91 |
How Does Interface Design and Recommendation System in Video Streaming Services Affect User Experience? : A study on Netflix UI design and recommendation system and how it shapes the choices young adults between the ages 18 and 26 make.Kindbom, Linnéa January 2022 (has links)
No description available.
|
92 |
Evaluating the State of Accessibility in React UI Component Libraries / Utvärdering av tillgänglighet i React UI komponentbibliotekKarlsson, Alex January 2021 (has links)
This work examined the state of accessibility in React UI component libraries. The accessibility of these libraries is essential since they are used to create the frontend of hundreds of thousands of projects. We conducted a controlled experiment to evaluate the accessibility of six open source libraries. We selected libraries based on GitHub dependents intervals to include libraries with varied use. In the experiment, we implemented a UI for each library with a few standard components. We then tested these UI implementations based on WCAG 2.1 and WAI-ARIA 1.1 with automated testing using Axe and manual test cases. We also used exploratory testing with the screen reader NVDA to detect issues based on actual use with an assistive device. We also conducted a literature review to support the experiment and the following discussion and conclusions of its results. We detected 50 accessibility issues in total and all libraries had one or more issues. Also, that there was a significant difference in the accessibility of libraries. The second interval had the least number of issues and was closely followed by the first interval with the most dependents. The two libraries selected from the interval with the least dependents had the most issues. We recommend developers not using libraries from the interval with the least dependents for public web products. Since all libraries had one or more issues, we also recommend developers choose libraries with care to ensure accessibility, WCAG 2.1 compliance, and follow WAI-ARIA 1.1. This work was limited to six libraries and a few components; there are many more of both. Another limitation was that the testing was limited to a desktop resolution and did not include mobile testing. Also, the work used the free version of Axe, and a paid version could potentially detect more accessibility issues.
|
93 |
Where/Why/How Do You FindMe? : Visualizing Situational Awareness During Search and Rescue OperationsCinelli, Ester January 2022 (has links)
The intensity and frequency of hurricanes and storms increase due to climate change, leaving destruction in their trail. After a hurricane happens, it is fundamental to respond as quickly as possible, and Search and Rescue operations occur to limit human damage further. The operations take place in hostile environments and extreme situations, where speed and efficiency are essential. Indeed, rescuers must be able to have a shared mental model of the situation and act immediately. This study focuses on visualizing situational awareness in such environments to optimize decision-making. This study has been conducted in collaboration with Frog design and Sony and is part of the broader project FindMe Tag, a system composed of a wearable device that tracks civilians’ location and biometric data. The tag is connected to an app for civilians to handle which data to share. The data is shared to the rescuers’ dashboard for optimizing Search and Rescue operations, which is the focus of this thesis. Following a Research through Design approach, this thesis project aims to contribute to the interaction design field by proposing a way to visualize situational awareness during extreme and dynamic situations. The process resulted in a dashboard prototype to support Search and Rescue operations by providing a way to visualize data concerning civilians’ status and rescuers, communicate among teams, and encourage connectedness among civilians.
|
94 |
Expectations on Chatbots among Novice Users during the Onboarding Process / Nya användares förväntningar på chatbots under introduktionsprocessenSörensen, Ingrid January 2017 (has links)
In recent years a type of Conversational User Interface (CUI) called chatbots has been more common, these are integrated and used on various platforms such as Slack, Facebook and Skype. Chatbots are based on Artificial intelligence and are a written conversation between a human and an intelligent system. One example is Microsoft‘s chatbot Zo, a social chatbot aimed to entertain. As chatbots are becoming more commonly occurring, the need to study peoples expectations and demands is important in order to improve the user experience and usages of chatbots. In this paper, a study is presented, looking at the requirements and expectations of a chatbot by novice users. The study showed that onboarding is important in order for users to perform tasks successfully. Onboarding is the process for new users to become successful when adopting a product. In the study, eight participants were exposed to two different chatbots, a human-like and a robot-like, and interviewed about their thoughts and experiences from using it. The chatbots is applied to the case of customer support for insurance. The participants received the tasks; sign a new insurance, cancel an old one, get a recommendation for an pregnancy insurance and react on a notification. The results from the study also illustrate the importance of giving the user feedback in form of summaries, give system status of what is going on, sentences from the chatbot should be with concise information, and being able to handle input independent of the formulation. Regardless of which of the chatbots the participants tried first, they favored the second chatbot because they perceived it as easier to talk to with less misunderstandings. This might indicate a learning curve among the users and hint towards the need to design for onboarding. / Under de senaste åren har en typ av konversations användargränssnitt, så kallade chatbots, blivit mer vanligt förekommande, dessa är integrerade och använda på diverse plattformar t.ex Slack, Facebook och Skype. Chatbots är en baserat på artificiell intelligens och är skriftlig kommunikation mellan en människa och ett intelligent system. Ett exempel är chatboten Zo från Microsoft, det är en social chatbot med syftet att vara underhållande. I takt med att chatbots börjar blir mer vanligt förekommande så ökar även behovet av att studera vilka förväntningar och krav som användare har, för att i sin tur kunna förbättra användandet samt användarupplevelsen av chatbots. I denna artikel presenteras en studie vilken har undersökt vilka krav och förväntningar som nya användare har på chatbots. Studien visade att introduktionsprocessen är viktig för att användare ska kunna utföra uppgifter korrekt. Introduktionsprocessen menar på den process som nya användare går igenom för att bli framgångsrika i användandet när de interagerar med en produkt. I studien, deltog 8st personer som fick testa två stycken olika chatbots, en som var mer människolik och en som var mer robotlik, sedan svara på frågor rörande deras tankar och uppfattningar från att interagera med dessa. Chatbottarna är applicerade inom kundsupport på ett försäkringsbolag. Deltagarna fick uppgifterna; teckna en försäkring, avsluta en gammal försäkring, be om en rekommendation för en gravidförsäkring samt uttrycka vad användaren ansåg om en notifikation. Resultatet från studien visade även på vikten av att ge användare återkoppling i form av summeringar, ge system status av vad som händer, meningar från chatboten ska vara med koncis information samt att systemet ska kunna hantera alla typer av svar oavsett formulering. Oberoende på vilken av de två chatbottarna som användarna interagerade med först, så visade resultatet att deltagarna föredrog den chatbot de interagerade med sist pga att den uppfattades som lättare att prata med samt att det blev färre missförstånd. Detta tycks tyda på en inlärningskurva hos användarna vilket visar på behovet av att designa för inlärningsprocessen.
|
95 |
Vikten av mikroanimation : En kvalitativ studie om hur mikroanimationer påverkar användarupplevelsen i mobila gränssnitt / The importance of microanimation : A qualitative study on how microanimations affect the user experience in mobile interfacesSöderlind, Ida, Bylund, Ida, Bjur, Josefine January 2024 (has links)
This study aims to gain a deeper understanding of how microanimations contribute to enhancing user experiences in mobile interfaces. By examining how microanimations influence how users perceive mobile application interfaces, it is possible to comprehend the significance of dynamic visual feedback from interactions. Feedback can be animated in various ways and is present in multiple parts of an interface; therefore, we intend [JB1] to investigate how all microanimations affect the overall user experience. The methodology employed in this study is qualitative and based on triangulation, combining three different types of data to enhance result validity. The eight participants in the study engaged in A/B-testing of four applications. Version A included an interface with microanimations, while B lacked microanimations. All user tests were observed and documented. After each tested application, respondents completed a survey, resulting in a total of 64 surveys collected. After completing the tests and surveys, semi-structured interviews were conducted in forms of focus groups. The results imply that microanimations can enhance user experiences by providing user feedback, which for instance contributes to increased understanding and engagement among users. In some cases, the results suggest that microanimations can cognitively overload users if they are excessive and not sufficiently discreet.
|
96 |
Intelligent Augmented Reality (iAR):Context-aware Inference and Adaptation in ARDavari-Najafabadi, Shakiba 12 September 2024 (has links)
Augmented Reality (AR) transforms the entire 3D space around the user into a dynamic screen, surpassing the limitations of traditional displays and enabling efficient access to multiple pieces of information simultaneously, all day, every day. Recent developments in AR eyeglasses promise that AR could become the next generation of personal computing devices.
To realize this vision of pervasive AR, the AR interface must address the challenges posed by constant and omnipresent virtual content. As the user's context changes, the virtual content in AR head-worn displays can occasionally become obtrusive, hindering the user's perception and awareness of their surroundings and their interaction with both the virtual and physical worlds. An intelligent interface is needed to adapt the presentation and interaction of AR content.
This dissertation outlines a roadmap towards effective, efficient, and unobtrusive AR through intelligent AR (iAR) systems that automatically learn and adapt the interface to the user's context.
To achieve this goal, we:
%(1) Design multiple context-aware AR interfaces and explore their design and effectiveness in various contexts through four experiments; (1) Identify multiple AR design principles and guidelines that maintain efficiency while addressing challenges such as occlusion, social interaction, and content placement in AR.
(2) Demonstrate the impact of context on AR effectiveness, validating the advantages of context-awareness and highlighting the complexities of implementing a context-aware approach in pervasive AR, particularly in scenarios involving context-switching.
(3) Propose a design space for XR interfaces; (4) Develop a taxonomy of quantifiable contextual components and a framework for designing iAR interfaces. / Doctor of Philosophy / Augmented Reality (AR) integrates digital information with the real world in real-time, transforming the surrounding physical space into a dynamic, interactive screen. This technology can simultaneously provide hands-free access to unlimited virtual applications and information, facilitating fast and easy access. With recent advancements in AR eyeglasses, AR is anticipated to become the next generation of personal computing, potentially replacing mobile phones and computers. However, to be seamlessly integrated into daily life, AR must overcome challenges such as occluding important real-world objects, distraction, visual clutter, and information overload.
This dissertation presents a roadmap for developing intelligent AR (iAR) systems that automatically adapt to the user's context.
To achieve this goal, we identify the design space for adaptable AR elements and design and test various context-aware AR interfaces.
We identify key AR design principles that ensure efficiency while addressing challenges like occlusion, social interaction, and content placement. We also highlight the impact of context on AR effectiveness and the complexities of implementing a context-aware approach, especially in context-switching scenarios.
Additionally, we informed the design process of iAR interfaces by identifying the contextual components that influence their effectiveness and providing a framework and architecture for utilizing this information for automatic adaptations.
These efforts aim to enhance AR effectiveness and efficiency while ensuring it remains unobtrusive in everyday use.
|
97 |
Further Development of a Roguelike Deckbuilding Design Tool with Slay the Spire Modding APIKopp, Kristoffer, Hansson, Robin January 2024 (has links)
Slay the Spire is a roguelike deckbuilding game and this genre is fairly new with the first game in this genre called Dream Quest came out in 2014. Since the genre is so new there are not many tools that can help in the creation of games in the genre. Slay the Spire offers an extensive modding API which lets users create new content for the game. This would require the designer to have both programming knowledge and API knowledge which takes a lot of time to learn. This is why Design science as a methodology was chosen to create a UI to make it easier for designers without the required knowledge to still be able to create content for the game. A user study was then conducted to evaluate the usability of the UI. Experiments were also used to test the artifact to make sure content is created correctly.
|
98 |
Navigation i komplexa miljöer med hjälp av digitala tjänster och IoT / Navigation in complex environments with the help of digital services and IoTBjörk, Hanna, Johnsson, Gustav January 2019 (has links)
Forskning och implementering av teknik och tjänster för navigering utomhus, såsom GPS, har kommit långt om man jämför med de alternativen som i dagsläget erbjuds för motparten för navigering inomhus. Användarvänliga wayfinding-lösningar för inomhusbruk är ett område som fortfarande har ett stort behov av mer forskning inriktad på rekommendationer och genomförbarhet av god praxis. Ett av våra mål under forskningsprocessen syftade till att undersöka och identifiera de mest lämpliga sätten att förmedla wayfinding-lösningar till slutanvändarna i olika situationer. För att vi skulle kunna undersöka denna uppgift använde vi oss av en benchmarking-process. Processen utfördes på ett urval av tjänster som erbjuder olika alternativ för wayfinding. Målet med denna process har varit att utreda vilka olika alternativ som finns tillgängliga i dagsläget, vad dessa tjänster erbjuder användarna i form av wayfinding stöd, och var potentiella problem kan uppstå utifrån användarens kognitiva beteende. Processen har även lyft fram områden som rör god praxis för wayfinding och de teknologiska begränsningar som tillhör valet av mobila enheter eller andra digitala plattformar. Vår forskning har visat att det finns flera olika lösningsalternativ som är tillgängliga för implementation i dagsläget. Dock har alla de alternativ som erbjuds sina egna specifika styrkor, svagheter och begränsningar kopplat till både den teknik som används, såväl som användbarheten för slutanvändarna. Det slutliga resultatet av vår forskning är en sammanställning av kvalitativa data och rekommendationer som hanterar både digitala och användar-fokuserade begränsningar som är sammanlänkade till vårt specifika fall. Det resultat som lyfts fram i vår forskning bör dock inte limiteras till endast vårt specifika fall. Istället bör det snarare ses som en referenspunkt för organisationer eller utvecklare som har ett intresse av att implementera wayfinding-lösningar, med syfte att hjälpa sina besökare för att navigera inomhus, eller för framtida forskning inom inomhusnavigering och wayfinding. / Research and implementation of use when it comes to outdoor navigation and GPS systems have come quite far compared to their indoor alternatives. Pedestrian friendly wayfinding solutions for indoor use are still lagging behind, and even more so when it comes to recommendations on implementation of best practice. One of our goals during the research process was aimed at finding the most adequate ways of conveying wayfinding solutions to end-users in different situations. In order to perform this task, we used a benchmarking process on a selection of wayfinding alternatives. The goal of this process have been focused on finding out which solutions are available at this moment, what they offer the users in terms of wayfinding support, and where issues might arise based on cognitive user theory, wayfinding best practice and technological limitations concerning mobile devices or different digital platforms. During our research we found that there are several different solutions that are available for implementation, but that they all come with their own specific strengths and limitations on both the technological side and for the end-users concerning usability. The result of our research has been a collection of qualitative data, and recommendations concerning digital and user limitations connected to our specific case. However, the result of this research should not be limited to our case alone, but rather as a reference point for organizations or developers that wish to implement indoor solutions for users, or for future research within the area of indoor navigation and wayfinding.
|
99 |
Automatiserade regressionstester avseende arbetsflöden och behörigheter i ProjectWise. : En fallstudie om ProjectWise på Trafikverket / Automated regression tests regarding workflows and permissions in ProjectWise.Ograhn, Fredrik, Wande, August January 2016 (has links)
Test av mjukvara görs i syfte att se ifall systemet uppfyller specificerade krav samt för att hitta fel. Det är en viktig del i systemutveckling och involverar bland annat regressionstestning. Regressionstester utförs för att säkerställa att en ändring i systemet inte medför att andra delar i systemet påverkas negativt. Dokumenthanteringssystem hanterar ofta känslig data hos organisationer vilket ställer höga krav på säkerheten. Behörigheter i system måste därför testas noggrant för att säkerställa att data inte hamnar i fel händer. Dokumenthanteringssystem gör det möjligt för flera organisationer att samla sina resurser och kunskaper för att nå gemensamma mål. Gemensamma arbetsprocesser stöds med hjälp av arbetsflöden som innehåller ett antal olika tillstånd. Vid dessa olika tillstånd gäller olika behörigheter. När en behörighet ändras krävs regressionstester för att försäkra att ändringen inte har gjort inverkan på andra behörigheter. Denna studie har utförts som en kvalitativ fallstudie vars syfte var att beskriva utmaningar med regressionstestning av roller och behörigheter i arbetsflöden för dokument i dokumenthanteringssystem. Genom intervjuer och en observation så framkom det att stora utmaningar med dessa tester är att arbetsflödens tillstånd följer en förutbestämd sekvens. För att fullfölja denna sekvens så involveras en enorm mängd behörigheter som måste testas. Det ger ett mycket omfattande testarbete avseende bland annat tid och kostnad. Studien har riktat sig mot dokumenthanteringssystemet ProjectWise som förvaltas av Trafikverket. Beslutsunderlag togs fram för en teknisk lösning för automatiserad regressionstestning av roller och behörigheter i arbetsflöden åt ProjectWise. Utifrån en kravinsamling tillhandahölls beslutsunderlag som involverade Team Foundation Server (TFS), Coded UI och en nyckelordsdriven testmetod som en teknisk lösning. Slutligen jämfördes vilka skillnader den tekniska lösningen kan utgöra mot manuell testning. Utifrån litteratur, dokumentstudie och förstahandserfarenheter visade sig testautomatisering kunna utgöra skillnader inom ett antal identifierade problemområden, bland annat tid och kostnad. / Software testing is done in order to see whether the system meets specified requirements and to find bugs. It is an important part of system development and involves, among other things, regression testing. Regression tests are performed to ensure that a change in the system does not affect other parts of the system adversely. Document management systems often deals with sensitive data for organizations, which place high demands on safety. Permissions in the system has to be tested thoroughly to ensure that data does not fall into the wrong hands. Document management systems make it possible for organizations to pool their resources and knowledge together to achieve common goals. Common work processes are supported through workflows that contains a variety of states. These different permissions apply to different states. When a permission changes regression tests are required to ensure that the changes has not made an impact on other permissions. This study was conducted as a qualitative case study whose purpose was to describe the challenges of regression testing of roles and permissions in document workflows in a document management system. Through interviews and an observation it emerged that the major challenges of these tests is that workflow states follow a predetermined sequence. To complete this sequence, a huge amount of permissions must be tested. This provides a very extensive test work that is time consuming and costly. The study was directed toward the document management system ProjectWise, managed by Trafikverket. Supporting documentation for decision making was produced for a technical solution for automated regression testing of roles and permissions in workflows for ProjectWise. Based on a requirement gathering decision-making was provided that involved the Team Foundation Server (TFS), Coded UI and a keyword-driven test method for a technical solution. Finally, a comparison was made of differences in the technical solution versus today's manual testing. Based on literature, document studies and first hand experiences, test automation provides differences in a number of problem areas, including time and cost.
|
100 |
Metody uživatelského hodnocení HMI v prostředí automotive. Případová studie. / HMI user assessment methods in automotive environment. Case study.Křepelková, Sabina January 2019 (has links)
The thesis focuses on the topic of benefits and limitations of various HMI user assessment methods. In the theoretical part of the thesis there is introduced the HMI theory, summarized HMI user assessment methods, presented knowledge about their utilization and the available tools are mapped. The goal of the practical part is testing of selected HMI user assessment methods related to the requirements of the commercial automotive sector. The result of practical part is a comparison of the strengths and weaknesses of individual approaches and their specifics. The diploma thesis was prepared in accordance with the valid internal regulations of the Charles University and other methodological guidelines and normative documents. Keywords: user experience, UX, usability, user interface, UI, HMI, human-machine interface, automotive, usability evaluation, user assessment, user testing, usability testing
|
Page generated in 0.0207 seconds