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Att få en syn på datalagret : Visualisering som stöd för analytikers datalagerarbete / Getting a View of the Data Warehouse : supporting analysts through data warehouse visualizationPettersson, Karin January 2005 (has links)
Datalager används för att ge företag en samlad bild av sin verksamhet, en bild som byggs upp av analytikers statistiska beräkningar och modeller. Analytiker arbetar i datalager med hjälp av olika analysverktyg, och begränsas av dessa verktygs möjligheter att ge en förståelse av datalagrets uppbyggnad och funktion, och av möjligheterna att hitta rätt analysdata. Arbetet med att hitta och analysera data är en iterativ problemlösningsprocess för att få fram det önskade resultatet. Visualiseringar kan fungera som ett verktyg i arbetet och stödja användares beslutsfattande. Denna kvalitativa fallstudie syftar till att undersöka hur visualisering kan användas som ett stöd för marknads- och kreditanalytikers datalagerarbete. Studien använde användarcentrerade metoder för att undersöka analytikers arbete i ett datalager. Femton kunskapsuppgifter identifierades som mål för visualiseringsstöd i analytikers datalagerarbete. Ett analysorienterat och ett systemorienterat strukturförslag för visualiseringar värderades med dessa kunskapsuppgifter som viktade mål. Av kunskapsuppgifterna är den viktigaste att koppla analysuppgifter till systemstruktur. Det kräver att visualiseringsstödet erbjuder en analysorienterad struktur initialt och blir alltmer systemorienterat i takt med att den intressanta informationsmängden definieras. Användarcentrerade metoder användes för att identifiera kunskapsuppgifter. Studien visar att dessa kunskapsuppgifter kan användas som designmål för värdering av visualiseringsstöd.
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Design multi-dispositivo em contextos de uso alternado e migração de tarefas / Multi-device design in contexts of interchange and task migrationOliveira, Rodrigo de 30 May 2008 (has links)
Orientador: Heloisa Vieira da Rocha / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-11T08:22:19Z (GMT). No. of bitstreams: 1
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Previous issue date: 2008 / Resumo: Com a miniaturização dos componentes digitais e o vasto desenvolvimento tecnológico dos últimos anos, a sociedade tem presenciado a redefinição dos "computadores pessoais" pelo advento dos dispositivos móveis. Além da inovação, eles introduziram o desafio do design multi-dispositivo para as aplicações desktop. Enquanto algumas abordagens criaram interfaces móveis sem aproveitar qualquer modelo, outras buscaram adaptações automáticas visando reduzir a sobrecarga de designo Em ambas, o foco do design deixou de ser o usuário, tornando as interfaces tão diferentes ao ponto de comprometerem a usabilidade na realização de uma mesma tarefa em vários dispositivos. Esta tese afirma que não existe uma abordagem de design multi-dispositivo capaz de garantir boa usabilidade em todos os contextos porque o usuário pode escolher apenas uma forma de acesso à aplicação ou alternar seu uso por meio de vários dispositivos. No primeiro caso, o usuário aprende a usar a interface para realizar suas tarefas, sendo relevante uma abordagem que aproveite os recursos do dispositivo e trate suas limitações. No segundo, o usuário já conhece uma das interfaces, o que gera uma expectativa no uso das demais. Logo, é necessário combinar abordagens com objetivos diferentes para atender ao usuário de acordo com o seu contexto de uso. Neste sentido, propõe-se o design multi-dispositivo por meio da preservação de uma hierarquia de prioridades de consistência definida em três níveis. Enquanto os dois primeiros dão suporte à expectativa do usuário em contextos de uso alternado (propensos à execução de tarefas em dispositivos diferentes) e migração de tarefas (iniciando tarefas com um dispositivo e concluindo com outro), o terceiro nível garante a personalização das tarefas de maior interesse visando eficiência e satisfação de uso em um dispositivo específico. A avaliação desta metodologia foi feita por meio de um experimento com três interfaces de pocket PC construídas a partir de uma aplicação desktop do domínio de Educação a Distância: a primeira delas era uma réplica da original (Migração Direta), a segunda não mantinha consistência de layout e era baseada em um processo de design personalizado adequado ao dispositivo (Linear) e a terceira aplicava apenas os dois primeiros níveis da hierarquia de prioridades (Overview). Os resultados da avaliação subjetiva mostraram que a abordagem Overview foi capaz de manter o modelo mental do usuário com maior precisão por preservar os atributos de facilidade, eficiência e segurança de uso na interação inter-dispositivo. Além disso, os resultados medidos para a eficácia (exatidão das respostas) e eficiênciá (tempo médio de execução das tarefas) foram iguais ou melhores com essa abordagem. Por outro lado, os usuários revelaram uma preferência pela personalização de tarefas presente na abordagem Linear. Este resultado dá suporte à proposta desta tese, mostrando que a eficácia gerada pelos dois primeiros níveis da hierarquia de prioridades (percepção e execução das tarefas) deve ser combinada com o terceiro nível de personalização. Para isso, sugere-se a disponibilização de padrões de interface criados pelo designer para escolha do usuário durante a interação. Essa combinação deve garantir usabilidade no acesso a uma aplicação feito sempre por um mesmo dispositivo ou em contextos de uso alternado e migração de tarefas / Abstract: With the miniaturization of digital components and the vast technological development of the past years, society has remarked the redefinition of "personal computers" by the advent of modern mobile devices. Besides the innovation, these handhelds also introduced the challenge to develop multi-device interfaces for today's desktop applications. While some created mobile interfaces from scratch to get the best from the devices, others looked for automatic adaptations to reduce the load imposed to the designeI. In both cases, the user wasn't the focus anymore, which resulted interfaces so different from each other to the point of compromising usability when peHorming one task on many devices. This thesis claims that there is no multi-device approach capable to provi de full usability in every context because the user may choose only one interface to access the application or interchange its use via many devices. In the first case, the user learns to perform tasks with the given device, which makes relevant an approach that takes advantage of its resources and solves its limitations. In the second, the user already knows one of the available interfaces, which generates an expectation for the others. Therefore, it is necessary to combine approaches with different goals and suit the user according to the appropriate context. In this sense, we propose multi-device design via maintenance of a consistency priorities hierarchy defined in three levels. The first two levels give support to the user's expectation in contexts of interchange (prone to task execution with different devices) and task migration (starting tasks with one device and finishing with other). On the other side, the third level provides task personalization according to the user's interest towards higher efficiency and satisfaction of use with a specific device. The evaluation of this methodology was conducted by an experiment with three pocket PC interfaces designed from an e-learning desktop application: the first interface was an exact replica of the original desktop version (Direct Migration), the second didn't maintain layout consistency and was based in a personalized design process adequate to the device (Linear) while the third applied only the first two levels of the consistency priorities hierarchy (Overview). The subjective evaluation results pointed the Overview approach as the best to maintain the user's mental model by preserving easiness, efficiency and safety of use on inter-device interaction. Additionally, both measured efficacy (task result accuracy) and efficiency (task execution mean time) were the same or even better with this approach. On the other hand, users revealed their preference for the task personalization present in the Linear approach. This result gives support to our proposal, corroborating that the efficacy generated by the first two levels of the consistency priorities hierarchy (task perception and execution) should be combined with the third level of personalization. This could be done by letting designers create interface patterns and make them available to users during interaction. Such combination should guarantee usability while constantly accessing one application through the same device or in contexts of alternated use and task migration / Doutorado / Doutor em Ciência da Computação
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Authority network and support to social interaction on the Web = a culturally informed approach = Rede de autoridades e apoio às interações sociais na Web: uma abordagem culturalmente informada / Rede de autoridades e apoio às interações sociais na Web : uma abordagem culturalmente informadaPereira, Roberto, 1983- 12 December 2012 (has links)
Orientador: Maria Cecília Calani Baranauskas / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-22T16:57:59Z (GMT). No. of bitstreams: 1
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Previous issue date: 2012 / Resumo: O advento da Web 2.0 tornou possível o desenvolvimento de aplicações mais ricas e inovadoras em termos de interatividade. Nos chamados software social, ou aplicações sociais, usuários criam, compartilham e recomendam informação, e interagem entre si em escala e velocidade até então inéditas. Embora tenha ocorrido uma popularização desse tipo de sistemas, ainda há pouco conhecimento sobre como projetar sistemas que façam sentido aos seus usuários e que não desencadeiem efeitos negativos no ambiente social em que eles são disponibilizados. Problemas de sobrecarga falta de qualidade e de credibilidade da informação, e impactos negativos em valores como privacidade, confiança e reputação são comumente reportados no contexto de software social. Nesses sistemas, a diversidade de usuários e de seus contextos socioculturais atinge dimensões e introduzem dificuldades com as quais os designers não estão acostumados a lidar. Isso demonstra que projetar aplicações no contexto de uma sociedade mediada por tecnologias da informação e comunicação é uma tarefa cada vez mais complexa, demandando uma visão de design socialmente responsável que considere de forma explícita os valores e a cultura das diferentes partes interessadas. Lidar com aspectos emocionais e afetivos, culturais e de valores, é um dos desafios que caracterizam um novo momento na área de IHC que requer que as técnicas e teorias utilizadas para apoiar o design de sistemas sejam repensadas, trazendo cultura e valores humanos para o centro do processo de design, e desenvolvendo novos artefatos, métodos e exemplos para apoiar o design em suas diferentes atividades. Esta tese de doutorado propõe uma abordagem culturalmente informada e orientada a valores para o design de software social, e demonstra a utilização dessa abordagem para apoiar o design de um sistema no qual a autoridade de seus participantes é um fator chave. A abordagem, denominada VCIA (Value-oriented and Culturally Informed Approach), articula teorias de diferentes áreas e fornece um conjunto de artefatos e métodos criados/adaptados para apoiar diferentes atividades de design. O software social, denominado TNR (Todos Nós em Rede), está sendo projetado para favorecer a constituição de uma rede de autoridades entre professores da área de Educação Especial / Abstract: The Web 2.0 advent has made it possible the development of richer and innovative applications in terms of interactivity. In the so-called social software, or social applications, users create, recommend and share information, and interact with each other at scales and speeds never seen before. Although there was a popularization of such systems, there is still little knowledge about how to design systems that make sense to their users and do not trigger negative effects on the social environment in which they are introduced. Social software has suffered from problems of information overload, lack of quality and credibility, and has negatively impacted on values such as privacy, trust and reputation. In social software, the diversity of users and their sociocultural contexts reaches dimensions and introduces difficulties that designers are not used to deal with. This demonstrates that designing applications in the context of a society mediated by information and communication technologies is an increasingly complex task, requiring a socially responsible view for design that explicitly considers the values and culture of the different stakeholders. Dealing with aspects related to emotion, culture, and values, is one of the challenges that characterize a new moment in the IHC area that requires techniques and theories used to support the design of interactive systems to be rethought. It also requires putting culture and human values at the center of the design process and creating new artifacts, methods and examples for supporting the design in its different activities. This thesis proposes a value-oriented and culturally informed approach (VCIA) for the design of social software, and demonstrates the use of this approach to support the design of a system in which the authority of its participants is a key factor. VCIA articulates theories from different areas and provides a set of methods and artifacts created/adapted to support different design activities. The social software, named TNR (Portuguese acronym for All of Us Networked), is being designed to promote the constitution of a network of authorities among teachers from the Special Education area / Doutorado / Ciência da Computação / Doutor em Ciência da Computação
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Um framework para adaptação de conteúdo e navegação em portais de governo eletrônico / A framework for content and navigation adaptation in electronic government portalsViana, Giovanni Bogéa, 1981- 21 August 2018 (has links)
Orientador: Maria Beatriz Felgar de Toledo / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-21T17:36:38Z (GMT). No. of bitstreams: 1
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Previous issue date: 2012 / Resumo: Um dos objetivos do governo eletrônico é possibilitar acesso a dados oficiais a todos os públicos. No entanto, não basta que os dados estejam formalmente disponíveis, é preciso que sejam compreensíveis. Essa compreensão, por sua vez, não é homogênea entre os diversos públicos. Cada indivíduo possui limitações e características próprias, que levam a diferentes expectativas de como as informações devem ser disponibilizadas. Esta Tese apresenta um framework para tratar as diferentes classificações que os dados podem ter dependendo de quem está consultando a informação. Teve como motivação uma pesquisa realizada com usuários de um importante sítio de governo eletrônico no Brasil, o Portal da Transparência. Seu aspecto inovador é permitir que as diferentes classificações sejam apresentadas de acordo com o público, possibilitando uma maior inclusão digital / Abstract: One of the e-government goals is to enable public access of official information to all citizens. However, it is not enough to formally present the data, but they have to be truly understandable. This understanding, in turn, is not homogeneous for various audiences. Each individual has his own characteristics and limitations, which leads to different expectations on how information should be available. This Thesis presents a framework to address the different classifications of data that may exist depending on who is getting the information. It was based on a survey with users of an important e-government site in Brazil, the Transparency Portal1. Its novel aspect is allowing data presentation in different ways according to the classifications expected by groups of individuals to achieve a better digital inclusion / Doutorado / Ciência da Computação / Doutor em Ciência da Computação
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Användargenererad data i tjänstedesignprocessen / User generated data in a Service Design processDahlqvist, Thea January 2013 (has links)
Syftet med studien är att ta reda på hur tre olika innovativa tekniker kan användas för att samla in användarinsikter i en tjänstedesignprocess. Detta genomförs med ett designcase som handlar om besökarnas upplevelse av Norrköpings Symfoniorkesters konserter. Symfoniorkestern behöver hjälp med att locka fler besökare till konserterna och nya sätt behöver användas för att samla in användarinsikter för att få så många olika perspektiv som möjligt av konsertupplevelsen. Det var 20 personer som deltog i studien med en blandning av personer, dels de som idag går på Norrköpings Symfoniorkesters konserter och dels de som inte besöker dem. Deltagarnas uppgift i studien var att gå på två av deras konserter och dokumentera sina upplevelser med hjälp av tre olika innovativa tekniker: designsond, app och automatisk kamera. Resultatet av studien visar att den första tekniken designsonden gav en fördjupad bild av deltagarnas syn på konsertupplevelsen och hjälpte till att bredda fokus i tjänstedesignprocessen. Den andra tekniken,appen, kunde ge en mer detaljerad information i realtid om deltagarnas konsertupplevelse på plats. Den tredje tekniken, automatisk kamera, kunde ge ett detaljerat flöde automatiskt på plats över deltagarnas konsertupplevelse som visade mönster och beteenden som kunde kopplas till konsertupplevelsen. Studien visar på att de tre teknikerna gör att användaren hamnar i fokus under hela tjänstedesignprocessen, vilket är grunden för att kunna arbeta användarcenterat. Tillsammans blir teknikerna ännu mer kraftfulla att använda då de kan komplettera varandra i en tjänstedesignprocess. / The goal of the study is to find out how three different innovative techniques can be used to collect user experience in a service design process. This is carried out using a design case regarding the user experience of the Norrkoping’s Symphony Orchestras (SON) concerts. This is a symphony orchestra that has experienced increasing difficulty in attracting more visitors, and new methods are needed to tackle the problem. Therefore, in this study mobile ethnography and innovative methods will be used. There were 20 participants in the study, including a mix of people who regularly attend SON-concerts and those who do not. The participant’s task in this study was to attend two of SON-concerts and document their experience using three different innovative techniques: Probe, smartphone application and automatic camera. The result of the study shows that the probe gave a much more detailed look into the participants’ view of the concert experience, and contributed in widening the focus of the service design process. The application gave a more detailed information in real-time, on sight. The automatic camera gave a more detailed flow, automatically on sight, of the concert experience. That may show certain patterns and behaviors of the participants linked to the concert experience. The study shows that the three innovative techniques puts focus on the user throughout the entire service design process, which is the foundation for working user-centered. If the techniques are used in combination they become more effective as they complete each other in a service design process.
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"Ingen blir ju egentligen glad över en förstudie" : Framgångsfaktorer bakom kraftfulla förstudier / "Nobody is really happy about a pre study" : Success factors for actionable pre studiesSchnell, Marie January 2017 (has links)
En förstudie baserad på användarstudier kan vara hur välgjord som helst, men det spelar ingen roll om den inte används efteråt utan bara ligger och dammar hos kunden. Vad är det som gör att användarstudier ibland inte används av kunden som det var tänkt? Det är en av frågorna för det här arbetet, vars syfte är att ta reda på vilka framgångsfaktorerna är för en lyckad leverans av användarstudier i en förstudie genomförd av en UX- konsult. Frågeställningen är Hur ska resultatet från användarstudier, som utförs i förstudier av konsulter, levereras och kommuniceras för största påverkan hos kunden? En fallstudie har genomförts, där 15 personer har intervjuats. Majoriteten av dem arbetar med användarstudier på ett svenskt konsultföretag och övriga är konkurrenter eller kund till företaget. Slutsatsen är att det inte går att begränsa svaret till att enbart handla om slutpresentationen och paketeringen av resultatet. Tvärtom. Grunden till en framgångsrik leverans läggs redan i början av projektet, från den allra första kontakten med kunden, och pågår sedan under hela processen. Kärnan bakom framgång är kommunikation på olika sätt: att kommunicera för att skapa förståelse för metoden, användaren och problemet, att kommunicera för att uppnå samsyn och delaktighet bland alla inblandade och att kommunicera för att se helhetsperspektivet, förvalta materialet efteråt och lära sig av goda och dåliga erfarenheter. Ett antal riktlinjer för en framgångsrik leverans av användarstudier i en förstudie har utarbetats, som är tänkt att användas som en checklista av UX-konsulter, för att se till att inga delar glöms bort.
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Persona : En metod att utveckla och införa persona i en organisationJönhill, Mathias, Lehner, Andreas January 2008 (has links)
Abstract In this thesis we aim to extend the current theories about a concept called persona. A persona is a model of a user, mostly based on qualitative research and made with such accuracy that it to some extent can be used as a replacement of a real user in a development process and as a communicative tool. We will present a way of constructing this persona without meeting the actual users and follow up with interviews from the organization using them. This will lead to a model over the process of introducing personas as a concept in an organization,previously not familiar with the concept. The model is adapted to also work for projects and organizations where the concept is already known. / Executive summary When developing and designing systems or products to be used directly by end users,it is important that these are developed with people in mind. One way to do this is to have close contact between the end user and the developer as can be seen in for example agile development methods. This is however not applicable at all times and therefore the developer need to get the information about the end user some other way. Often this is done by a spokesman or project manager for the ordering company who delivers the information to a project manager or spokesman for the systems development company who in turn make sure the developer get the relevant information. Of course this means that sometimes information that could be relevant is missed and sometimes even altered due to misunderstandings or even personal interest. One way to deal with this is to have a written description or model of the primary end user that is so correct and accurate that it to some extent could be used as a replacement of the real user. Especially effective is this when making design decisions and as a communicative tool to ensure a common and shared picture of the different needs of the users. Even if a description of the end user has been made, the view of the user is not always shared. This thesis will address the problem of creating this description of a user by using the concept of persona, first presented by Alan Cooper 1999 in his book “The Inmates are running the Asylum – Why High-Tech Products Drive Us Crazy and How to Restore the Sanity”. In our research we show that under certain circumstances, this can be done without actually meeting the real end users by interviewing and observing other people with very similar roles. Using this persona as a development tool requires introduction of the concept in the organization as well as introduction of the personas for the actual project. This research is summarized in a model that includes the different steps of creating a persona using several methods and also how to implement this tool in an organization or project. For each general step in the model there is a short description which includes the construction of personas and which activities to include in the introduction, either if personas is previously known or not. Appendix 10 in this thesis consists of a brief and more hands on guide of the process of creating personas and introducing the concept in an organization. This guide could serve as a quick introduction to the subject and could also be used at a later time to refresh some of the highlights in the process. / Sammanfattning Denna uppsats avser utöka befintliga teorier runt konceptet persona. En persona är en modell av en användare, baserad främst på kvalitativa studier, och utvecklad med sådan precision att den till vissa delar kan ersätta en riktig slutanvändare i en utvecklingsprocess samt som ett kommunikationsverktyg. Vi kommer att presentera ett sätt att utveckla denna persona utan att träffa den riktiga slutanvändaren och följa upp med intervjuer från organisationen som använder dem. Detta leder fram till en modell över processen med att utveckla personas samt införandet i en utvecklingsorganisation som tidigare inte har använt sig av konceptet. Modellen är anpassad för att fungera vid införande av persona även i projekt och organisationer där konceptet är känt sedan tidigare.
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L’anticipation et sa représentation dans les interfaces homme-système en aéronautique : L’anticipation et sa représentation dans les interfaces homme-système en aéronautique / The anticipation process and its representation in human-systems interfaces in the context of civil aviation : a cognitics engineering approachLini, Sami 18 September 2013 (has links)
L’aéronautique civile commerciale poursuit l’objectif du déplacement de biens ou de personnes, par les airs, en maintenant un niveau optimal de sécurité. Depuis plus de trente ans, en dépit de cadres normatifs de plus en plus stricts et d’automatismes de plus en plus performants, le rapport entre performance visée et risque encouru ne progresse plus.Le facteur humain constitue un levier d’action majeur pour franchir ce plancher de verre. Dans le cadre contraint de l’aéronautique, la conception d’outils visant à assister la cognition des pilotes est ainsi une direction d’avenir. L’anticipation a été identifiée comme un processus central dans la gestion des ressources cognitives. Dans une démarche de cognitique, nous avons ainsi entrepris la conception d’un outil d’aide à l’anticipation en impliquant des pilotes à chaque étape des développements.D’une analyse de l’activité sur la base d’enregistrements en cockpit et d’entretiens, nous avons construit un modèle de l’activité réelle des pilotes lors de la descente et l’approche sur l’aéroport de Rio de Janeiro. L’étude bibliographique mit en lumière des points critiques relevant de l’anticipation et nécessitant une expérimentation préliminaire. Les résultats expérimentaux conciliés à nos hypothèses de compréhension de l’anticipation achevèrent le cahier des charges du cœur fonctionnel de notre outil d’aide à l’anticipation. Un algorithme de planification dynamique exploitant notre modèle de l’activité fut conçu et implémenté au sein d’ASAP (Anticipation Support for Aeronautical Planning) le démonstrateur de concept industriel de Thales Avionics. 36 pilotes civils commerciaux participèrent enfin à son évaluation en simulateur. / Civil aviation pursues the objective of moving people or goods through the air with an optimal level of safety. For more than thirty years, despite a stricter and stricter regulatory framework and highly reliable automation, the ratio between performance and acceptable risk is not improving anymore.Human factors are a major action lever to break this glass floor. In the constrained context of aviation, designing tools aiming at assisting pilots’ cognition is thus a promising direction. Anticipation has been identified central in the process of cognitive resources management. In a human factors engineering approach, we undertook the design of an anticipation support tool involving pilots at each step of the development.From an activity analysis performed on the basis of in-cockpit recordings and interviews we constructed a model of the actual pilots’ activity during the descent and approach phases on Rio de Janeiro airport. The state of the art highlighted the key elements related to anticipation which could take benefit of a preliminary experiment. Experimental results brought together with our hypotheses about how anticipation works completed the requirements of the functional core of our anticipation support tool. A dynamic planning algorithm was then designed and implemented within ASAP (Anticipation Support for Aeronautical Planning), Thales Avionics’ proof of concept. 36 commercial pilots took part to its evaluation in a simulated environment.
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Parkering i Norrköping : Processen att skapa ett mobilt användargränssnitt för att underlätta reseplanering / Parking in Norrköping : The process of creating a mobile interface to facilitate trip planningFarhadi, Anna, Norin, Sofia January 2014 (has links)
Under sommaren 2014 kommer Norrköping locka många turister till staden genom ett flertal stora evenemang, till exempel Bråvallafestivalen och Harry Potter: The Exhibition. Som besökare från en annan stad kan det vara svårt att hitta lämpliga parkeringsplatser i sådana situationer. I nuläget har Norrköpings kommun en karta över parkeringsplatser på deras hemsida. Denna är endast anpassad till webbläsare och ger en översiktlig bild över var parkeringar finns utplacerade i de mest centrala delarna av staden. Att söka upp kartan på en mobil enhet, lokalisera sig på kartan, välja lämplig parkering och sedan hitta till denna kan vara svårt och tidskrävande för den som har bråttom eller inte hittar i staden. Syftet med detta examensarbete är att ta fram ett användarvänligt gränssnitt för en mobil applikation som ska underlätta parkeringsprocessen för förare som bor i eller besöker Norrköping. Till studien har sekventiella blandade metoder använts och designprocessen har baserats på både en målinriktad och användarcentrerad designmetod. En enkät, intervjuer och andvändbarhetstester har använts som datainsamlingmetoder för att på bästa sätt utveckla ett gränssnitt som möter användarens behov. Studien har resulterat i ett gränssnitt för en parkeringsapplikation som kan användas i planeringssyfte och som navigationshjälp. Design- och interaktionsval är grundade på användarnas mål och preferenser. Slutsatsen är att i en stressfylld situation är det viktigt att informationen är lättöverskådlig, tydlig och kräver minimal ansträngning av användaren samtidigt som antal steg för att nå informationen bör minimeras. Överflödiga funktioner bör sorteras bort. Olika användare har även olika inställningar till användandet av mobila applikationer för reseplanering och parkering. I första hand vänder sig majoriteten av mobilanvändare till Google för informationssökningar således bör den enklaste lösningen vara att Norrköpings kommun upprättar en mobilanpassad hemsida med information om parkeringar i staden. Dock finns det komplexa funktioner i applikationen som inte går att efterskapa på en mobil hemsida och även för att nå en bredare målgrupp blir skapandet av en applikation nödvändigt. / With a series of prestigeous events such as the Bråvalla Music Festival and the European premiere of Harry Potter: The Exhibition, Norrköping will, during the summer of 2014, attract many tourists. As a visitor, it may be difficult to locate appropriate parking spots in situations like these. Norrköpings Municipality currently has a map on their website with an overview of parking spots in the central areas of the city. This map, however, is only suited for viewing on big screens. To search for the map on a mobile device, find an appropriate parking and then correctly navigate to its location may serve difficult for a user who is new to the town or pressed for time. The purpose of this study is to create a user-friendly interface design for a mobile application that aims to facilitate the parking process for drivers who live in, or are visiting, Norrköping. The study uses a sequential mixed method approach and the design process is based on a goal-directed and user-centered design. Surveys, interviews and usability testing have been employed to collect research in order to create an interface that meets the needs of the user. The study resulted in the creation of an interface for a parking application that can be used for planning purposes as well as navigation. Choices for design and interactivity are based on the users' goals and preferences. The study concludes that a stressful situation requires information to be clear, easily understood and call for minimum effort from the user's side. Redundant information should be removed and the steps it takes to obtain information should be reduced. Different users have different attitudes towards the use of mobile applications for planning and parking. The majority of interviewees would in a similar situation rely on a Google search for information. From this we can conclude that the easiest solution would be for Norrköping's Municipality to create a mobile website with information about parking in the city. However, in order to reach a broader target group and to incorporate certain complex functions and features, the creation of an application becomes necessary.
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Användarinvolvering i ett systemutvecklingsprojekt -Är det effektivt? / User involvement during software engineering projects : Is it effective?Sörensen, Thomas, Hedström, Teresa January 2005 (has links)
In most software engineering project, users are only involved in the beginning of the project as a help to design the requirements specification but users can be involved after this phase too, but is it effective to do so? With this report we would like to investigate how effective it is to involve users after the requirements specification has been written and approved. To find out how effective it is to involve the users we try some fast and simple involvement techniques on a quite far gone project. These techniques include ethnographic studies, prototypes and surveys. We also interviewed a couple of people who work with usability and finally delivered a report with our results to them to find out if they found our result relevant. By also documenting how much time we spent involving users we will show to which degree user involvement is effective. We found out that a couple of fast techniques could get very much result in the form of usability enhancing suggestions to the developers. Considering how much time can be saved for the users in their daily work with a useable system, we are of the opinion that involving users is very effective. / Thomas Sörensen - thso01@student.bth.se Teresa Hedström - tehe01@student.bth.se
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