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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.
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-perspective

Carlsson, 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

An Instant Message-Driven User Interface Framework for Thin Client Applications

Book, Matthias, Gruhn, Volker, Mücke, Gerald 03 December 2018 (has links)
Today, thin client applications often rely on the infrastructure of the WWW to deliver their user interfaces (UIs) to clients. While this approach does not require the deployment of application logic on the client, web-based UIs typically do not provide the same level of usability as window-based UIs. We therefore present a UI framework that combines the flexibility of a thin presentation logic with the usability of a full-featured UI: Our approach uses an XMPP-based instant messaging infrastructure to exchange XUL interface descriptions and events between the application logic on the server and a generic UI rendering engine on the client.
3

Designing a User-Centered Autotagging Demo Interface for Both Technical and Non-Technical Users / Design av en Användarcentrerad Autotaggningsdemogränssnitt för Både Tekniska och Icke-tekniska Användare

Tchou, Hans January 2020 (has links)
The modern design of web-based tools derives from well-established patterns and design principles that lead to the desired UX in form of comprehension and intuition. The intuitive impression is usually obtained from previous experience, however, from the use of other similar web-based tools. This thesis is conducted in collaboration with iMatrics AB. One of iMatrics ambitions is to build a long-term sustainable demo tool which is to be integrated into their web portal where their products and services are accessible from. To achieve a satisfying user experience, a large focus on the design and the needs is required to keep and increase the number of users. First impressions, intuition, usability, and overall satisfaction in terms of usability are all important factors of an interface. This paper aims at studying is the perception of these factors in a user-centered scope from both technical and non-technical users’ perspectives where remote contextual inquiry with applied design thinking will be conducted. Interviews, use case studies and surveys will be part of the data gathering process. Initially, the current autotagging demo will be studied and a new demo will be developed, evaluated and compared to the current demo. This study involves a total of 8 participants with a customer or employee relationship with iMatrics. Eventually, this study will point out the overall improvements in the new demo compared to the current demo and also suggest UX features benefiting for both technical and non-technical users.
4

On the generosity of unemployment insurance and its effects on reemployment wages : Is unemployment due to pickiness?

Häggkvist, Martin January 2022 (has links)
This thesis investigates the effects of increasing the generosity of the Swedish unemployment benefit on labor outcomes. This is done using a regression discontinuity model on displaced Swedish white-collar workers between years 2004-2015 studying unemployment duration and post-unemployment wages. The study exploits an age threshold determining eligibility to a complementary insurance to the general benefit. The results show no significant effect of increasing the monthly unemployment benefit of a factor of between 0.1 to 0.4 to previous wage on the length of unemployment or wages. The results are robust when restricting the sample to examine heterogeneous effects. Results are also consistent when altering the specification. The study finds similar results as most of the literature when focusing on reemployment wages, but contrasts much of the research on unemployment spells.
5

Measuring Unemployment Insurance Generosity and Efficiency

2015 August 1900 (has links)
The objective of this study is to measure and compare unemployment insurance (UI) policies among different countries based on generosity and efficiency. A modified modeling framework from Pallage, Scruggs, and Zimmermann (2013) is utilized that excludes savings by agents but incorporates endogenous job search intensities. To measure UI generosity two models are created: 1) a simple model where everyone is eligible for UI and receives benefits indefinitely until re-employment; and 2) a complex model, based on realistic UI policy, which incorporates a waiting period, a UI entitlement status, benefit payments and durations, as well as social assistance policies. The models are calibrated to match an unemployment rate and a share of short-term unemployment of a specific country. The only difference between the two models is the UI policy in place. The generosity metric is then calculated as the replacement ratio in the simple model such that agents are indifferent between the simple UI scheme and the complex (realistic) UI policy. Alongside the generosity metric, an efficiency measure is created that measures the utility loss from moving from the benchmark UI system (offering optimum level of benefits) to the realistic UI system. The countries investigated are Canada, United States, France, and Germany post and pre Hartz reforms. The main results show that Germany pre-reform is the most generous system followed by USA, Germany post-reform, France, and Canada. Rankings based on efficiency display similar pattern. A welfare comparison between Germany pre and post Hartz reform showed that the reform reduced UI generosity, decreased UI efficiency, and caused welfare to either decline or slightly increase depending on the specified risk aversion coefficient. Finally, the sensitivity results reveal that USA is the least generous UI system when housing assistance is removed from the social assistance benefit calculations.
6

Evaluation of the Effectiveness of Implementing a UI Library in FinTech Applications / Implementing a UI Library in FinTech Applications : An Evaluation of the Effectiveness

Hallberg, Emil January 2021 (has links)
Implementing new technology into a complex software developing environment comes with many challenges in terms of code, user interface design, and developer experience. It is well-established that the pressing demand for security and regulations within financial technology makes it even more essential to implement new technologies with care and minimised risks. This work aims to determine the effectiveness of such implementations. Specifically, it evaluates the effectiveness of implementing a UI library in a FinTech application to find the most suitable approach. In this context, a UI library defines as a robust set of user interface components available in one place and a FinTech application as an application in financial technology with complex developing infrastructure. In order to successfully evaluate the effectiveness of implementing a UI library in a FinTech application, a thorough literature survey was performed to identify decisive factors relating to code quality, user interface, and developer experience. In a case study in which a FinTech company served as an example, a solution consisting of their product and UI library was developed. The solution was tested by collecting data from code evaluation, questionnaires, and interviews. The result shows that the solution has higher code quality, fulfils the FinTech UI requirements, and perceived as an improvement of the development infrastructure.  On this basis, the utilised methodology and the recognised factors in this work should be taken into account to identify the most suitable approach when implementing a UI library in a FinTech application.
7

Designing Effective Interfaces for Older Users

Hawthorn, Dan January 2006 (has links)
The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed.
8

Battlefield för den nya marknaden : Förenkla, förtydliga och förbättra ett användargränssnitt

Hogstrand, Tobias January 2007 (has links)
<p>Stockholmbaserade spelutvecklaren DICE, som bl.a. utvecklar Battlefield, vill ta mark på en</p><p>relativt ny och växande spelmarknad. Från att ha strävat efter komplexa och verklighetstrogna</p><p>upplägg vänder sig nu DICE till en helt ny målgrupp. Den primära publiken har identifierats</p><p>som tillfälliga korttidsspelande ungdomar utan tidigare eller liten erfarenhet av liknande spel.</p><p>För att nå den nya målgruppen krävs att dagens avancerade användargränssnitt förenklas och</p><p>förtydligas. Målet är att spelaren snabbt ska kunna förstå och använda spelet.</p><p>Min uppgift är att ta fram en interaktiv presentation som förslag på hur användargränssnittet i</p><p>spelet skulle kunna se ut. I denna rapport undersöks hur spelaren uttyder och använder</p><p>förslaget. Vidare beskrivs arbetsförfarandet samt kopplingar till informationsdesignens regler</p><p>och rekommendationer.</p>
9

Battlefield för den nya marknaden : Förenkla, förtydliga och förbättra ett användargränssnitt

Hogstrand, Tobias January 2007 (has links)
Stockholmbaserade spelutvecklaren DICE, som bl.a. utvecklar Battlefield, vill ta mark på en relativt ny och växande spelmarknad. Från att ha strävat efter komplexa och verklighetstrogna upplägg vänder sig nu DICE till en helt ny målgrupp. Den primära publiken har identifierats som tillfälliga korttidsspelande ungdomar utan tidigare eller liten erfarenhet av liknande spel. För att nå den nya målgruppen krävs att dagens avancerade användargränssnitt förenklas och förtydligas. Målet är att spelaren snabbt ska kunna förstå och använda spelet. Min uppgift är att ta fram en interaktiv presentation som förslag på hur användargränssnittet i spelet skulle kunna se ut. I denna rapport undersöks hur spelaren uttyder och använder förslaget. Vidare beskrivs arbetsförfarandet samt kopplingar till informationsdesignens regler och rekommendationer.
10

UI design for PAIN-OUT Online System

Yang, 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.

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