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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.
281

PropTech: Exploring the prerequisites to advance the digital innovation of real estate listings

Betzeki, Christina January 2020 (has links)
With an increasing population and decreasing housing supply, students in large cities get entangled in a societal crisis. Concurrently, the intermediary rental websites are scattered and insufficient. An emerging technology; PropTech is in the nascent phase, aiming to streamline the rental process by assisting target users. Through an exploratory approach, this study thoroughly investigated the sequences which prospective tenants encounter during the rental process. Simultaneously, their challenges and needs got examined. The data collection consisted of a landscape analysis, and semi-structured interviews combined with a focus group. The identified sequences which need to be incorporated into a rental PropTech platform are (1) Finding the listings, (2) Filtering the listings, (3) Contact with landlord, (4) Viewing the property, (5) Closing a deal, (6) Moving in, and (7) Post moving feedback. Throughout such a platform, it is essential to implement functions that support transparency, reliability, privacy, and feedback.
282

Interdisziplinäre Produktentwicklung: Beschreibung einer Kooperation aus Industrie, angewandter Forschung und Technischem Design zur Realisierung einer assistierenden Roboterzelle

Hermeling, Christian, Abicht, Johannes, Theling, Thomas, Hock, Ralf 06 September 2021 (has links)
Kollaborative Robotik wird in der Regel als eine, den Anwender entlastende, Komponente in einem Mensch-Maschine-Szenario verstanden. Dabei wird in einer bisher nicht automatisierten Arbeitsumgebung eine Teilautomatisierung nachgerüstet. Für die Entwicklung derartiger Systeme ist neben dem Anwender und seinen Anforderungen auch eine hohe Passfähigkeit zu unterschiedlichen Bestandssystemen ausschlaggebend. Dieses Paper dokumentiert interdisziplinäre Zusammenarbeit zwischen Industrie, angewandter Forschung und Technischem Design, um Kernanforderungen an Automatisierungslösungen für bestehende Werkzeugmaschinen zusammenzutragen. In einem industriellen Automatisierungsszenario entstand eine mobile Roboterzelle mit einem hängenden Roboter sowie einem Palettenspeicher zur Maschinenbeschickung. Vor- und Nachbearbeitungen sind in einheitlichen Fähigkeitsmodulen gekapselt. Maschine und Bauteile werden über ein intelligentes Bildverarbeitungssystem lokalisiert. Diese Referenzierung ermöglicht nach einmaligem Teachen das Nachführen der Roboterbewegungen bei einer Neukonfiguration. Ergänzt wird die Lösung durch ein schutzzaunloses Sicherheitskonzept und eine bedienerführende Benutzeroberfläche zur Fähigkeitskomposition. Mit der Automatisierungslösung können mittelständische Unternehmen bei Personalengpässen die Produktivität aufrechterhalten und Mitarbeiter von monotonen Tätigkeiten entlasten.
283

The Digitalization Principles from a User- Centered Design Perspective: A Conceptual Framework for Smart Product Development

Sallati, Carolina, Schützer, Klaus 07 September 2021 (has links)
The industry relies on interdisciplinarity to promote advancements. The diverse engineering domains, information technologies, management and social sciences are combined in the industrial environment and oriented o society’s ever-changing demands. In parallel, the demographic shifts caused by population aging present room for innovation on many fronts, such as in health, technology, industry, products, and services, and in the same way in product development processes. In an attempt to tackle such issues, this article discusses how the addressing of the elderly population demands, particularly the demand for smart products, might be supported by the principles of production digitalization. In doing so, it proposes a conceptual framework for the development of smart products for the elderly, sustained by three core pillars: specific product lifecycle stages, Industrie 4.0 requirements for smart product development; and Industrie 4.0 enabling technologies which are integrated by the User-Centered Design philosophy. Their combination into a framework aims at addressing two main points: assist in the translation of elderly real consumers’ expectations and demands into more adequate, appealing products and in creating a transition path for companies who wish to incorporate the principles and technologies of production digitalization in their value chain. Furthermore, the article discusses how this proposal could be validated in the real industrial environment.
284

The Design Of A Check In Application For User Safety : Development of a user centered application, adapted to a wide user group with the purpose of specific location human activity forecasting / Design av en inchecknings applikation för användarsäkerhet : Utvecklingen av en användar centrerad applikation, anpassad för en bred användar grupp med ett syfte i att tillföra framtidsprognos av människoaktivitet

Jusufovic, Dennis, Bardan, Aly January 2021 (has links)
The covid-19 pandemic initiated this master thesis project. The pandemic has spread globally causing a lot of fear and uncertainty. We noticed the big shift in people’s daily routines, with the current state being that many individuals are stuck at home, scared to go outside, scared to meet with family members that are within the risk group. The future is very uncertain, people not knowing when society will return to normal. To provide people with a sense of safety, a tool for an easier daily routine, the feeling of more control in their daily lives, an opportunity to help others. These are all purposes that embody the reason for this master thesis.The goal of this master thesis project is to develop a digital prototype of an application concept. The application’s purpose is to provide users with insight of high activity areas of people in their vicinity or specific locations, to hopefully result in the user feeling more in control and hence more safe. The workflow used in this project is based on design thinking, using experience gained from the industrial design engineering program combined with research on the topic of user interfaces to develop and test the concept. The focus of the research in this thesis is placed heavily on usability and graphic design.The process was divided into phases following the process of design thinking, with potential users included in every phase. From interviews, questionnaires and personas during the first phase of context immersion to workshops during the second phase, ideation, to finally usability testing during the third phase, implementation. To ensure that the needs of the user were always focused on throughout the entirety of this master thesis we included potential users in each phase of the project. During the different phases, Tensaii AB provided guidance on decisions made by us, as well as provided feedback on specific methods and results presented during the weekly meetings.The result of this master thesis is an application prototype, the design based on all the data gained from participants and collected literature. A design that, through a high level of usability, enables a wider group of users to easily use it. The concept was named Milocus, translated from Latin to ”my place”. An application that through a check in function can collect data about activity in different areas. The application clearly shows the activity to the user through three categories, calm, busy and very busy. The color choices and design of the application were made using the online tool Material Design.
285

Webový nástroj pro sledování postupu na záležitostech / A Web Tool for Tracking Progress on Issues

Lamacz, Jan January 2018 (has links)
This diploma thesis focuses on design of the web application for project management. The final product is more process-oriented compared to most of other widely spread project management tools. It builds on the visual representation of tasks' progress. One of the main features is its simplicity and user friendliness as it also aims at the users who are not willing to invest their time to discover more complex applications but are willing to use some project management tool. The application is developped in the Symfony framework.
286

Évaluation des moteurs de recherche exploratoire : élaboration d'un corps de méthodes centrées utilisateurs, basées sur une modélisation du processus de recherche exploratoire / Evaluating exploratory search engines : designing a set of user-centered methods based on a modeling of the exploratory search process

Palagi, Emilie 23 November 2018 (has links)
Les moteurs de recherche exploratoire (MRE) sont des logiciels aidant les utilisateurs à explorer un domaine d’intérêt pour y faire des découvertes. Ces moteurs se distinguent en cela des moteurs de recherche classiques tels que Google, Bing ou Yahoo!, lesquels supportent plutôt des recherches ciblées ou recherches de consultation (lookup). Si l’on admet que l’évaluation des MRE vise à vérifier si ces derniers aident effectivement les utilisateurs à réaliser leur tâche d’exploration, on constate que les méthodes existantes d’évaluation de ces systèmes ne permettent pas réellement cette vérification. L’une des raisons à cela est que ces méthodes ne reposent pas sur un modèle approprié de la recherche exploratoire (RE) ou qu’elles restent accrochées à un modèle de la recherche de consultation. L’objectif principal de cette thèse est de proposer aux concepteurs de ces MRE des méthodes d’évaluation centrées utilisateurs reposant sur un modèle du processus de RE. Ainsi, après avoir modélisé le processus de RE, nous proposons deux méthodes d’évaluation qui peuvent être utilisées tout au long du processus de conception. La première méthode, une méthode d’inspection sans utilisateurs, peut être utilisée dès les premières maquettes, et repose sur des heuristiques de RE. Nous avons également proposé des outils facilitant l’utilisation de ces heuristiques : un formulaire en ligne ainsi qu’une extension Google Chrome appelée CheXplore. La seconde méthode, avec utilisateurs, peut être utilisée dès la première version d’un prototype fonctionnel. Cette méthode se présente comme une procédure de test utilisateur personnalisable. Dans cette thèse, nous nous intéressons plus particulièrement à deux éléments de cette procédure : un protocole d’élaboration de tâches de RE et une grille d’analyse d’enregistrements vidéo de session de RE. La pertinence du modèle ainsi que les méthodes qui en découlent ont été évaluées à l’occasion de tests utilisateurs. Le modèle, les heuristiques et le protocole d’élaboration des tâches de RE ont été validés. Les premières évaluations de la grille d’analyse d’enregistrements vidéos ont révélé des points à améliorer. / Exploratory search systems are search engines that help users to explore a topic of interest. A shortcoming of current evaluation methods is that they cannot be used to determine if an exploratory search system can effectively help the user in performing exploratory search tasks. Indeed, the assessment cannot be the same between classic search systems (such as Google, Bing, Yahoo!...) and exploratory search systems. The complexity and the difficulty to have a consensus definition of the exploratory search concept and process are reflected in the difficulties to evaluate such systems. Indeed, they combine several specifics features and behaviors forming an alchemy difficult to evaluate. The main objective of this thesis is to propose for the designers of these systems (i.e. computer scientists) user-centered evaluation methods of exploratory search systems. These methods are based on a model of exploratory search process in order to help the evaluators to verify if a given system supports effectively the exploratory search process. Thus, after elaborating a model of exploratory search process, we propose two model-based methods, with and without users, which can be used all along the design process. The first method, without users, can be used from the first sketch of the system, consists of a set of heuristics of exploratory search and a procedure for using them. We also propose two tools facilitating their use: an online form format and an Google Chrome plugin, CheXplore. The second method involves real end-users of exploratory search systems who test a functional prototype or version of an exploratory search system. In this thesis, we mainly focus on two model-based elements of a customizable user testing procedure: a protocol for the elaboration of exploratory search tasks and a video analysis grid for the evaluation of recorded exploratory search sessions.
287

An initial step towards design guidelines for invoice management in CRM

Skogby Steinholtz, Jakob January 2020 (has links)
The purpose of this study is to address uncertainty for the implementation of functionality concerning invoice management in the context of the customer relationship management (CRM) system Salesforce by providing design guidelines. It is a qualitative research project that follows a user-centered design (UCD) approach. Seven themes covering perceived difficulties were identified from a diverse set of stakeholders. The themes were analysed in a workshop where two Salesforce developers used their expert judgment to address the themes with liable design suggestions. This was followed by a heuristic evaluation session where an external Salesforce developer evaluated compressed versions of the design suggestions, leading to a concluding proposal of guidelines: 1) Comprehensive error handling and feedback, 2) Modular architecture, 3) Clarify systems relationship and provide detailed information, 4) Group similar functionality according to user role and provide direct feedback, 5) Understand user needs and utilize data graphics 6) Provide transparency for errors when possible, and 7) Provide traceable documentation based on functionality and workflows.
288

UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design

Skarin, Rebecka January 2020 (has links)
Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. There are existing solutions today where the usercan change materials in houses online in virtual reality, this thesisexplores how this functionality could be conceived in an AR (AugmentedReality) environment. With this, the user can see their housein real size on the site before the construction has even begun.Neava AB has developed an application called Arvue where it is possibleto view an AR model of a house in real size. The houses NeavaAB produce belong to their customers, who are house companies.But as the team at Neava AB worked on developing customized configuratorsfor virtual reality, some challenges began to emerge.It takes a long time to agree with the customer which colour shadeis correct and the communication between the two at this stage ofproduction can sometimes take a long time. During which Neavahas to wait for the customer’s reply before they can continue theirwork. The problem regarding to the colours is also connected to thecustomers brand identity as the house companies all have their ownspecific appearance and want both the interface and images to reflectthis as strongly as possible. This increases the communicationbetween the two even further.The aim of the thesis is to design a tool where the house companycan administrate their own interface in the interactive AR configurator.The interface design is focused on user experience and evaluatedby measuring the usability and user experience.The work presented in this thesis applied a user centered designprocess, in which the most important part is to involve the users inthe design and to base the decisions upon their needs and feedbackin different ways. This work applied interviews, surveys, evaluationsand user testing continuously to control how well the results were inline with the identified needs.The thesis presents a proof of concept for how this tool for the housecompanies could be conceived by designing both the interface to administrateand the tool itself. By developing this tool Neava AB wouldboth reduce the time they spend on communication but also have aprogressive and innovative product service which could help reducethe environmental impact of building new houses. This is achievedby helping the users make better decisions and reduce the amountof re-buildt houses. / För många människor är det svårt att ta stora beslut, att bygga hus är ett av dessa. Det är kanske den största investeringen och projekt som man tar sig an. I ett husbygge är det många saker som ska stämma överrens, man ska hitta en tomt, välja en husmodell och till sist alla de där andra valen som till exempel köks- och badrumsdetaljer. Det är i detta beslutskede som det kan vara skönt att kunna testa olika husmodeller och material innan det slutliga beslutet tas. Det är denna process som är i fokus i detta examensarbete, eller rättare sagt ett verktyg för att underlätta besluten. Det handlar nämligenom en AR-applikation för hus. AR står för augmented reality(förstärkt verklighet) och med hjälp av denna kan användaren se sitt hus i verklig storlek på tomten innan någonting är bestämt eller ens påbörjat. Neava AB har utvecklat en applikation där det i dagsläget går att visa en AR-modell av ett hus i verklig storlek. Deras huvudsakliga kunder är husföretag som bygger modulära hus. Då teamet på Neava AB arbetat med att utveckla kundanpassade konfiguratorer för virtuell verklighet har några utmaningar börjat visa sig.Det tar lång tid att komma överens om vilken färgnyans som är korrekt och kommunikationen i detta skede av produktionen tar iblandväldigt lång tid varvid Neava måste invänta kundens bedöming påderas modeller. Detta problem är också kopplat till kundernas grafiska profil då kunderna alla har en specifik framtoning och vill att både gränssnitt och bilder ska återspegla denna så starkt som möjligt. Målsättningen med arbetet är att utforska hur ett verktyg för husföretagen att skapa sina egna gränssnitt skulle kunna se ut. Gränssnittet designas med fokus på användbarhet och användarupplevelse och utvärderas kontinuerligt jäntemot dessa kriterier. Projektet tillämpar en användarcentrerad designprocess där det centrala är att involvera användarna i designprocessen på olika sätt. Detta arbete tillämpar intervjuer, enkäter, utvärderingar och användartester genomgående för att kontrollera hur väl resultaten stämmer överrens med de identifierade behoven. Designen tas fram med utgånspunkt i de identifierade utmaningar och problem som funnits med hjälp av dessa metoder.Resultatet är ett koncept som illusterar hur detta verktyg skulle kunna se ut och fungera. Både hur en konfigurator för AR men också för hur en administrativ tjänst för en huskonfigurator skulle kunna se ut.Genom att designa gränssnittet för huskonfiguratorn i AR och medföljande administrativa tjänst så kunde ett förslag för detta verktyg presenteras. Om Neava skulle utveckla detta verktyg så skulle det både minska tiden som de lägger på kommunikation, men också ha tagit fram en innovativ och nytänkande produkt som kan bidra till att minska miljöpåverkan av nybyggnation genom säkrare beslut och minskad ombyggnation.
289

Interaction Design - by the protocol : Combining user-centered design methods for finding user needs in a time-­‐constrained environment

Svanberg, Christoffer, Westman, Anton January 2015 (has links)
ABSTRACT Today there are lots of different health care computer systems in use. However, according to recent studies many of them lack necessary usability. Within Nordic pediatric cancer care, analogue treatment protocols on paper are currently used, as a complement to the digital medical records and prescription systems. In these protocols, doctors and nurses note information regarding the patient’s treatment. Comments and changes are noted in the margin, which sometimes leads to making the protocol messy and difficult to grasp. Since several people are involved in the handling of the treatment protocols it occasionally happens that the protocol disappears for periods of time. We had two aims with this project. The first was to examine and map requirements for a usable interactive treatment plan for acute lymphoblastic leukemia, ALL. The second was to investigate if our suggested combination of methods would be sufficient to acquire these requirements in a setting where the users, i.e. physicians, were time-­‐constrained.   Based on large variety of theories and methods from educational science and research in human computer interaction, we have conducted a qualitative study, iterating a combination of user-­‐centered design methods, with a revision of the requirements as well as the design following each iteration. The requirements analysis was performed in close collaboration with the doctors at the Astrid Lindgren Children's Hospital, Karolinska University Hospital, Stockholm, Sweden.   Our results indicate that by using a combination of methods from usability engineering and participatory design, a well-­‐defined list of requirements from the doctors could be identified which might be sufficient to develop an interactive prototype for a digital treatment protocol. In addition we found that our method enabled an exchange of knowledge between the designers and the users. In conclusion, these combined methods were suitable for enhancing the software designer’s understanding of the user needs in this time-­‐constrained environment.
290

A user centric approach for evaluating and enhancing the usability of a complex real-time web user interface / En användarcentrerad metod för att utvärdera och förbättra användbarheten av ett komplext realtidswebbgränssnitt

Larsson, Rickard January 2016 (has links)
As the technologies evolve, more complex products such as real-time web applications are made. These applications introduce new usability challenges and interaction design opportunities. The purpose of this work was to evaluate and enhance the usability of a complex real-time web user interface using a User-centered design approach. Another aim was to investigate how to adapt the current usability research methods, guidelines and principles to today's modern technology, such as real-time web applications. The research was carried out for the Stockholm based start-up Challengermode AB that is currently developing a competitive gaming platform with a focus in automatic tournaments. The research method consisted of a user and system analysis, usability testing and a creative design workshop. The research results were used in combination with current user interface design guidelines and principles to improve and design new features to the current user interface. The results show that the User-centered design approach in combination with Participatory design was a successful way of evaluating and improving the usability of the Challengermode real-time web user interface. The current usability research and design guidelines are applicable to modern technology, but in order to evaluate the Challengermode real-time web user interface, and other applications with similar functionality in a realistic scenario, traditional usability testing can be limited. Furthermore, the main takeaways from the user interface improvement process is that designing for empty states and not hiding important elements even though they are not active is as important as designing for the optimal case where data is available. / I och med att tekniken förbättras utvecklas allt mer komplexa produkter såsom realtidswebbapplikationer. Dessa applikationer inför nya utmaningar och möjligheter inom användbarhet och interaktionsdesign. Syftet med detta arbete var att utvärdera och förbättra användbarheten av ett komplex realtidswebbgränssnitt med hjälp av en användarcentrerad designstrategi. Ett annat syfte var att undersöka hur man kan anpassa existerande metoder, riktlinjer och principer inom användbarhetsforskning och interaktionsdesign för dagens moderna teknik, såsom realtidswebbapplikationer. Arbetet genomfördes för det Stockholm baserade start-up företaget Challengermode AB som för närvarande utvecklar en tävlingsplattform för eSport med fokus på automatiska turneringar. Forskningsmetoden bestod av en användar- och systemanalys, användbarhetstester och en kreativ designworkshop. Forskningsresultaten användes sedan i kombination med riktlinjer och principer inom interaktionsdesign för att förbättra och utveckla nya funktioner för det aktuella användargränssnittet. Resultaten visar att en användarcentrerad designstrategi i kombination med kooperativ design var ett framgångsrikt sätt att utvärdera och förbättra användbarheten av Challengermodes realtidswebbgränssnitt. Dagens forskning inom användbarhet och designriktlinjer är applicerbara på modern teknik, men för att utvärdera Challengermodes realtidswebbgränssnitt, och andra liknande applikationer i ett realistiskt scenario, kan traditionella användbarhetstester vara begränsade. De viktigaste slutsatserna från designprocessen är att design för element i tomma tillstånd är lika viktigt som design för element i det optimala tillståndet där data är tillgänglig.

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