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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.
201

Creating a graphical user interface for cross-platform devices with a user-centered agile process

Bytyqi, Meriton January 2022 (has links)
PC-Dart is a software that the Swedish Armed Forces use to communicate when active on the field. They are limited to using the program only on Windows operating system, and their devices are not suitable for challenging contexts. It is not convenient for the army to bring impractical devices to the field, and it requires the soldiers to bring sleds of batteries and charging equipment with them. This thesis explores the possibilities of recreating the graphical user interface onto other platforms such as Android and Linux. It helps to increase the mobility on the field for the troops of the Swedish Armed Forces, which also means that there is not any restrictions by using their program on one platform. The development of the program required a pilot study on what available cross-platform frameworks to use in terms of developing an application that works on multiple platforms. Together with a relevant framework and a custom user-centered agile work process, this thesis strives to create an application that is cross-platform and with a graphical user interface that old users of the previous program can relate to. The project results show that a graphical user interface can be developed with a cross-platform framework while working in a user-centered agile process. However, it also shows that it can be a lot of work for one person, negatively affecting the process.
202

Outdoor-navigation in public spaces for the elderly visually impaired

Widqvist, Elias January 2019 (has links)
The elderly visually impaired is not only a neglected user group within interaction design but also a large one in our society. Within this user group, I discovered that they do not get enough exercise because of their inability to move in public spaces without feeling unsafe. To feel safe, they would have to use both their rollator and their white cane at the same time; an impossibility. This paradoxical issue brings forth design opportunities of both physical artifacts with combined effectiveness of a white cane and a rollator. Also, it includes an exploration with a user-centered design approach on how haptic feedback could help them navigate. Haptics being the suitable alternative for a non-visual interaction. An add-on attached to the existing rollator with sensors and haptic feedback would enhance the feeling safety of an elderly visually impaired and would enable them to move in public spaces to get their exercise.
203

Design of a Smart Cart App for Automated Shopping in Supermarkets

Arvidsson, Aida, Hassani, Lina January 2020 (has links)
I dagens samhälle blir många saker smartare, främst med hjälp av Internet of Things.En överblick på smart shopping visar att flera alternativa sätt att shoppa på harintroducerats under de senaste åren för att förbättra och effektivisera shopping. Någraav dessa är online-shopping och självtjänster som inkluderar självutcheckningar ochhandhållna skannrar. Detta har varit ett framgångsrikt tillvägagångssätt, vilket kanses av det faktum att en av de största dagligvaruhandelskedjorna i Sverige, ICA, har1,5 miljoner kunder i sitt lojalitetsprogram där cirka 30% av dessa använderhandhållna skannrar. Dessa 30% ger cirka 60% av ICAs totala intäkter i några avderas största butiker. En av de stora utmaningarna med självbetjäning är dock att deär mycket dyrt, då ett system för en genomsnittlig butik i Sverige kan kosta cirka 1,5miljoner SEK. Detta gör det svårt för mindre butiker att erbjuda denna tjänst. Ett sättatt överkomma detta kan vara att skapa en applikation för smartphone-shopping(Smart Cart-app) med en användarcentrerad design, som med största sannolikhetsänker kostnader samt sparar tid. Tidigare forskning har visat försök på liknandeteknologies, men vissa av dessa hade begränsningar i presentationen av sin design ochanvändardata/användarforskning. Denna studie syftar till att undersöka möjlighetenatt utforma en Smart Cart-applikationsprototyp med en användarcentrerad designbaserad på Human-Computer Interaction (HCI) för att utvidga på tidigare förslag.Användardata, som har analyserats för att hitta viktiga punkter och önskemål idesign, har samlats in genom ett frågeformulär med 275 deltagare och intervjuer med3 personer. Denna data har använts tillsammans med information från enlitteraturöversikt för att utforma prototypen för Smart Cart-appen, som är envisualisering av studieresultaten. Prototypen stöds av en analys som visar varför det ärviktigt att involvera användare i designprocessen och vad som bör beaktas när mangör detta. Studien fann också en begäran efter en sådan app, då exempelvis 51,7% avsjälvscannande kunder skulle överväga att använda den. Dessutom stöder resultatenockså det faktum att om användaren accepterar och har en bekantskap med vissafunktioner i applikationen, är de mer benägna till att ta an applikationen. Majoritetenav deltagarna har en positiv inställning till applikationer inom smart shopping och harliknande önskemål om funktioner och utseende.Slutligen behövs framtida forskning om olika aspekter och synpunkter förvidareutveckling av Smart Cart-applikationen och andra liknande applikationer / In today's society, many things are becoming smarter, mostly with the help of theInternet of Things. Taking a look at smart shopping, several optional ways of shoppinghave been introduced in recent years to enhance and streamline shopping. Some ofthese are online shopping and self-services which include self-checkouts and handheldscanners. This has been a successful approach, which can be seen by the fact that oneof the biggest grocery shopping chains in Sweden called ICA has 1.5 million customersin their loyalty program where around 30% of these use handheld scanners. These30% bring about 60% of ICAs total revenue in some of their biggest stores. However,one of the major challenges with self-services is that they are very expensive, as asystem for an average sized store in Sweden can cost around 1.5 million SEK, whichmakes it difficult for smaller stores to offer this service. A way of combating this couldbe to create a smartphone shopping application (Smart Cart app) with a user-centereddesign, which has a strong likelihood to lower the costs as well as save time. Previousresearch has shown attempts of similar technologies, however, some of these hadlimitations in the presentation of their design and user research. This study aims toexplore the possibility of designing a Smart Cart application prototype with auser-centered approach based on Human-Computer Interaction (HCI) to extend uponprevious proposals.User data, which has been analyzed to find key points in design, has been gathered bya questionnaire with 275 participants and interviews with 3 people. This data has beenused together with information from a literature review in order to design the SmartCart app prototype, which is a visualisation of the study results. The prototype issupported by an analysis which shows why it is important to involve users in thedesign process and what should be considered when doing so. The study also found adesire for such an app as, for instance, 51.7% of self-scanning customers wouldconsider using it. In addition, results also support that when users accept and arefamiliar with certain functionalities in applications, they are more likely to adopt theapplication. The majority of the participants have a positive attitude towardsapplications in smart shopping and have similar desires of functions and appearance.Lastly, future research is needed on different aspects and point of views for furtherdevelopment of the Smart Cart application and other similar applications.
204

Introducing Gestures: Exploring Feedforward in Touch-Gesture Interfaces

Lindberg, Martin January 2019 (has links)
This interaction design thesis aimed to explore how users could be introduced to the different functionalities of a gesture-based touch screen interface. This was done through a user-centred design research process where the designer was taught different artefacts by experienced users. Insights from this process lay the foundation for an interactive, digital gesture-introduction prototype.Testing said prototype with users yielded this study's results. While containing several areas for improvement regarding implementation and behaviour, the prototype's base methods and qualities were well received. Further development would be needed to fully assess its viability. The user-centred research methods used in this project proved valuable for later ideation and prototyping stages. Activities and results from this project indicate a potential for designers to further explore the possibilities for ensuring the discoverability of touch-gesture interactions. For future projects the author suggests more extensive research and testing using a greater sample size and wider demographic.
205

Into the Black Box: Designing for Transparency in Artificial Intelligence

Vorm, Eric Stephen 11 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / The rapid infusion of artificial intelligence into everyday technologies means that consumers are likely to interact with intelligent systems that provide suggestions and recommendations on a daily basis in the very near future. While these technologies promise much, current issues in low transparency create high potential to confuse end-users, limiting the market viability of these technologies. While efforts are underway to make machine learning models more transparent, HCI currently lacks an understanding of how these model-generated explanations should best translate into the practicalities of system design. To address this gap, my research took a pragmatic approach to improving system transparency for end-users. Through a series of three studies, I investigated the need and value of transparency to end-users, and explored methods to improve system designs to accomplish greater transparency in intelligent systems offering recommendations. My research resulted in a summarized taxonomy that outlines a variety of motivations for why users ask questions of intelligent systems; useful for considering the type and category of information users might appreciate when interacting with AI-based recommendations. I also developed a categorization of explanation types, known as explanation vectors, that is organized into groups that correspond to user knowledge goals. Explanation vectors provide system designers options for delivering explanations of system processes beyond those of basic explainability. I developed a detailed user typology, which is a four-factor categorization of the predominant attitudes and opinion schemes of everyday users interacting with AI-based recommendations; useful to understand the range of user sentiment towards AI-based recommender features, and possibly useful for tailoring interface design by user type. Lastly, I developed and tested an evaluation method known as the System Transparency Evaluation Method (STEv), which allows for real-world systems and prototypes to be evaluated and improved through a low-cost query method. Results from this dissertation offer concrete direction to interaction designers as to how these results might manifest in the design of interfaces that are more transparent to end users. These studies provide a framework and methodology that is complementary to existing HCI evaluation methods, and lay the groundwork upon which other research into improving system transparency might build.
206

User experience design to support users in making sustainable decisions in the context of industrial robot operating software

Yang, Mowei January 2023 (has links)
This thesis demonstrates a Research through Design process for creating user experience design to support users in making sustainable decisions. The research and design were carried out in the context of industrial robot operating software, using ABB's RobotStudio as the design basis. After specifying the scope of sustainability in this paper to energy consumption, the main research question is: How might UX design facilitate users to use industrial robots in a sustainable way to reduce energy consumption? The design not only considers the user's experience, but also considers the business profit needs. Therefore, this thesis also conducts research from the perspective of economic sustainability. Theories such as the Kano model, user pleasure, and loss aversion are used. The design result is a redesigned UI prototype based on the future vision of RobotStudio. Eco-feedback and optimization proposals are used to present energy efficiency in terms of business profit, so that users can intuitively see the results of their actions on the interface. Limitations and future research considerations are further explored.
207

Procurement of a new system, merging public agency aspects and system users : A design case study at the Swedish Tax Agency

Lennartsson, Linnéa January 2021 (has links)
The objective with this study was to find what limitations and challenges there are when creating a new development and design on internal systems at a governmental agency. Developing a system within a governmental agency is dependent on defined requirements to develop an approved system. The “Regleringsbrev”, required aspects and the government constitutes the decision support at an agency. A governmental agency offered to be part of the inquiry of this thesis with a system utilized by caseworkers that was investigated. The method used was a concept study and a design study which included a survey of the agency’s requirements and a User-Centered Design approach to merge users in the design process. Based on the results from the concept study a prototype was created and evaluated. The prototype had four functions that would satisfy both the users and the agency's requirements; handling submitted paper applications, viewing tax percentage data when making a decision, text proposals, and the number of clicks. The study provides insight of the process in making a development within a governmental agency. Suggestions to the appointed problem shows potential in further investigating the system, and also how other agencies cope with developing new systems. / Målet med denna studie har varit att hitta vilka begränsningar och utmaningar som uppkommer när man skapar en nyutveckling och design på interna system hos en myndighet. Att utveckla ett system inom en statlig myndighet är beroende av definierade krav för att möjliggöra ett godkänt system. Regleringsbrevet, nödvändiga aspekter samt regereingen utgör beslutstödet hos en myndighet. En av Sveriges myndigheter erbjöd sig att delta i denna undersökning med ett system som används av handläggare på myndigheten. Metoden som användes var en konceptstudie och en designstudie som inkluderade en kartläggning av myndighetskrav samt en användarcentrerad strategi för att involvera användarna i undersökningen. Baserat på resultaten från den genomförda konceptstudie skapades och utvärderades en prototyp. Prototypen hade fyra funktioner som skulle tillgodose både användarnas och myndighetens krav: Hantering av inlämnade pappersansökningar, visning av skattebeslut, textförslag samt antalet musklick. Studien ger inblick i processen att göra en utveckling inom en statlig myndighet. Förslag på det utsedda problemet visar potential i att ytterligare undersöka systemet samt hur andra myndigheter sköter utveckling av nya system.
208

Development of a charging information tool for heavy-duty trucks : How to make the person responsible for charging feel in control of the process

Arkbo, Christine January 2022 (has links)
The aim of this thesis project is to contribute to an understanding of which charging monitoring solutions for mobile phones are valuable and possible for Scania to implement. These solutions are intended to make the person responsible for charging feel in control of the process. This project focuses on the implementation of a graphical user interface (GUI), with the possible integration of a server that is developed by another thesis worker at Scania. The scope is set to looking at the possibilities and limitations for one charging station, one vehicle and one driver.  Designing good user interfaces is more than mapping user needs to solutions. To design good interfaces, the technological possibilities and limitations must also be considered. This has partly been done by integrating and testing some relevant features with Scania’s battery electric trucks.  In terms of creating value for the user, the driver, a contextual design approach, developed by Hugh Beyer and Karen Holtzblatt, has been chosen. In this way, different solutions can be designed in a user-centered way. One of the results of this project is a minimum viable product (MVP) that Scania or other thesis workers can continue to develop. This MVP has mainly one feature that has been implemented and tested briefly.  The conclusion is that charging monitoring solutions that make drivers feel in control of the charging process have interfaces and interactions that are perceived as relevant by the driver. The relevant features are those that drivers would expect to have access to.
209

Designing an interface for a teleoperated vehicle which uses two cameras for navigation.

Rudqwist, Lucas January 2018 (has links)
The Swedish fire department have been wanting a robot that can be sent to situations where it’s too dangerous to send in firefighters. A teleoperated vehicle is being developed for exactly this purpose. This thesis has its base in research that previously has been conducted within Human-Robot Interaction and interface design for teleoperated vehicles. In this study, a prototype was developed to be able to simulate the experience of driving a teleoperated vehicle. It visualised the intended interface of the operator and simulated the operating experience. The development followed a User-Centered Design process and was evaluated by users. After the final evaluation a design proposal, based on previous research and user feedback, was presented. The study discusses the issues discovered when designing an interface for a teleoperated vehicle that uses two cameras for maneuvering. One challenge was how to fully utilize the two video feeds and create an interplay between them. The evaluations showed that users could keep better focus with one larger, designated main feed and the second one being placed where it can be easily glanced at. Simplicity and were to display sensor data were also shown to be important aspects to consider when trying to lower the mental load on the operator. Further modifications to the vehicle and the interface has to be made to increase the operators awareness and confidence when maneuvering the vehicle. / Det svenska brandförsvaret har varit i behov utav en robot som kan användas i situationer där det är för riskfyllt att skicka in brandmän. Ett radiostyrt fordon håller på att utvecklas för exakt detta syfte. Detta arbete baseras på den forskning som tidigare genomförts inom Människa-Datorinteraktion och gränssnitts-design för radiostyrda fordon. I denna studie utvecklades en prototyp för att simulera känslan av att köra ett radiostyrt fordon. Det visualiserade det tänka gränssnitten för operatören och simulerade körupplevelsen. Utvecklingen skedde genom en Användarcentrerad designprocess och utvärderades med hjälp utav användare. Efter den slutgiltiga utvärderingen så presenterades ett designförslag som baserades på tidigare forskning och användarnas återkoppling. Studien diskuterar de problem som uppstår när man designar ett gränssnitt för ett radiostyrt fordon som använder två kameror för manövrering. En utmaning var hur man kan till fullo utnyttja de två kamerabilderna och skapa ett samspel mellan dem. Utvärderingarna visade att användarna kunde hålla bättre fokus med en större, dedikerad kamerabild och en mindre sekundär kamerabild som enkelt kan blickas över. Enkelhet och var sensordata placeras, visade sig också var viktiga aspekter för att minska den mentala påfrestningen för operatören. Vidare modifikationer på fordonet och gränssnittet behöver genomföras för öka operatörens medvetenhet och självförtroende vid manövrering.
210

Användarupplevelsen av en mobilapplikation - En utvärdering av företaget Amazing Leaders' prototyp / User Experience of a mobile application - An evaluation of the company Amazing Leader's prototype

Zakipour Mahmoudi, Anna, Englund, Leila January 2018 (has links)
During the past decade the useage of smart mobile telephones have increasedtremendously. As a result, alot of research has been undertaken in the eld of HCI(Human-Computer Interaction). From HCI, the study of the interaction betweenusers and computers, the scientic eld of User Experience (UX) has emerged. User experience, as a whole, refers to a person's overall experience about using aparticular product, system or service. The organization Amazing Leaders have developed a prototype in order toimplement their future mobile application. The implementation of the applicationwill be executed by the IT-company VNTRS. VNTRS and the authors undertakethis bachelors thesis in order to study the characteristics of the prototype, withthe aid of concepts taken from the research area of UX, in order to understandwhat Amazing Leaders' intended end-users have thoght to be the most importanttraits of the prototype in relation to the user experience. Using Hassenzahl's UX framework and Laugwitz et al. characteristics of the user experience, theprototype was examined by use of surveys and focus groups. Using the data collected from the surveys and focus groups, the most importantcategorization for the prototype could be established and recommendations on future work made. / Under de senaste decenniet har användandet av smarta mobiltelefoner ökat kraftigt. Som ett resultat av detta har mycket forskning drivits inom området MDI (människa datorinteraktion). Ur MDI, som studerar interaktionen mellan människa och dator, har forskningsområdet User Experience (UX) fötts. På ett generellt plan så handlar UX-området om den helhetsbild som fås av en tjänst eller produkt samt huruvida människor kommer att använda den och vad som attraherar användaren till att nyttja en produkt eller tjänst. Organisationen Amazing Leaders har utvecklat en prototyp för en framtida mobilapplikation som ska utvecklas av IT-firman VNTRS. VNTRS och författarna har tagit sig an kandidatexamensarbetet för att, med hjälp av UX som forskningsområde, studera de egenskaper hos prototypen som Amazing Leaders’ slutanvändare har tyckt varit viktigast för användarupplevelsen. Utefter Hassenzahls UX-ramverk och Laugwitz et al. egenskaper hos användarupplevelsen undersöktes prototypen med hjälp av enkätundersökningar och fokusgrupper.  Med hjälp av insamlad data från enkäterna och fokusgrupperna kunde de viktigaste kategorierna för prototypen fastställas och en rekommendation om fortsatt arbete göras.

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