckla denna persona utan att träffa den riktiga slutanvändaren och följa upp med intervjuer från organisationen som använder dem. Detta leder fram till en modell över processen med att utveckla personas samt införandet i en utvecklingsorganisation som tidigare inte har använt sig av konceptet. Modellen är anpassad för att fungera vid införande av persona även i projekt och organisationer där konceptet är känt sedan tidigare.</p>
45

Persona : En metod att utveckla och införa persona i en organisation

Jönhill, Mathias, Lehner, Andreas January 2008 (has links)
Abstract In this thesis we aim to extend the current theories about a concept called persona. A persona is a model of a user, mostly based on qualitative research and made with such accuracy that it to some extent can be used as a replacement of a real user in a development process and as a communicative tool. We will present a way of constructing this persona without meeting the actual users and follow up with interviews from the organization using them. This will lead to a model over the process of introducing personas as a concept in an organization,previously not familiar with the concept. The model is adapted to also work for projects and organizations where the concept is already known. / Executive summary When developing and designing systems or products to be used directly by end users,it is important that these are developed with people in mind. One way to do this is to have close contact between the end user and the developer as can be seen in for example agile development methods. This is however not applicable at all times and therefore the developer need to get the information about the end user some other way. Often this is done by a spokesman or project manager for the ordering company who delivers the information to a project manager or spokesman for the systems development company who in turn make sure the developer get the relevant information. Of course this means that sometimes information that could be relevant is missed and sometimes even altered due to misunderstandings or even personal interest. One way to deal with this is to have a written description or model of the primary end user that is so correct and accurate that it to some extent could be used as a replacement of the real user. Especially effective is this when making design decisions and as a communicative tool to ensure a common and shared picture of the different needs of the users. Even if a description of the end user has been made, the view of the user is not always shared. This thesis will address the problem of creating this description of a user by using the concept of persona, first presented by Alan Cooper 1999 in his book “The Inmates are running the Asylum – Why High-Tech Products Drive Us Crazy and How to Restore the Sanity”. In our research we show that under certain circumstances, this can be done without actually meeting the real end users by interviewing and observing other people with very similar roles. Using this persona as a development tool requires introduction of the concept in the organization as well as introduction of the personas for the actual project. This research is summarized in a model that includes the different steps of creating a persona using several methods and also how to implement this tool in an organization or project. For each general step in the model there is a short description which includes the construction of personas and which activities to include in the introduction, either if personas is previously known or not. Appendix 10 in this thesis consists of a brief and more hands on guide of the process of creating personas and introducing the concept in an organization. This guide could serve as a quick introduction to the subject and could also be used at a later time to refresh some of the highlights in the process. / Sammanfattning Denna uppsats avser utöka befintliga teorier runt konceptet persona. En persona är en modell av en användare, baserad främst på kvalitativa studier, och utvecklad med sådan precision att den till vissa delar kan ersätta en riktig slutanvändare i en utvecklingsprocess samt som ett kommunikationsverktyg. Vi kommer att presentera ett sätt att utveckla denna persona utan att träffa den riktiga slutanvändaren och följa upp med intervjuer från organisationen som använder dem. Detta leder fram till en modell över processen med att utveckla personas samt införandet i en utvecklingsorganisation som tidigare inte har använt sig av konceptet. Modellen är anpassad för att fungera vid införande av persona även i projekt och organisationer där konceptet är känt sedan tidigare.
46

Front-end design and implementation of a Web-based Streaming Platform : A User Centered Approach / Design av användarklient för en webbaserad streaming-plattform : En användarcentrerad approach

Salin, Fredrik January 2015 (has links)
This master thesis investigates how an Agile User Centered approach can be used when designing and implementing the frontend for a web-based on-demand video streaming platform. Agile and User Experience (UX) are currently two very popular concepts that are frequently discussed in the software development community. Recently there have been a lot of discussions about how to combine Agile development methodologies and UX activities, and it has proven to be a difficult task in practice. This Master Thesis aims at solving this issue by researching methodologies that take both the Agile aspect as well as UX in consideration. Dual-track Scrum, an Agile/User Centered methodology considering UX, was used as development methodology and throughout the development process it was investigated how this methodology, as well as adding UX activities, affected the UX of the streaming platform. The conclusion from this thesis is that even though the combination of Agile and User Centered processes is difficult, it can be achieved with good results. The thesis presents guidelines for how to successfully combine the two processes as well as what the most important UX activities are and how they can be used in an Agile development project. The thesis also concludes that using a frontend framework, development tools and HTML5 video is very useful for developing the frontend for the streaming platform.
47

Designing a mobile application interface to support mid-career professionals in creating better financial futures

Pentz, Audrey 22 February 2021 (has links)
South Africans borrow more and save less than other nations (Discovery Bank, 2018). One reason is a lack of financial knowledge. If a mobile application could guide individuals to modify their financial habits slightly by spending less and saving more, they could dramatically improve their financial future. When designing visualisation systems such as a mobile application interface, users' qualitative design feedback and quantitative usability evaluation are both important and complementary. The benefit of usability feedback in software development is undisputed. The importance of qualitative design feedback from users however, seems to be controversial in Science. Gathering users' qualitative design feedback, ahead of usability evaluation, can have a substantial impact on downstream development costs. The researcher used design as a tool for thinking (imagining new possibilities) and communicating (sharing ideas). The purpose was to clarify ways in which a mobile application interface could support users in making better financial decisions and creating better financial futures for themselves and consequently for society. A user centred design (UCD) approach was followed, emphasising design before development, with a strong focus on user involvement in all three phases, namely requirements gathering, design and evaluation. A primary client archetype for mid-career professionals was developed, split into two personas, Alan and Zoe, based on personality and self-rated motivational attributes which were used in an unconventional way to inspire two parallel, diverse designs. In early design stages, before an idea is well formed, producing multiple contrasting designs in parallel and qualitative design feedback from users is beneficial to establishing utility (solving the right problem), tapping into users' domain knowledge, improving the quality of the design and reducing fixation on one idea. Once the concept has been socialised and evolved sufficiently with users' input, converging on one final design and testing usability (solving the problem in the right way) become more important. This research offers two refinements of the UCD process guidelines for the benefit of researchers and practitioners.
48

La transición política a la democracia en la provincia de Alicante: historia de la Unión de Centro Democrático (1973-1983)

Candela Sevila, Virgilio Francisco 10 September 2018 (has links)
Tesis doctoral sobre la historia de la UCD en la provincia de Alicante durante los años de transición política a la democracia.
49

Essential Factors for Usability and Acceptance of Mobile Learning in Ugandan Primary Schools : Minor Field Studies

Hager, Lovisa, Almström, Sara January 2019 (has links)
Two different focus groups in primary schools in Uganda participated in this study to investigate critical aspects of usability comparing two different educational mobile applications. The first group was already familiar with both applications, while the second group had no previous experiences of the applications. Furthermore, interviews were performed with a head teacher as well as two CEOs and founders of two start ups developing educational mobile applications for children, in order to investigate challenges with implementation of mobile learning in schools in Uganda. The results showed that one of the applications was not fully compatible with the devices used by the target group and that swiping was perceived less natural than clicking. Regarding organizational factors of implementation in schools, financial limitations and insufficient computer literacy among employees were revealed as critical obstacles. Moreover, improvements of the method used during the user tests with children in foreign contexts are discussed. / I denna studie deltog två fokusgrupper med barn från två olika grundskolor i Uganda för att undersöka kritiska aspekter gällande användarvänlighet genom att jämföra två mobilapplikationer som används i utbildningssammanhang. Den första gruppen var redan bekant med båda applikationerna, medan den andra gruppen var obekant med applikationerna. Vidare undersöktes utmaningar med implementation av mobile learning i grundskolor i Uganda genom intervjuer med en rektor från en ugandiansk grundskola samt två VDs tillika grundare från två ugandianska edTech-start-ups. Resultaten visade att en av applikationerna inte var fullständigt kompatibel med de enheter som användes av målgruppen i Uganda samt att "swipea" uppfattades mindre naturligt än att klicka. Gällande organisatoriska faktorer av implementering i skolorna visades finansiella begränsningar och anställdas otillräckliga datakunskap vara kritiska hinder. Utöver resultaten som ämnar svara på de definierade frågeställningarna diskuteras förbättringar av metoden som användes för användartesterna, i syfte att ge riktlinjer till framtida projekt i liknande sammanhang.
50

Incorporating end user needs in e-Servicedevelopment at project level / Incorporating end user needs in e-Service development at project level

BJÖRNDAHL, ÅSA January 2016 (has links)
Syfte - Syftet med denna forskning är att främja förståelsen av hur slutanvändarbehov beaktas vid utformningen och genomförandet av offentliga e-tjänster. Metod - Forskningen genomfördes med en fallstudieapproach på Skatteverket, där fyra olika utvecklingsprojekt för e-tjänster undersöktes. Data samlades huvudsakligen in genom semistrukturerade intervjuer men även genom interna dokument och observationer. Resultat - Det används ingen enskild utvecklingsmetodik för att utveckla e-tjänster. Istället används flera olika metoder som i varierande omfattning lånar från Scrum eller andra agila metoder, samtidigt som metoderna styrs av ett underliggande sekventiellt tänk som liknar vattenfall-modellen. Vidare är det inte utvecklingsteamen som främst definierar eller fångar in slutanvändarbehov, utan teamen förlitar sig istället på projektexterna källor för detta. Det kan också konstateras att projekten i stor utsträckning inte utför någon systematisk uppföljning kring om slutanvändarnas behov har uppfyllts eller inte av den utvecklade e-tjänsten. Uppföljningen som görs är ofta informell eller endast muntlig och verkar vara hopslagen med att undersöka nya användarbehov och förbättringsområden. Bidrag – Det teoretiska bidraget omfattar bland annat att det visas att det finns flera sätt att utveckla e-tjänster på och att det i praktiken inte är en typ av utvecklingsmetod som följs utan snarare hybridmetoder. Luckor i teorin har också identifierats i form av vem som är tänkt att vara ansvarig för att upptäcka och definiera slutanvändarbehov samt vem som är i kontakt med slutanvändaren. En annan teoretisk lucka finns i hur uppföljning och utvärdering i ett e-tjänstutvecklingssammanhang bör utföras. Studiens empiriska bidrag betonar vikten av att involvera slutanvändare genom hela utvecklingsprocessen, behovet av att förtydliga ansvarsområden i och utanför utvecklingsteam och behovet av att införa systematiska uppföljningsprocesser om intresse finns av att mäta nyttan av människocentrerad utveckling. / Purpose - The purpose of this research is to advance the understanding of how end user needs are considered when designing and implementing government e-Services. Method - The research was conducted using a case study approach, investigating four different e-Service development projects at the Swedish Tax Agency. Data was mainly collected by conducting semi-structured interviews, but also through gathering internal documents and observations. Findings - There is no single development methodology used for developing e-Services. Instead several different methodologies are used and that they, in varying extent, borrow from Scrum or other agile methodologies while still being steered by an underlying sequential approach similar to the waterfall model. Furthermore, the development teams do not define nor capture many end user needs, but rather rely on project external sources for this. Also discovered was that the projects to a large extent do not perform any systematic follow-up to whether user needs have been met or not with the e-Service developed. The follow-up that is done is often informal or only oral and seem to be intermingled with deducing new user needs and improvement areas. Contributions - Conceptual contributions include showing that there are multiple ways of developing e-Services and that in practice not one type of development model is followed, but rather hybrid methodologies. Gaps in theory have also been identified: who is supposed to be responsible for discovering and defining end user needs as well as who is in contact with the end user; and how to view and perform follow-up and evaluation in an e-Service development context. The study’s empirical contributions highlight the importance of end user involvement through the entire development process; the need to clarify areas of responsibility in and outside the development teams; and the need for introducing systematic follow-up procedures if interested in measuring the benefits of HCD.

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