• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 907
  • 393
  • 289
  • 69
  • 55
  • 32
  • 20
  • 20
  • 19
  • 11
  • 8
  • 8
  • 8
  • 7
  • 5
  • Tagged with
  • 2061
  • 737
  • 668
  • 614
  • 527
  • 477
  • 441
  • 357
  • 318
  • 295
  • 285
  • 283
  • 280
  • 262
  • 255
  • 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.
131

Content Management Systems : effektiviserar informationshanteringen? / Content Management Systems : makes the updating of information more effective?

Kvarnström, Karin, Isaksson, Ulrika January 2002 (has links)
För ett par år sedan tog utvecklingen och fokuseringen kring Internet fart på allvar ute bland företag. Alla skulle ha en webbsida och anledningen till detta var ofta att konkurrenten hade en eller att man bara ville synas. Idag finns det ett antal så kallade Content Management System utvecklade för att hantera information på Internet, intranet och extranet. Det gemensamma för dessa system är att användarna skall kunna uppdatera, vidareutveckla och administrera lösningen utan någon teknisk kompetens. Syftet med den här uppsatsen var att undersöka om ett Content Management System effektiviserar uppdateringen av information, med hjälp av kategorier inom användbarhet. Användbarhet består av flera olika kategorier, dock har vi valt att begränsa oss till tre av dessa; effektivitet, syfte och tillfredsställelse. För att få djupare kunskaper inom ämnet användbarhet har vi läst böcker och artiklar, vi har även sökt information via Internet. Vi hittade information om användbarhetstest där vi fann en metod som hette utredning. I utredning kan man mäta användbarheten på system som är i bruk. För att kunna dra slutsatsen om ett Content Management System effektiviserar uppdateringen av data/information bestämde vi oss för att ta reda på hur informationsuppdateringen var före och under användningen av verktyget. Utredningen bestod av att vi gjorde en enkät som vi skickade ut till fem företag som använde verktyget. De företag som svarade på enkäten besökte vi och intervjuer gjordes. Det resultat vi kom fram till var att det är svårt att undersöka om ett verktyg effektiviserar uppdateringen av information eller inte. Svaret man får beror på hur företagen tidigare skött informationsuppdateringen. Ett företag som vi undersökte hade en fungerande lösning innan, den största anledningen att de skaffade verktyget var av ekonomiska skäl och detta generade till att informationsuppdateringen inte effektiviserades. De andra företagen som vi undersökte hade ingen bra lösning tidigare, de var beroende av andra personer exempelvis konsulter för sin upp-datering av information. Den generella slutsatsen vi kan dra av de företag som vi undersökt och av vår analys är att de flesta företag skulle få en effektivare uppdatering genom att använda ett Content Management System.
132

Implementation och användbarhet av en spelbutik i en applikation

Borland, Marcus January 2016 (has links)
Det här examensarbetet grundar sig i området datateknik och är utfört på Linköpings Universitet. Examensarbetet kretsar kring det matematiska pusselspelet Entanglement som är baserat på Christer Fuglesangs barnböcker om rymden. Spelet är fortfarande i utvecklingsstadiet. Tanken är att Entanglement skall vara en gratis applikation.  Därmed var behovet av att implementera någon typ av funktion som leder till avkastning. Under examensarbetets gång har en fallstudie och en kravframtagning utförts där andra redan befintliga avkastningsfunktioner har granskas i applikationer samt krav har tagits fram. Detta gav upphov till den virtuella butik som Entanglement nu använder sig av. Spelet är baserat på böckernas design och därav kommer även butiken använda sig utav material taget från böckerna. Då spelet är skrivit med hjälp av ramverket Phaser kommer även skapandet av butiken ske med hjälp av Phaser. Resultatet från examensarbetet kommer att vara en fungerande virtuell butik med design från Christer Fuglesangs böcker. Även så kommer användartester att utföras för att ligga till grund i bedömningen om butiken presterar utefter kundens önskemål och krav och för att se om spelet uppnår användbarhet.
133

Tablet application GUI usability checklist : Creation of a user interface usability checklist for tablet applications / GUI-användbarhets-checklista för applikationer på surfplattor : Användbarhetschecklista för utvärdering av surfplatts-applikationsgränsnitt

Xu, Henrik January 2013 (has links)
Since the beginning of the 21st century, the world has seen a changing trend in computing power thanks to advancements in technology. One peculiar platform in the field of usability is the tablet. Due to its recent introduction, it has had a relatively short life span with few established methodologies. The tablet is gaining market share at a tremendous speed and thus there has been a big demand of the appropriate evaluation methods. This comprehensive study intention is to; through a literature survey and transformation of collected material identify what usability requisites there are when developing a user interface for a tablet application. Existing user interface guidelines from various companies involving the development of tablet software are examined and paired up with usability principles in the creation of the usability checklist. The usability checklist practical effectiveness is tested on various tablet applications and the results are compared to the results of a usability user test  valuation. The majority of the usability problems found by the user test evaluation are codiscovered, in addition, there were a greater number of undiscovered usability problems that was identified with the checklist evaluation.
134

Multidimensional evaluation approach for an e-government website : a case study of e-government in Saudi Arabia

Eidaroos, Abdulhadi M. January 2011 (has links)
This study investigates the refinement of an evaluation framework for e-Government websites. The aim of the research was to determine how an existing evaluation framework, which recommends the use of multiple usability techniques, could be used to obtain usability data that would indicate how to improve e-Government websites and satisfy users' needs. The framework describes how common techniques, such as heuristic testing and user testing, can be used with the emerging discipline of web analytics to provide a comprehensive and detailed view of users' interactions on e-Government websites. The original framework was refined in the light of the findings and the refined framework should facilitate the improvement of e-Government websites depending on users' demands and interactions. The work involved implementing the original multi-dimensional framework in e-Government websites in Saudi Arabia. A case study method was used over two implementations. In the former implementation, the evaluation methods consisted of heuristic evaluation followed by usability testing then web analytic tools. However, in the later implementation, refinements to the evaluation framework were proposed and the order of methods was amended: web analytics was used first, followed by heuristic evaluation then usability testing. The framework recommends specific usability methods for evaluating specific issues. The conclusions of this study illustrate the potential benefits of using a multidimensional evaluation framework for e-Government websites and it was found that each usability method had its own particular benefits and limitations. The research concludes by illustrating the potential usefulness of the designed evaluation framework in raising awareness of usability methods for evaluating e-Government websites in Saudi Arabia.
135

A Multi-layered Scheme for Distributed Simulations on the Cloud Environment

Guan, Shichao January 2015 (has links)
In order to improve simulation performance and integrate simulation resources among geographically distributed locations, the concept of distributed simulation is proposed. Several types of distributed simulation standards, such as DIS and HLA are established to formalize simulations and achieve reusability and interoperability of simulation components. In order to implement these distributed simulation standards and manage the underlying system of distributed simulation applications, Grid Computing and Cloud Computing technologies are employed to tackle the details of operation, configuration, and maintenance of the simulation platforms in which simulation applications are deployed. However, for modelers who may not be familiar with the management of distributed systems, it is challenging to create a simulation-run-ready environment that incorporates different types of computing resources and network environments. In this thesis, we propose a new multi-layered cloud-based scheme for enabling modeling and simulation based on different distributed simulation standards. The scheme is designed to ease the management of underlying resources and achieve rapid elasticity, providing unlimited computing capability to end users; energy consumption, security, multi-user availability, scalability and deployment issues are all considered. We describe a mechanism for handling diverse network environments. With its adoption, idle public resources can easily be configured as additional computing capabilities for the local resource pool. A fast deployment model is built to relieve the migration and installation process of this platform. An energy conservation strategy is utilized to reduce the energy consumption of computing resources. Security components are also implemented to protect sensitive information and block malicious attacks in the cloud. In the experiments, the proposed scheme is compared with its corresponding grid computing platform; the cloud computing platform achieves a similar performance, but incorporates many of the cloud's advantages.
136

Optimalizace uživatelského rozhraní aplikace Event Assistent / Optimization of Event Assistent application user interface

Seko, Martin January 2011 (has links)
The objective of the thesis is to introduce the reader to the topic of user interfaces and their design, to provide basic information about the concepts and methods used for the development of user interfaces. The author based the theoretical part of the work on a particular interface design approach - user centered design. The practical part applies selected methods that are described in the theoretical part, the optimization and design of a user interface for a specific application is described. The design process precedes an analysis of other competitive products, the identification of target groups of clients and their needs, the optimization of existing key processes, the development of existing functionalities and proposals for the implementation of new functionalities. Against this background, the author creates a web application interface design and associated mobile application designs. The end of the work deals with designing a model for payments as a system service and outlines possible further extensions of the system.
137

Metodika testování použitelnosti mobilních zařízení pro bezkontaktní NFC platby / Design and experimental verification of usability testing methodology for mobile contactless NFC payments

Novotná, Pavla January 2012 (has links)
The purpose of this work is the design and experimental verification usability testing methodology of mobile contactless NFC payments. Given that this is the very innovative and flexible region (m-commerce and the usability of mobile devices) we need to develop a methodology to adapt the methods and usability testing standards for the specifics of mobile devices. The benefit of this work is to link the usability and m-commerce and the creation of a methodology for mobile devices usability testing. This work can be beneficial for companies that decides to enter the mobile payments market (as for instance a firm MOPET CZ rather unexpectedly made with the mobito project) and also for companies that are already dealing with m-commerce. This work can be also useful as a matrix for creating own testing methodology for mobile devices, even for other purposes.
138

Development of an Interactive VR Experience for an Art Museum / Utveckling av en interaktiv VR-upplevelse för ett konstmuseum

Enros, Max January 2020 (has links)
In this project, a prototype for a virtual reality museum experience was developed. The virtual environment contains paintings and birds that the user can interact with to display information. A text panel or an image is displayed next to the object the user interacted with. The text or image displayed contains information about the object. A narration of the information can be played for some of the images and text panels. This enhances the experience of the museum compared to looking at an object in the real world. The virtual reality experience allows the museum to be more interactive and fun for the visitors. A few user tests were performed to test the usability of the experience. The tests found a few usability problems that have to be fixed before this experience could be part of a real museum. / I detta projekt utvecklades en prototyp för ett virtual reality museum. Den virtuella miljön innehåller tavlor och fåglar som användaren kan interagera med för att visa information. En textpanel eller en bild visas bredvid objektet som användaren interagerade med. Texten eller bilden som visas innehåller information om objektet. En inspelning av informationen kan spelas upp för några av bilderna och textpanelerna. Detta förbättrar museets upplevelse jämfört med att titta på ett objekt i den verkliga världen. Virtual reality-upplevelsen gör att museet kan vara mer interaktivt och roligt för besökarna. Några användartester genomfördes för att testa upplevelsens användbarhet. Testerna hittade några användbarhetsproblem som måste åtgärdas innan denna upplevelse kan vara en del av ett verkligt museum.
139

Sportify : The development of an online member application with a focus on usability, navigability, and trustworthiness / Sportify : Utvecklingen av en digital medlemshemsida med fokus på användbarhet, navigerbarhet och trovärdighet

Selander, Siri, Schreiber, Julia, Lostorp, Henrik, Leijonmarck, Elias, Larsson, Erik, Österberg, Christoffer, Svensson, August January 2022 (has links)
To enable sports associations to grow and effectively interact with their members with- out increasing the administrative workload significantly, an e-membership web application can be used. For this web application to be efficient and adopted by the members of the association, it needs to be useful, easy to navigate, and trustworthy for both the members and the administrators of the association. In this study, a web application was developed and tested in close collaboration with Linköpings Atletklubb to fulfill the previously men- tioned requirements. The study found that logical functionality affects usability, clarity of links and labels, such as menu options, affects navigability, and correct information and professional design contribute to trustworthiness in a positive manner.
140

Usability and user experience : measurement model

Klotins, Eriks January 2011 (has links)
Software quality is one of success factors in software development. Usability and user experience (U&UX) as a part of software quality is becoming more and more important. Although, there has been successful attempts to formalize specific parts of U&UX there is still a need for a systematic framework of U&UX evaluation. This thesis is aimed to study the state of the art in U&UX evaluation in order to develop a single framework that comprises existing knowledge on the topic. Furthermore, the U&UX evaluation framework is aimed to support product development in industry and provide a versatile guide for U&UX practitioners. The study is based on reference based systematic review. The literature review covers both scientific publications and industrial grade papers. The papers to be reviewed were selected by their relevance to the study goals and credibility of the source. The result of this is three layer U&UX evaluation framework. First layer of the Model features breakdown structure of usability and user experience. Total number of usability and context of use attributes is 217. Second layer of the model contains guidelines of how to perform usability evaluation. Third layer features validation strategies and guidelines on how to expand the Model. In order to enable practical use of the Model both static and dynamic validation should take place. There are many models in place attempting to formalize U&UX evaluation. However, most of them focuses on particular branch of usability or are too broad to be applied practically without adaption. Furthermore, there are many resources offering practical usability and user experience checklists or guidelines. However, most of them lack connection with industry standards such as ISO/IEC 9126. The Model presented in this thesis attempts to fill the gap between high level industry standards and cook book style U&UX guidelines.

Page generated in 0.0246 seconds