1 |
Framgångsrik UI-design inom e-handel : En jämförelse mellan två B2C e-handelssidor utifrån ett UI-perspektiv / Successful UI-design in e-commerce : A comparison between two B2C e-commerce pages based on an UI-perspectiveCarlsson, Martin January 2017 (has links)
Denna studie undersöker hur framgångsrika B2C e-handelsföretag och UI-design är sammankopplat. Undersökningen har sin utgångspunkt i vilka element och funktioner på en e-handelssida som användarna anser relevanta. Med relevanta menas viktiga för att användarna ska tycka att e-handeln är professionell och visuellt tilltalande, för att få användarna att stanna kvar på sidan och förhoppningsvis bli betalande kunder. Studien genomfördes tillsammans med sex respondenter och den jämför två e-handelssidor. De båda e-handelssidorna har valts ut utifrån att en av dessa uppfyller de kriterier som formulerats, i form av ett grundantagande, och den andra för att den inte uppfyller dessa kriterier. Momenten och metoderna intervju, inspelning av interaktion, retrospektiv tänka- högt och enkät ingår i studien och fungerar som datainsamling. Resultatet av denna datainsamling ställs sedan mot teoretiska förklaringsmodeller som presenteras i rapporten. Resultatet visar tydliga resultat kring vilka element och funktioner som anses relevanta och tillsammans med de teoretiska förklaringsmodellerna visar resultatet en fördel för den e- handel som uppfyller kriterierna. De resultat som presenteras analyseras och diskuteras sedan för att avslutningsvis presentera en slutsats. I slutsatsen ställs resultatet av studien mot den ursprungliga forskningsfrågan samt ger förslag för vidare forskning. / This study investigates how successful B2C e-commerce companies and UI-design are interconnected. The survey has its starting point in which elements and features of an e- commerce page that users consider relevant. Relevant meaning that it is important for users to think that e-commerce is professional and visually appealing, to make users stay on the page and hopefully become paying customers. The study was conducted alongside six respondents and it compares two e-commerce pages. The two e-commerce pages have been selected based on the fact that one of them meets the criteria formulated, in the form of a basic assumption, and the other because it does not meet these criteria. The moments and methods of interview, interaction recording, retrospective think-aloud and questionnaire are included in the study and act as data collection. The result of this data collection is then set against the theoretical explanatory models presented in the report. The result shows clear results about which elements and functions are considered relevant and along with the theoretical explanatory models, the result shows an advantage for the e-commerce that meets the criteria. The results presented are analyzed and discussed to conclude a conclusion. In conclusion, the results of the study are based on the original research question and provide suggestions for further research.
|
2 |
UI design for PAIN-OUT Online SystemYang, Xiaojie January 2014 (has links)
How to achieve a quality improvement for individual post-operative pain treatment is an important issue. PAIN-OUT is a multinational research project and its aim is to build functional software for clinicians with post-operative pain management. This paper presents a specification for a UI that is intended for physicians to intuitively access the database and to help them in decision making for the postoperative pain treatment. The interface design is tailored for PAIN-OUT data and combines the UI design knowledge and the physicians’ need. In order to meet the needs, and to implement the design into current PAIN-OUT computer aided system, the mockup design is developed as a HTML’s prototype. To verify the design’s performance, we connect the case library and the interface design in Matlab to see the work out. We also made a small demonstration video for the design and asked the expert from PAIN-OUT to offer some professional opinions.
|
3 |
Formal Models and Refinement for Graphical User Interface DesignBowen, Judith Alyson January 2008 (has links)
Formal approaches to software development require that we correctly describe (or specify) systems in order to prove properties about our proposed solution prior to building it. We must then follow a rigorous process to transform our specification into an implementation to ensure that the properties we have proved are retained. When we design and build the user interfaces of our systems we are similarly keen to ensure that they have certain properties before we build them. For example, do they satisfy the requirements of the user? Are they designed with known good design principles and usability considerations in mind? User-centred design approaches, which incorporate many different techniques which we may consider as informal, seek to consider these issues so that the UIs we build are designed around the needs and capabilities of real users. Both formal methods and user-centred design are important and beneficial in the development of underlying system functionality and user interfaces respectively. Given this we would like to be able to use both approaches in one integrated software development process. Their differences, however, make this a challenging objective. In this thesis we present a solution this problem by describing models and techniques which provide a bridge between the existing work of user-centred design practitioners and formal methods practitioners enabling us to incorporate (representations of) informal design artefacts into a formal software development process. We then use these models as the basis for a refinement theory for user interfaces which allows interface designers to retain their informal design methods whilst providing an underlying theory grounded in the trace refinement theory of the Microcharts language.
|
4 |
A new graphical user interface for a 3D topological mesh modelerMorris, David Victor 10 October 2008 (has links)
In this thesis, I present a new platform-independent, open source, intuitive
graphical user interface for TopMod, an application designed for interacting with
3-dimensional manifold meshes represented by a Doubly Linked Face List (DLFL).
This new interface, created using the Trolltech Qt user interface library, enables
users to construct and interact with complex manifold meshes much faster and more
easily than was previously possible. I also present a method for the rapid creation
of a successful online community of users and developers, by integrating a variety
of open source web-based software packages. The new website, which includes a
discussion forum, a news blog, a collaborative user and developer wiki, and a source
code repository and release manager, received an average of 250 unique visits per
day during the first two months of its existence, and it continues to be utilized by a
variety of users and developers worldwide.
|
5 |
BUSINESS PROCESS RECOVERY USING UI DESIGN PATTERNS AND CLONE DETECTION IN BUSINESS PROCESSESGuo, JIN 28 October 2008 (has links)
A business application automates a collection of business processes. A business process describes how a set of logically related tasks are executed, ordered and managed by following business rules to achieve business objectives. An “online book purchase” business process contains several tasks such as buying a book, ordering a book, and sending out promotions. In this ever changing business environment, both of business applications and business processes are modified to accommodate changed business requirements and improve the performance of the organization. These continuous modifications introduce problems in the following two aspects:
1) Business process definitions are rarely updated to reflect the current business processes deployed in business applications. 2) Business processes may be cloned (e.g., copied and slightly modified) to handle special circumstances or promotions. Identifying these clones and removing them help improve the efficiency of an organization. However, business processes are defined with textual languages that cannot be automatically understood.
To maintain business process definitions up to date, we present our techniques that automatically recover business processes from UIs of business applications and identify clones in the recovered business processes. We leverage UI design patterns, which present the best practices of UI designs, to capture business processes from UIs. To refine the recovered business processes and mark the functionally equivalent tasks, we use existing code clone detection tools, such as CCFinder and CloneDR, to detect clones in business applications, and lift clones from code level to business process level. The effectiveness of our techniques is demonstrated through a case study on 15 large open source business applications. / Thesis (Master, Computing) -- Queen's University, 2008-10-28 11:06:31.41
|
6 |
Avbrutna interaktioner och vilseledda val : En studie om hur användares interaktioner påverkas av dark patterns / Disrupted interactions and misled choices : A study of how user interactions are affected by dark patternsAndersson, Lina, Lindh, Elsa January 2023 (has links)
Manipulativa designstrategier har blivit alltmer närvarande på applikationer online. Strategierna kallas dark patterns och är ett sätt att utnyttja gränssnittet för att skapa fördelar för företag på användarens bekostnad. Den här studien syftar till att förstå huruvida användaren noterar den här typen av designstrategier, samt att förstå vilka konsekvenser fem olika typer av dark patterns har på användarens interaktioner. För att besvara detta skapades en prototyp med fem olika typer av dark patterns utplacerade. Prototypen testades på tio testdeltagare vilka sedan intervjuades efter testet. Resultatet av de utförda användartesterna och intervjuerna bidrar till en förståelse för hur de olika typerna av dark patterns skiljer sig åt när det kommer till användarens interaktioner och reaktioner. Studien kunde konkludera att användarens förmåga att notera dark patterns påverkas av hur mycket strategin stör användarflödet. De mönster som noterades skapade också starkare känslor, exempelvis frustration, än de som gick användaren förbi. Vidare gick det att se att tidigare erfarenheter å ena sidan kan göra att användaren noterar mönstren lättare, men å andra sidan kan skapa en blindhet för mönstrens närvaro och påverkan. / Manipulative design strategies, known as dark patterns, have become increasingly prevalent on online applications, exploiting the interface to benefit companies at the expense of users. This study aims to understand whether users notice this type of design strategy, and to understand the consequences of five different types of dark patterns on user interactions. To address this, a prototype with five different types of dark patterns was created and tested with ten participants, who were subsequently interviewed. The results of the user tests and interviews contribute to an understanding of how different types of dark patterns differ in terms of the users interactions and reactions. The study concludes that users ability to notice dark patterns is influenced by how much the strategy disrupts the user flow. The patterns that were noticed also generated stronger emotions, such as frustration, than those that went unnoticed. Furthermore, the study can conclude that previous experiences can both make users more likely to notice the patterns but might also create a blindness to their presence and impact.
|
7 |
Digital app-design för rutinskapande vid psykisk ohälsaSilfverberg, Izabella, Romé, Moa January 2023 (has links)
Psykisk ohälsa är något som har stort inflytande på människors dagliga rutiner där de drabbade kan sakna motivationen för att hålla sig till sina vardagliga uppgifter. På marknaden finns det idag appar som ska motivera användare till att ta hjälp och skapa nya rutiner. Hos dessa appar fattas det dock önskvärda funktioner eller så ligger de bakom en betalvägg vilket kan göra att man tappar motivationen till att använda apparna. UX- och UI-design kan vara väldigt viktigt för att användare ska kunna skapa nya användningsrutiner, speciellt vid appar för psykisk ohälsa. Vi har därför skapat en app-prototyp, med inspiration från analysmetoden kognitiv beteendeterapi (KBT), som har en UX- och UI-design som ska uppmuntra till rutinskapande och vara lättillgänglig. För att validera vårt arbete samt utveckla vår gestaltning har vi haft ett flertal itereringstester, samtal med psykologer och kuratorer samt utfört anonyma användartester. Undersökningens resultat visar att applikationer för kontinuerligt bruk uppmuntrar till rutinskapande och användning via enklare funktioner samt en estetiskt tilltalande UI-design. / Mental illness is something that has a big influence on people's everyday routines where the affected person may lack the motivation to abide by their daily tasks. On today's market there are apps which are for motivating users to get help and make new routines, but there is a lack of desirable features or they’re behind a paywall which can affect the motivation to use the apps. UX- and UI-design can be very important for the making of routines for users, especially when it comes to apps for mental illness. Therefore we have created an app-prototype, with inspiration from Cognitive Behavioral Therapy (CBT), which has an UX- and UI-design that will encourage routine making and be more available. To validate our work and develop our design we have had several iteration tests, conversations with psychologists and social workers, and anonymous user tests. The result of the study shows that applications for continuous usage encourage new routines and utilization through simplified features and an aesthetically pleasing UI-design.
|
8 |
Digitalt projektledningsverktyg baserat på principer inom gamification : Med syftet att öka motivationen och engagemanget i användandetForslund, Max, Ek, Johannes January 2018 (has links)
I denna studie har ett konstruktionsarbete utförts där ett projektledningsverktyg tagits fram. Projektledningsverktyget ämnar till att öka de värdeskapande processer som sker i användandet av verktyget. Syftet med studien är därmed att undersöka hur motivationen och engagemanget i användandet kan höjas genom att implementera gamification-principer i verktygets gränssnitt och funktionalitet. Studien bygger på en förstudie från tidigare forskning inom projektledning och planering samt tjänsteinnovation som blir den bakomliggande strukturen i studien. Detta kombineras med teorier och principer inom interaktionsdesign, UX/UI-design och gamification, vilket själva konstruktionsarbetet grundar sig på. Under arbetet med studien har Action Design Research tillämpats som övergripande forskningsmetod men har även kombinerats med Arvolas designprocess för att ge ytterligare stöd till konstruktionsarbetet av verktyget. Genom denna process har arbetet utförts i ett nära samarbete med digitalbyrån Samuraj, där idén om ett nytt projektledningsverktyg vuxit fram. Företaget har även varit ett stort stöd genom processen där flera möten och dialoger har ägt rum för att samla in värdefull information och utvärdera koncept kring projektledningsverktyget. Studien ämnar därmed till att presentera ett designförslag som genomgått flera iterationer vilket i sin tur resulterat i en interaktivprototyp.
|
9 |
Advancing Models of Privacy Decision Making : Exploring the What & How of Privacy BehavioursKitkowska, Agnieszka January 2018 (has links)
People's decisions do not happen in a vacuum; there are multiple factors that may affect them. There are external determinants, such as cost/benefit calculation of decision outcomes. There are also internal factors, such as attitudes, personality, emotions, age, and nationality. Frequently, the latter have a final say on the decision at hand, and similar determinants are triggered during the digital interaction when people make decisions about their privacy. The current digital privacy landscape is filled with recurring security breaches and leaks of personal information collected by online service providers. Growing dependency on Internet-connected devices and increasing privacy risks prompted policy makers to protect individuals' right to privacy. In Europe, the General Data Protection Regulation requires companies to provide adequate information about their data collection and processing practices to users, to increase privacy awareness and enable better decision making. Regardless, currently there is no sufficient, usable technology, which could help people make improved privacy decisions, decreasing over-disclosure and oversharing. Hence, multidisciplinary researchers aim at developing new privacy-enhancing solutions. To define such solutions and successfully convey data provision and processing practices, potential risks, or harms resulting from information disclosure, it is crucial to understand cognitive processes underpinning privacy decisions. In this thesis, we examine privacy decisions and define factors that influence them. We investigate the attitude-behaviour relationship and identify privacy concerns affecting perceptions of privacy. Additionally, we examine factors influencing information sharing, such as emotional arousal and personality traits. Our results demonstrate that there is a relationship between privacy concerns and behaviours, and that simplified models of behaviour are insufficient to predict privacy decisions. Our findings show that internal factors, such as nationality and culture, emotional arousal, and individual characteristics, affect privacy decisions. Based on our findings, we conclude that future models of privacy should incorporate such determinants. Further, we postulate that privacy user interfaces must become more flexible and personalised than the current solutions. / Growing dependency on Internet-connected devices and increasing privacy risks prompted policymakers to protect individuals’ right to privacy. In Europe, the General Data Protection Regulation requires companies to provide users with adequate information about data collection and processing practices to increase privacy awareness and enable better decisions. Hence, multidisciplinary researchers aim at developing new privacy-enhancing solutions. However, to develop such solutions it is crucial to understand cognitive processes underpinning privacy decisions. This thesis objective is to investigate privacy behaviours. We identify privacy concerns affecting perceptions of privacy and examine factors influencing information sharing. We show that simplified models of behaviour are insufficient predictors of privacy decisions, and that demographic characteristic, emotion and personality affect privacy attitudes and behaviours. Based on our findings we conclude that future models of privacy and designs of privacy user interfaces must incorporate such behavioural determinants.
|
10 |
Användargränssnitt för terminologihanteringLinnea, Tyni January 2015 (has links)
This study focuses on creating an instrument for terminologists to use when working with terminology in different fields of work that require structured documentation. When evaluating the prototype of the instrument the test-participants won’t be terminologists. The methods used to create the instrument are sketching and prototyping a wireframe. The evaluation of the prototype is done with ‘think aloud-protocol’ and heuristic evaluation. The results are presented as annotated pictures of the prototype.
|
Page generated in 0.0287 seconds