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Aplikace systémové teorie na proces vývoje webu / Application of system theory on webdesign processPařízek, Jan January 2016 (has links)
This diploma thesis applies the principles of systemic thinking to the current web design process. It focuses on dealing with the issues related to conflicts and diversity of opinions among individual members of the team working on web design. In the theoretical part, this thesis deals with topic areas and activities relevant for modern approach to web design and the overall role of the user during the design process. In the practical part, the team responsible for web design is viewed as a soft complex system, to which Checklands soft system methodology is applied as a problem-solving tool.
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Interface Design for Driver Operated Control SystemsAzamfirei, Victor, Preciado Navarro, Luis Donaldo January 2017 (has links)
No description available.
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Zvyšování obchodní výkonnosti webu / Increasing business performance of websiteKnopp, Filip January 2015 (has links)
This thesis deals with the improving of website business performance through the optimization with a focus on user experience. Its concern is not how to accumulate more traffic to the website but rather how to motivate website users, persuade and help them achieve desired goals. The aim is to introduce the concept of User Experience (UX) and Conversion Optimization (CRO). Further on, to suggest a general process of the website optimization focused on user experience and to apply this procedure in a case study. The contribution of this thesis is to link the UX/CRO concepts that provide users with a positive brand experience and allow organizations a sustainable competitive advantage, differentiation and higher marketing ROI.
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Designing a Shared Listening Experience for an Audiobook Streaming Service : A UX and UI ProjectEriksson, Mikaela, Reponen, Vilma January 2021 (has links)
This study, done in collaboration with Storytel, aimed to investigate whether a shared audiobook live listening experience would add value to users of the Storytel app and how such a feature could be designed in terms of User Experience and User Interface. The purpose was to determine the minimal viable product (MVP) and if live listening with others is interesting in itself or else, what is the most basic interaction type required in connection to the listening. The aim was also to design the optimal solution, beyond technical, time and/or prioritization constraints. The method used was a combination of the IDEO design process with three phases (Inspiration, Ideation and Implementation), and Holtzblatt and Beyer’s (2016) five steps of Contextual Design (Gathering User Data, Compiling User Data, Ideation with User Data, Defining the Product and Making it Real). To investigate user opinions and requirements, surveys were sent out to Storytel users and authors on the four markets Sweden, Denmark, the Netherlands and India, resulting in a total of 448 responses. Based on this data, an extensive design work in three phases was carried out to achieve the result of a final design prototype of a live listening feature inside the Storytel app. In order to validate the design choices continuously in each phase, 15 user tests were achieved, whereof 4 initial tests, 10 interactive user tests and 1 focus group interview. The results show that there is certainly an interest for such a feature among some users, and the interest is bigger if an author participates. In general, users on the Indian market are more interested in the feature than users on the European markets. Authors are more interested than the average user in live listening and interacting with its listeners. An important finding was that the feature must include an element of interaction to make it relevant and interesting to users, which is why a prototype including emoji reactions was proposed as an MVP. In this version, the possibility to discuss is linked to an outsourced forum such as Google Meet. For the optimal design, a chat was included inside the application as this was concluded highly desired by users.
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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 människoaktivitetJusufovic, 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.
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Knihovna znovupoužitelných komponent a utilit pro framework Angular 2 / Library of Reusable Components and Utilities for the Angular 2 FrameworkBranderský, Gabriel January 2017 (has links)
Táto práca sa zaoberá vytvorením knižnice znovapoužiteľných komponent a utilít určené na použitie v dátavo-intenzívnych aplikáciach. Jednou typickou komponentou pre také aplikácie je tabuľka, ktorá je považovaná za hlavnú komponentu knižnice. Pre zaistenie vysokej kohezie sú všetky ostatné komponenty a utility sú s nou úzko prepojené. Výsledná sada komponent je použiteľná deklaratívným spôsobom a umožnuje rôzne konfigurácie. Uživateľské rozhranie je tiež prizpôsobené na dátovo-intenzívne aplikácie s rôznymi prvkami.
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Chytré digitální zrcadlo pro individuální sporty / Smart Digital Mirror for Individual SportsOpichal, Tomáš January 2021 (has links)
The aim of this diploma thesis is to create a practical solution for individual athletes in the form of a digital mirror, which can become an alternative to observing yourself in an ordinary mirror. The work contains and emphasizes the benefits of a digital mirror. Much of the work is devoted to the transfer of video between various devices for the ability to combine multiple videos on a single screen. The core of the solution is a mobile application for the Android platform, which works in various modes, the choice of which depends on how the application is used. The application was continuously tested with a group of users, resulting in iterative improvements to the application's features and the addition of new features. Furthermore, a web variant of the application was implemented, which increases the possibility of using the digital mirror across different platforms. The results of testing show that this whole solution can be used in the practical training of sports exercises and the application has the potential to connect with various sports.
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Zhodnocení vyvíjené aplikace a návrh změn na zlepšení / Application Assessment and Proposal for ImprovementSvoboda, Jiří January 2014 (has links)
The subject of this master’s thesis is a software application assessment followed by proposal of modifications that should contribute to improving the application. The thesis includes theoretical background necessary for general knowledge of the problem, thorough analysis of the current situation and proposal of solution, which includes decision about necessity of modifications for selected application parts and proposal of specific modifications. The solution also includes recommendation about testing methods that should be used to test the impact of the specified modifications.
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Application and Validation of the UEQ KPI in a hedonic context : A context-only extension study in the form of an online survey on NetflixBlunck, Kim January 2020 (has links)
The aim of the study was to replicate and validate the UEQ KPI introduced by Hinderks et al. (2019) in a context-only extension study by applying it to a product with high hedonic qualities, namely Netflix. The secondary research aim was to identify areas of improvement for Netflix’ user experience. An online survey was conducted with a positivist research philosophy and a deductive research approach in order to achieve the research aims. The chosen methodology proved to be appropriate and effective. The UEQ KPI was confirmed to be a valid methodology to evaluate products with high hedonic qualities. This study hence contributed to the validity of the UEQ KPI and to its generalisability. Certain areas of improvement and their perceived importance for Netflix’ UX were identified, listed from most to least promising: Efficiency, Stimulation and the Novelty. However, as the UEQ KPI is fairly new, more research on this topic is necessary to further validate it. Certainly, this topical development in UX research was proven to be a promising approach to assess the UX of products with different characteristics in a cheap, fast and accurate way.
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Investigation Of Complex Strategy Games On Console: Evaluating The Potential Possibilities Of One User Interface To Rule Them AllNisbel, Aron January 2021 (has links)
Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) designs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User Experience (UX) of these games. Considering the lack of Grand Strategy Games on consoles, eleven existing strategy games on console similar to Grand Strategy Games were chosen to be investigated further with the aim to find possible best practices and/or the most important aspects of the player’s experience in these games. Through discussion with game industry experts (experienced and senior UX designers), the UI and UX of strategy games on console were broken down and grouped as specific game interactions, with emphasis on the similarity to Grand Strategy Games. By using the defined game interactions, a quantitative survey was carried out to pinpoint the game interactions with the biggest impact on the player’s experience. The analysis of the results from the 864 respondents in the quantitative survey showed the importance of console first. It could be determined by looking at how well the only console first game of the survey did. Halo Wars 2 had the overall best-perceived experience in five out of the eight defined game interactions. Yet the participants preferred playing Halo Wars 2 on PC to an equal extent as they preferred to play it on consoles, concluding that console first seems to be the design approach to use when a game studio wants to ship a game simultaneously to both PC and consoles since it gives the overall best player experience. Furthermore, the pace, meaning the speed with which the player can execute specific in-game actions and reach their goals, was found to be a major factor in the player’s experience of the chosen strategy games on console. This led to a further developed definition of the pace through discussion and workshops with industry experts. Research then continued with remote and unmoderated playtests (qualitative usability testing) of two of the chosen games being most similar to Grand Strategy Games; Stellaris and Sid Meier’s Civilization VI. These playtests aimed to find what are the most important aspects of the pace and how the pace affects the player's experience. When the participants were asked to rank what they thought has the biggest impact on the pace in the game, game mechanical aspects were ranked higher than UI and UX aspects of the pace. This shows the game mechanics to be more important than the UI and UX aspects of the pace when designing the pace in a game like Stellaris and Sid Meier’s Civilization VI.
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