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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.
191

World of Workraft: a step towards the gamification of industrial control systems for future operators : N/A / World of Workcraft: hur gamification av industriella kontrollsystem underlättar för framtida operatörer

Rigo, Riccardo January 2016 (has links)
Industrial control systems (ICSs) are software systems that allow operators to remotely control entire industrial processes. This activity is usually performed within particular spaces located inside the facilities: control rooms. While the operators’ job is extremely important, it is often regarded as boring and dull; due to the passive nature of the job, the operators often feel unengaged. Industrial stakeholders are concerned about the next generation of operators, due to their different requirements regarding softwares and engagement. In fact, they would not be eager to work with the current ICSs. However, gamification — the design practice about using game design elements in contexts unrelated to games — has potential to contribute in addressing the problem. Implementing gamification within ICSs could make the future operators’ job more fun, appealing, and engaging, providing an overall better user- experience (UX). This research is a step towards achieving an effective gamification of ICSs; it consists of an exploratory study aimed to understand what gamification approaches are more suitable for the industrial context and the target user group. This research adopted an user-centred design approach, starting with extensive user studies on control rooms and the future operators; followed by a design and prototyping phase, and finally a user evaluation involving quantitative and qualitative investigations. This paper ultimately provides a series of design implications and insights for the design of gamified ICS.
192

Exploring User Experience designers experiences working with Machine Learning

Bergström, Emil January 2021 (has links)
The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evaluating the solution. Without a doubt, ML opens new doors for UX designers to be creative in their practice. However, research indicates that lack of knowledge transfer into UX design practice may hamper this potential. This paper explores how UX designers experience ML. The findings resulted in 5 experiences: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenging articulating design criteria, 4) Mature vs. Immature customers, 5) Lack of support for ethical concerns. I discuss the implications of these findings and propose how we can understand UX design practice and opportunities for additional design research to support designers working with ML.
193

“Request to speak, button” : Accessibility for visually impaired VoiceOver users on social live audio chat platforms / “Request to speak, button” : Tillgänglighet för synnedsatta VoiceOver-användare på sociala ljudchatt-plattformar

Bern, Charlotte, Liljeström, Linda January 2021 (has links)
Social media has become an inevitable part of everyday life. With the focus to a large extent being on image and video sharing, accessibility for the visually impaired is not always granted. However, new types of social platforms with live audio chats at their core have shown potential to stand out as particularly inclusive of visually impaired users. Taking a standpoint in the Technology-to-Performance Chain model, the study aimed to create a better understanding of the subjective user experience of visually impaired users of social live audio chat platforms by identifying what influences accessibility, especially when it comes to taking part of and creating audio content. The topic was approached in the form of a case study. Qualitative data collection was conducted with a combination of observations and product assessment, expert interviews a well as user interviews. The aim was to create a better understanding of the subjective user experience of visually impaired users. The results suggest audio-based platforms have the potential to fit the visually impaired users well. A limited scope of the platform, having voice-based communication at the core and a limited number of visual elements all influence accessibility. A sufficient amount of adjustable VoiceOver adds to the accessibility of the platform. Furthermore, the results indicate being aware of user behaviour and the inaccessibility it might lead to is of importance. Concludingly, applying a UX perspective is deemed as of importance as the results indicate it often is the intangible, subjective user perspective which can highlight what influences accessibility.
194

Configuring Configurators : The creation of UX guidelines for parametric product customization

Karlsson, Anna, Gotthold, Saga January 2021 (has links)
The aim of the thesis is to identify which functions may be included in product configurators in order to create a good experience for a user. The findings are compiled into a set of guidelines outlining how the user experience is affected by functions, which functions are either necessary- or supporting functions, and how these functions may be realized to create a good user experience. The thesis is conducted by firstly studying literature about both UX-theory and product configurators. Subsequently, a state of the art study is performed by investigating how ten different product configurators on the market fulfill specific functions. A benchmarking study is performed with users. This study is conducted in two different instances, one with an existing product configurator, and one with a hi-fi prototype of the same configurator updated according to the developed guidelines. In between these two instances an iterative user study is carried out to co-design configurators with users. The established guidelines are the following: The configurator should be accommodated to different levels of creative confidence for customizing a product, The configurator should let the user express themselves when customizing a product, The configurator should allow the user to fulfil their goal of customizing a product, The configurator should show the user how to fulfil their goal of customizing a product.
195

Engaging gameplay for audio games

Falk, Rickard January 2020 (has links)
This thesis presents an investigation of how to design engaging audio games. This was done by creating two prototypes. The first prototype was a rhythm based fighting game. As it was being developed it became clear that it did not differentiate itself enough from a large amount of already existing audio games. The second prototype was a first person shooter/adventure game utilizing 3D audio. The second prototype was evaluated by observing users playing the prototype and having them answer two questionnaires followed by an interview. Using spatial audio opens up a lot of possibilities. First person navigation using spatial audio is clearly possible, although how to implement it with a high degree of playability is in need of further study. When designing a first person audio game it is important to keep in mind that navigating, aiming etc. is more difficult than in video games. A slower pace seems suitable to this type of game. A lot of time and effort has to be put into the details when designing the gameplay of an audio game. Seemingly inconsequential things can be detrimental to the player’s enjoyment. Focus should be on perfecting the fundamental actions and challenges. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
196

Creando el futuro para el Metaverso

Mats, Carlos 24 February 2022 (has links)
Realizado por Carlos Matss: Artista, diseñador, emprendedor tecnológico y orador. Fundador y CEO de Xchematic & IKA Platform, startup de Inteligencia Artificial. Cineasta galardonado | Emprendedor | Director | Escritor | Diseñador | Fotógrafo | Productor de Eventos | Nómada digital | Buzo https://carlosmats.com/ ; https://xchematic.com/ https://ikaplatform.ai/ Aspectos destacados de 18 años de carrera internacional creativa y tecnológica: • Cine en Hollywood, con el cortometraje “Vaenquish”; producido en Ámsterdam, estrenado en la Escuela de Cine de Los Ángeles y proyectado en todo el mundo. Ganador de los premios a la mejor fotografía y a la mejor edición https://vaenquish.com/ • Orador invitado en Google y la Universidad de Texas, con las conferencias “The Metaverse” y “Raised by The Internet” • Art Expo en Austin, con la exposición interactiva individual titulada “FLASH FORWARD”, mostrando trabajos en todo el mundo en el Austin Motion Media Arts Center. • Realidad Virtual en Europa, con la aplicación móvil “Honduras VR” en la Bienal Iberoamericana de Diseño de Madrid, The Fringe Festival en Edimburgo, y una instalación permanente en el Museo MIN (Museo para la Identidad Nacional) en Tegucigalpa . • Producción de eventos con las sesiones BOOST con Google y la Embajada de Estados Unidos; conferencias gratuitas en Tecnología y Emprendimiento para todos. / Creando el futuro de AI, AR, VR y UX para el Metaverso
197

WECALC : The Design for Understanding Short and Long Term Value of  Laundry Appliances Before Purchase Decision

Momayezan, Morvarid January 2022 (has links)
This project focuses on the design of interfaces that promote sustainable purchases of laundry appliances (washing machines, and dryers) in Scandinavian countries through raising the consumer’s knowledge about the short and long-term value of sustainable products. The research part is accomplished in collaboration with IKEA and three other master students with business and design backgrounds. The project part started with interviewing house owners in Scandinavia who have  laundry appliances in their house to find out the factors affecting their decision while purchasing laundry appliances. The solution was developed by understanding house owners' laundry habits. The idea is done by applying UX design principles to bring the knowledge and information for the user while purchasing laundry appliances through an online platform.
198

E-livsmedelsbutikers tillgänglighet under en pandemi : En fallstudie utifrån äldre användares upplevelser och behov / E-grocery accessibility during a pandemic : A case study based on older users´ experiences and needs

Ingemarsson, Josefine, Odqvist, Cassandra January 2021 (has links)
Due to the global pandemic Covid-19, a large part of the physical trade has now been moved online. One industry that experienced a massive rise in sales during 2020 was e-grocery. The at-risk group that has increased their e-grocery shopping the most is people over the age of 65, and studies show that in Sweden, one-tenth of all pensioners have tried grocery shopping online for the first time during the pandemic (Internetstiftelsen, 2020). However, despite a jump in the older population's use of e-grocery websites, they are still largely underrepresented. This can partially be attributed to physical and cognitive limitations as a result of aging. This study intended to evaluate popular Swedish e-grocery websites to determine the level of adherence to established guidelines compiled by the World Wide Web Consortium (W3C) to promote web accessibility for older users. Our results show that all websites struggled to conform to several of the guidelines and success criteria included in WCAG 2.1. Furthermore, we studied older users' experiences and needs in regards to e-grocery websites through a web survey. The results of our data collection indicate that many of the barriers reported by older users today are not covered in the current version of WCAG.
199

Varför använder kvinnor Instagram och hur upplever de det anpassade innehållet : En kvalitativ studie om användarupplevelse på Instagram / Why women use Instagram and how they experience the custom content : A qualitative study on user expe-rience on Instagram

Guldmyr, Kristina, Byman, Olivia January 2019 (has links)
The purpose of this thesis is to gain knowledge about why young women in Sweden use Instagram, and how they feel when Instagram presents categories based on their interests and interactions. The thesis is based on previous research about the purpose of use, the behavior of algorithms, the adjustment of categories by relevance and the user experience. When combining previous research and the results gathered from several interviews with women between 18 - 30 years old who use Instagram, greater knowledge about the subject can be developed. The interviews gathered information about the interviewees' purpose of use and the user experience of Instagram's relevance adjusted categories. The results showed that women use Instagram to keep themselves updated about friends and family, get motivated in different sports activities and to compare themselves with other users. Although the content of the categories doesn’t always match the users’ desired content, the experience is generally positive. The possibilities with the function outweigh the concerned feelings that many of the users experienced with the categories.
200

En analys av hur Statistiska Centralbyrån arbetar för att begripliggöra och förenkla statistik riktad till allmänheten på webbplatsen scb.se / An analysis of how Statistics Sweden works to simplify and make statistics, addressed to the public, understandable at the website scb.se

Henriksson, Sara, Bergdahl, Simon January 2020 (has links)
One of many challenges in information architecture is to simplify information and make it understandable. In order to make sense of abstract data such as statistical information and to reach out to many, there are several methods and digital tools to be used to visualize the statistics. This thesis has been studying how Statistics Sweden is working to make their information reach the public. Focusing on usability, based on UX design principles, a quantitative case study was conducted with two data collection methods applied: semi-structured interview and web page analysis. The result of the study shows that Statistics Sweden is consistently working to make information accessible to the public and to present statistical information in relation to the design principles. However, there are areas which can be improved including variation in how the statistics are presented and that they to a greater extent can use digital tools to visualize the statistics in a more interesting way.

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