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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.
11

Working Hard or Hardly Working: Use of Collaborative Working Space at the University of Bradford Library

Field, Josie, George, Sarah, Khan, Reshma 07 1900 (has links)
Yes / This book chapter reports on an observational study of working and non-working behaviour in the JB Priestley Library, University of Bradford.
12

TENSIONS IN STUDENTS’ DESIGN PHILOSOPHY IN UX PRACTICE

Christopher R Watkins (6639608) 14 May 2019 (has links)
<p>The studio model of education incorporated in to many design-oriented HCI programs in the past two decades brings a number of objectives to programs implementing it. One objective is the building of a “bridge” between pedagogy and practice, preparing students for the differing realities between academia, and the constraints imposed in an organizational setting. The bridge also encourages the development of a student’s design philosophy, allowing them to acknowledge and understand their conceptions of design which influence decisions in project-processes, and the projected communities they may navigate towards in practice. This study addresses the dimensions of design philosophy held by students educated in these programs, and how such philosophies are engaged and shaped further in practice. Through a qualitative interview approach, this study presents 9 dimensions of design philosophy through the accounts of 10 students and practitioners, reflecting on their education and practice. Using existing work studying the flow of competence between practitioners and organizations, the discussion of the dimensions presented provides four ways in which the philosophies of practitioners may encounter tensions in practice. This research proposes future work on how the studio model in HCI pedagogy may better prepare students for enacting their philosophies, and further reflecting on the shaping of that philosophy through felt contrasts between education and practice. </p>
13

Actions for Increasing an Organization’s UX Maturity / Handlingar som kan öka en organisations UX-mognad

Möller, Josefine January 2018 (has links)
User experience (UX) design is becoming increasingly crucial for developing successful software today. It can determine whether or not users stay engaged with a product or service and it can also affect the time spent completing tasks which can make a large difference to employees when they try to get their job done. It is therefore important that organizations have their users in mind when developing software and that there is a maturity for UX and user-centered work. Since there are organizations where UX is not highly valued and where the maturity for UX is low it is interesting to find out what can be done to increase the UX work within these organizations, which was the aim of this thesis. The problem was addressed by studying a specific organization that expressed difficulty getting UX work to fit in their working routines, partly due to the fact that they were also working with agile software development. The organization’s maturity for UX was evaluated using Nielsen’s UX maturity model which is a model that describes eight different stages of UX maturity. Data was collected through a survey where questions were based on the UX maturity model and was then followed up with five semi-structured interviews. The results showed that the highest level of maturity yet reached within the organization was stage four, where there is a budget and plan for UX in some projects and where some teams have defined UX roles. A lower level of maturity could also be identified for some teams. Based on these findings, actions for how the organization can increase their UX maturity were discussed. These actions were concluded to be: plan for UX, find a way to show UX results, meet with real users, have UX professionals lead the way and structure UX work to fit with agile processes. / Användarupplevelsen (UX) är ytterst viktig vid utvecklingen av framgångrika produkter. En bra användarupplevelse kan vara avgörande för om användaren väljer att fortsätta använda en produkt eller tjänst. Den kan också ha en påverkan på tiden som det tar för en användare att slutföra en uppgift vilket kan göra stor skillnad för effektiviteten hos t.ex. anställda. Det är därför av vikt att system utvecklas med användaren i fokus och att det finns en mognad för UX och användar-centrerat arbete inom organisationer. Eftersom att det finns organisationer där användarupplevelsen inte värderas högt och där UX-mognaden är låg så är det intressant att ta reda på vad som kan göras för att denna UX-mognad ska öka. Målet med den här masteruppsatsen var att ta reda på just det. I det här arbetet studerades en specifik organisation som upplevde svårigheter med att få användar-centrerat arbete att passa ihop med deras övriga arbetsrutiner, bl.a. agil utveckling. Organisationens UX-mognad utvärderades med hjälp utav Nielsens UX-mognads modell som är en modell som beskriver åtta steg av UX-mognad. Data samlades in genom en enkät som var baserad på den här mognadsmodellen samt fem stycken semistrukturerade intervjuer. Resultaten visade att den högsta mognadsgraden som hittills hade uppnåtts inom organisationen var steg fyra, där det finns UX-budget och planering för UX i vissa projekt och där vissa team har utnämnda UX-roller. En lägre mognadsgrad kunde även identifieras för vissa team. Baserat på resultaten diskuterades fem stycken handlingar fram som kan bidra till en ökad UX-mognad för organisationen. Dessa handlingar var: planera för UX, hitta sätt att visa UX-resultat, träffa riktiga användare, låt de med UX-kompetens visa vägen samt strukturera UX-arbetet så att det passar med agila arbetsprocesser.
14

Posílení principů UX do existujících uživatelských rozhraní / Reinforcing UX Principles in Existing User Interfaces

Pilát, Peter January 2015 (has links)
This thesis explains meaning of user experience, its main aspects, selected methodology, its integration into agile development process and what UX maturity level can be represented in real company. It also deals with analysis of selected existing user interfaces used for network print management and its end users. Prototyping and user testing methods are iteratively applied to these user interfaces. Evaluation of these methods concludes the thesis with a recommendation what UX processes should be integrated for future development of user interfaces in Y Soft.
15

UNDERSTANDING ANIMATION USE ON MOBILE INTERFACES

Yexin Wang (5930927) 10 June 2019 (has links)
<p>Animations are playing an important role in today’s user interface design. To investigate the animation usage on smart phone interfaces, in this study, I inspected 428 animation videos from five smart phone apps to answer the question: “How does the animation change on interfaces from 2008 to 2017?”. By comparing the parameters such as frequency and duration based on the context from the historical perspective, the results can provide insights for both the HCI and UX community. The findings on the key markers laid a foundation for researcher to understand the animation use specially on interfaces in the industry overtime, also providing insights for practitioners to improve the user experience by looking into the animation use. </p>
16

Förbättra Sjöbasis användarupplevelse ombord fartyg : För besättning inom Kustbevakningen

Känngård, Max January 2017 (has links)
Sammanhang: Sjöbasis är ett system som är till att underlätta för kustbevakningen med uppgiften av sjöövervakning. I detta arbete är GUI, Graphical User Interface, och hur användarna ombord kustbevakningens fartyg interagerar med Sjöbasis som har undersökts. Finns det möjligheter att förbättra UX, User experience, för denna målgrupp? Mål: Att hitta förbättringsmöjligheter för UX, användarupplevelsen, för Sjöbasis till besättningen ombord på kustbevakningens fartyg. Metoder: Metoder som har använts är intervjuer, observationer och prototyper. Resultat: Resultatet visar att det finns förbättringsmöjligheter för UX till Sjöbasis. En del av förbättringsmöjligheterna från denna rapport har blivit implementerade och finns med i ny version av Sjöbasis. Slutsatser: Resultatet visar att flera intervjuer och observationer krävs för att förbättra UX. Utföra flera användarstudier kontinuerligt för att säkerställa att förändringarna är en förbättring.
17

Unifikace webových portálů z front-endového pohledu / Front-end unification of web portals

Marek, Libor January 2017 (has links)
This diploma thesis is dealing with the problem of creating or more preciously with the design of websites practically aiming on Allianz Insurance Company. In a theoretical part there is a brief history of the development of websites and there is also defined the model of successful websites and there is presented the methodology of their creation (with the description of tools and techniques that are usually used). Within mentioned methodology there is a description of the field of User Experience (UX) also with the aspects that are taken into consideration during creating a website. Practical part, which has the form of the case study, is based on defined model and procedure of creating a website. The crucial point of the practical part is a design of website arrangement in a way of wireframe and mockup models. At the end of given thesis, created designs are assessed according to determined hypothesis and to business aims and requirements of given company.
18

UX som tankesätt istället för arbetssätt : En studie om hur designers hos SME-företag i den svenska designbranschen förhåller sig till UX-design och användarmedverkan i designprocessen / UX as a way of thinking instead of a way of working

Rudblom, Matilda, Elfström, Elin January 2020 (has links)
The purpose of this study is to find out if the gap between theory and practice is also visible in the Swedish design industry and how the gap could then be reduced. Previous research describes a lack of UX (User eXperience) work in design processes and a study has therefore been conducted with the aim to formalize guidelines for how companies, which do not include UX and users in their design processes, should develop their UX work in order to offer better artifacts. The results of the study shows that the majority of designers have UX as a design approach. Designers in the industry often know what UX means and why it is important but seems to find it hard to make customers realize the value of the UX work, which force designers to use UX as a way of thinking instead of the way of working. The results of the study presents new guidelines that companies can use to develop their UX maturity and work which is necessary for survival. We can make several conclusions from the result. UX is necessary to deliver high quality products and services to users but restricted by the customers motivation, time requirements and financial resources. Because of that, designers must have rhetorical knowledge and be able to shape and function communication that leads the client to understand the value of UX. If design companies do not involve UX in their design processes, possibly through user tests and demonstrations, the company's risk to losing important competitive advantages. This study provides a good basis for further research in the subject. The study ends with recommendations until further work on topics that were to be done for this study. / Syftet med denna studien är att ta reda på om klyftan mellan teori och praktik även syns i den svenska designbranschen och hur klyftan i så fall skulle kunna minskas. Tidigare forskning beskriver en avsaknad av UX-arbete (User eXperience) i designprocesser och en studie har därför genomförts med målsättningen att kunna formalisera riktlinjer för hur företag, som inte inkluderar UX och slutanvändare i sina designprocesser ska utveckla sitt UX-arbete för att kunna erbjuda bättre artefakter. Resultatet från studien visar att majoriteten av designers har UX som förhållningssätt inom design. Designers i branschen vet oftast vad UX är och varför det är viktigt men upplever att det är svårt att få beställaren inse värdet av UX-arbetet, vilket gör att designers tvingas använda UX som tankesätt istället för arbetssätt. Vid intervjuerna framkom det riktlinjer som företag kan använda sig av för att börja med UX. Från resultatet kan vi dra flera slutsatser. UX är nödvändigt för att kunna leverera artefakter med hög kvalitet och värde för användarna men begränsas av beställarens tidskrav och ekonomiska resurser. Designern behöver ha retoriska kunskaper och kunna forma en fungerande kommunikation som leder till att klienten förstår värdet av UX. Om designföretag inte involverar UX i sina designprocesser, förslagsvis genom användartester och demonstrationer, riskerar företagen att tappa viktiga konkurrensfördelar. Denna studie skapar en bra grund för vidare forskning inom ämnet. Studien avslutas med rekommendationer till fortsatt arbete, kring ämnen som var för omfattande för att ta upp i denna studie.
19

Analýza modulu projektového managementu pro SmartPEF

Kmeťová, Lenka January 2019 (has links)
The aim of this thesis is to create analysis of new module for SmartPEF. This module is used for project management of school projects at the faculty of Bussines and Economics. For creation of this analysis methodology UP and UML language were used. For creation of user design was used principals of user experience. This thesis will be used for future implementation.
20

Making Keyboard Shortcuts Accessible : Keyboard Shortcuts for Healthcare Professionals in an Electronic Healthcare System / Att göra kortkommandon tillgängliga : Kortkommandon för sjukvårdspersonal i ett elektroniskt sjukvårdssystem

Grentzelius, Julia January 2023 (has links)
This thesis was initiated by Cambio Healthcare Systems and was aimed to investigate the usage of keyboard shortcuts (KBS) in the electronic health record system COSMIC. The aim was to determine which users would benefit from learning keyboard shortcuts and understand how users can learn them effectively. The study also aimed to identify suitable techniques for users in the sensitive healthcare environment, with a focus on efficiency. Through workshops and interviews with individuals with experience of the user, it was found that most users would benefit from learning more KBS, particularly primary nurses who would save significant time. A thematic analysis revealed four themes: Benefits Everyone, Key Users, Documentation, and Visibility. Lack of awareness and a need for visualization were identified as the main issues. To address these findings, design requirements were established to meet user needs. Two design concepts, a visualizing wiki and an all-knowing search, were created as prototypes to represent potential design solutions. Evaluation with three participants showed positive results for the first concept, indicating it would be effective for teaching KBS to novice users. The second concept, while insufficient on its own, could complement the first concept and benefit users seeking quick results in COSMIC, such as medical secretaries and administrators. The study's strength lies in its preliminary stages, which provided valuable insights into user needs and identified underlying issues related to KBS in COSMIC.

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