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The Attention Crisis of Digital Interfaces and How to Consume Media More MindfullyLiu, Kristen M. 01 January 2019 (has links)
Digital forms of media are monopolizing individuals' attention spans, utilizing visual strategies that demand our interactions. Throughout the history of media technology, mediums have become increasingly immersive, presenting more information than ever before. The user interface designs of digital platforms can damage our ability to focus and distribute attention in meaningful ways. Through analysis of our digital media consumption, this capstone project ultimately proposes mindful practices that help us lead more balanced lives and thrive in the digital age. The second half of this capstone project is a digital zine with digital illustrations, animations, and editorial-style articles. The digital zine emphasizes and subverts the elements of digital platforms that are specifically damaging to users’ patterns of behavior.
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Användbarhet som värdeskapare : En studie om användbarhetens roll vid val av bärbara datorer hos studenter / Usability as a value : A study about the role of usability when choosing a laptop among studentsClaesson, Sandra, Liljesand, Jonas January 2018 (has links)
Syftet med användbarhet är att på ett enkelt och tillfredställande sätt hjälpa en användare att uppnå ett specificerat mål. En produkts användbarhet påverkas därför av olika faktorer. Faktorer som en dators prestanda, hårdvara, användargränssnitt och upplevd kvalitet är några av de parametrar som bör tas i åtanke när studenten väljer en bärbar dator som ska underlätta och effektivisera studierna. 225 studenter deltog i en enkätundersökning där de uppgav hur mycket olika faktorer påverkade deras val av dator. Resultatet visade att studenter värdesätter laptops med bra prestanda, lång batteritid och tekniska aspekter som passar deras behov. Det mest förekommande syftet med datorerna var att underlätta studenternas studier och faktorer som prestanda, vikt och storlek avgjorde datorns användbarhet för detta ändamål. Studien bekräftade att varumärken associeras med kvalitet och att kvaliteten på produkterna var det som fick studenterna att vara lojala gentemot varumärket. Faktorer som hårdvara, prestanda, användargränssnitt och kvalitet påverkar användarens möjlighet att nå sina mål på ett effektivt sätt och behöver anpassas efter individens funktionella och emotionella behov för att uppnå optimal användbarhet. / The purpose of usability is to help the user reach their goals in a simple and satisfactory manner. A product’s usability is therefore affected by various aspects. Aspects such as performance, hardware, user interface, and perceived quality, are some of the parameters that should be taken into consideration when students choose a laptop that will be beneficial for their studies. 225 students participated in a survey where they rated and explained how much certain aspects affected their choice of laptop. The results showed that students value laptops with good performance, long battery life, and technical aspects that suit their needs. The most common use of the laptops were to aid them in their studies, and aspects such as performance, weight and size of the laptop determined whether or not the laptop would be useful for this purpose. The study confirmed that brands are associated with quality and that product quality was one of the reasons to why students became loyal towards a brand of computers. Aspects such as hardware, performance, user interface, and quality affects the user’s ability to reach their goals in an effective manner, and therefore needs to be suited after the individuals’ functional and emotional needs to achieve optimal usability.
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Closing the digital gap: handheld computing, adult first-time users, and a user experience metric modelToko, Guy Roger 02 1900 (has links)
This thesis assesses the speed of adaptation and adoption of computing systems from an adult first-time user perspective in South Africa, with the aim of determining if it could ultimately lead to the reduction of the existing digital gap. As is evident from the social, educational, and economical gap for some observers, the reality of the existence of the digital gap in South Africa is undeniable. Constant non-targeted progress is made toward addressing imbalances, which seem to be more visible as the number of constant and permanent users is visibly increasing. These observed phenomena are mostly noticed amongst urban, educated, younger, middle-class citizens.
The forgotten “missing middle” are left to fend for themselves. These are people who are still outside the digital drive the world is experiencing based on their schooling grade, geographical location, income level, and age. They were not in school when computer literacy was introduced, and they were too poor to teach themselves how to use a computer, too remote to observe the digital drive, and too old to learn from their peers. As citizens, their welfare matters, and when assessing the penetration of ICT in the country, their numbers also matter. One cannot ignore their presence and the difficulties and frustration that they experience when coming into contact with a computing system for the first time.
The researcher is of the view that the presence of a computing system may not simply translate to the closure of the digital gap. In other words, people may gain access to a computer, but without computing usability skills or Internet connectivity it may not add value to their daily activities.
Closing the digital gap in South Africa can be seen as political propaganda, but the reality is, how do we measure and assess it? It comes down to users, and in this particular case, attention is turned to the “missing middle”, here referred to as the adult first-time user. This is simply someone who is over the age of 18 years, lives in a rural community in South Africa, never completed school, and is using a computer for the first time.
The researcher used a handheld tablet system as a tool to assess the participants’ adequacy in terms of the rate at which they complete tasks by developing mathematical equations which were placed together within an assessment metric that was later used to determine user proficiency, as well as their adaptation and user experience in order to determine if the participant can later adopt the device and take advantage of it.
By so doing, the metric will comprise variables such as the user movement time, task completion success rate, task completion speed, user satisfaction, user reaction time, user completion rate per activity, time-based efficiency, and the assessment of the level of frustration any adult first-time user may experience while interacting with the system for the first time.
The term “digital gap” may not be new to the ICT sphere, but no one has taken the step towards assessing it. The digital gap is no longer the absence of computing systems in many communities but rather the presence of inadequate user experience, which has not been properly measured and documented.
The user experience metric (UXM) that was developed in this study provided the researcher with the opportunity to reassess the issue of systems adaptation, adoption, and usability by adult first-time users.
This research is particularly driven by sound interaction design principles, user adaptation, and usability and user experience / Ph. D. (Information Systems) / School of Computing
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Visualization of tabular data on mobile devices / Visualisering av tabulär data på mobila enheterCaspár, Sophia January 2018 (has links)
This thesis evaluates various ways of displaying tabular data on mobile devices using different responsive table solutions. It also presents a tool to help web developers and designers in the process of choosing and implementing a suitable table approach. The proposed solution for this thesis is a web system called The Visualizing Wizard that allows the user to answer some questions about the intended table and then get a recommended responsive table solution generated based on the answers. The system uses a rule-based approach via Prolog to match the answers to a set of rules and provide an appropriate result. In order to determine which table solutions are more appropriate to use for which type of data a statistical analysis and user tests were performed. The statistical analysis contains an investigation to identify the most common table approaches and data types used on various websites. The result indicates that solutions such as "squish", "collapse by rows", "click" and "scroll" are most common. The most common table categories are product comparison, product offerings, sports and stock market/statistics. This information was used to implement and establish user tests to collect feedback and opinions. The data and statistics gathered from the user tests were mapped into sets of rules to answer the question of which responsive table solution is more appropriate to use for which type of data. This serves as the foundation for The Visualizing Wizard.
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PADRÕES DE DESIGN DE INTERAÇÃO PARA APLICATIVOS DE COMÉRCIO TELEVISIVO COM FOCO NA EXPERIÊNCIA DO USUÁRIO / PATTERNS OF INTERACTION DESIGN FOR APPLICATIONS TRADE SHOW WITH FOCUS ON USER EXPERIENCEGalabo, Rosendy Jess Fernandez 04 April 2014 (has links)
Made available in DSpace on 2016-08-18T12:52:14Z (GMT). No. of bitstreams: 1
Dissertacao Rosendy Jess Fernandez Galabo.pdf: 13544833 bytes, checksum: bb584605237660d4dda102069ef5eb98 (MD5)
Previous issue date: 2014-04-04 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The aim of this dissertation is to develop a design pattern language for television commerce that can support designers and developers to create applications with positive user experiences. The research is divided into three phases. In the first phase, it was performed an analysis in twelve existing t-commerce applications in order to identify the purchase process and the elements of graphical user interface used to do
online shopping. In the next phase, three focus group sessions composed by 26 participants was performed in order to collect ideas and expectations resulted from anticipated use of application t-commerce for formulating hypotheses to be tested in the next phase. In the third phase, an experiment with 8 volunteers have been performed and it is consisted to show videos demonstrations with various solutions found in the previous phases and then gather their opinions to characterize each solution found. Also, at that phase, it was possible to define users profiles which will assist designers and developers alongside the design pattern language. The results obtained in these three phases were organized into a framework for design patterns that formats the results in a context, problem and solution. The pattern design framework allows helping designers and developers in the design of t-commerce application with improved user experiences. / A presente dissertação tem como objetivo desenvolver uma linguagem de padrões de design para comércio televisivo que auxilie designers e desenvolvedores na concepção de aplicativos com melhores experiências para o usuário. Para alcançar o
objetivo da pesquisa, ela foi dividida em três fases. Na primeira fase, foi realizado um estudo analítico em doze aplicações existentes de comércio televisivo com objetivo de identificar o processo de compra realizado e os elementos das interfaces com os usuários utilizados para efetuar uma compra. Na fase seguinte, três sessões de grupo de foco compostos por 26 participantes foram realizados a fim de que fossem coletadas ideias e expectativas antes do uso de uma aplicação de comércio televisivo com o intuito de levantar hipóteses a serem testadas na etapa seguinte. Na terceira fase, um experimento foi realizado com 8 voluntários que consistiu em apresentar vídeos de demonstrações de uso com diversas soluções encontradas nas etapas anteriores, e então, coletar suas opiniões de forma a caracterizar cada solução encontrada. Nessa fase também foi possível definir perfis de usuários que poderão auxiliar os designers e desenvolvedores em conjunto com a linguagem de padrões de design. Os resultados obtidos nessas três fases foram organizados em um framework para padrões de design que formata os resultados obtidos nas três fases da pesquisa em um contexto, problema e solução. O uso de um formato de padrões de design possibilita designers e desenvolvedores a se orientarem na concepção de aplicativos
de comércio televisivo com melhores experiências para usuários.
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Utveckling av bokningssystem för Moridge AB / Development of a Booking System for Moridge ABGummus, Fredrik January 2016 (has links)
Denna rapport beskriver utvecklingen av ett nytt bokningssystem för företaget Moridge AB. Bokningssystemet består av en förardel där förare kan hantera sina bokningar och arbetsschema samt en administrationsdel för hantering av alla förare och statistikvisning avseende kunder och förares bokningar. Rapporten går igenom hela utvecklingens process från systemets krav till designplanering till slutfärdigt resultat och en avslutande diskussion. Bokningssystemet är en webbapplikation för mobila enheter utvecklad med ASP.NET MVC Razor och jQuery Mobile. Systemet består av ett säkert inloggningssystem med uppkoppling till en databas med hjälp av Entity Framework och bokningshantering via Google Calendar API. Projektet lade stor vikt vid design för optimal användarupplevelse och säkerhetslösningar. Användargränssnitten togs fram med kontemporära tekniker och användarupplevelsen kontrollerades med användartest. Säkerheten garanteras genom användning av en kraftfull kryptografisk algoritm för lösenordshantering och autentisering via ASP.NET Identity och Forms Authentication som begränsar åtkomst till enbart behöriga användare. / This report describes the development of a new booking system for the company Moridge AB. The booking system is composed of a driver section where drivers can handle their bookings and work schedule as well as an administration section for the management of all drivers and statistics showing customers and drivers bookings. The report goes through the entire development process from system requirements to design planning to the final finished system, and a concluding discussion. The booking system is a web application for mobile devices developed with ASP.NET MVC Razor and jQuery Mobile. The system consists of a secure login system with a connection to a database using Entity Framework and booking management via Google Calendar API. The project placed great importance on user experience design (UX) and security. The user interfaces were developed with contemporary technologies and user experience were controlled by user test. Safety is ensured by the use of a powerful cryptographic algorithm for password management and authentication through ASP.NET Identity and Forms Authentication, which limit access to only authorized users.
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Workshop NETZ ANWENDUNGEN und -INFRASTRUKTUREN 199807 May 1998 (has links) (PDF)
Vortragsfolge:
J. Anders Ein H261-Player in Java
D. Thie Wavelet- und fraktale Kompression von Videodaten
A. Karwath Audiokomprimierung
J. Hüttmann Chemnitzer Absolventennetz
M. Ehrig Betrachtungen zu verteilten Filesystemen
Th. Müller Migration und Datensicherung im MR-AFS
M. Clauß Management von Nutzeranforderungen im URZ
M. Tautenhahn Systemmanagement auf der Basis von LDAP und SSL
S. Brose Zero-Administration-Client mit Ignite-UX und CFENGINE
Chr. Ziegler Backupdienst - Stand und Perspektiven
Th. Müller BOF: Sicherheit im Campusnetz
A. Breiler Server Side Applets
N. Schulze Java Beans
C. Ranfeld Softwaremanagement RPM vs. OSD
G. Heide Neue PD-Software für graphische Benutzeroberflächen
J. Wagner Untersuchung zur Neugestaltung der WWW-Seiten zur Softwareausleihe
B. Auerbach Digitale Signaturen in MONARCH
W. Riedel Lyx - das Wysisyg-LaTeX?
W. Riedel BOF: StarOffice - Die vertane Chance?
G. Fischer Skalierbarkeit von Serverleistung und Level-4-Switching
H. Trapp aktuelle Entwicklungen bei: PGP 5.0, TLS, SSH, Kerberos, vim-5.0
R. Sontag Kommunikationsserver in Schulen: Stand der Vernetzung
U. Hübner Perspektiven im Netzbereich
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Smartphone apps for bank services : A design caseMannerhagen, Anders January 2012 (has links)
The fast paced evolution of technology has changed the way people interact with service providers in a significant way; the introduction of new service delivery channels has mainly been based on technological advances rather than on customer needs. During the last 20 years the banks have extended their service offerings from just having the branch offices to the multichannel service delivery systems of today, including; phones, computers and smartphone apps. Previous research has concluded that there were many barriers for mobile banking to become a widespread service delivery channel for banks, such as technical limitations, trust issues and social obstacles. In order to understand the role of the smartphone in this multichannel ecology, a qualitative interview study was undertaken focusing on the customers’ perception of the bank. The results show that the choice of channel is dependent on personal characteristics, perceived risk, context and how the task itself is perceived. The results show that the current role of the smartphone is complementary to the other channels, providing the customer with basic banking services wherever they are; it supports the customer in the activity of managing ones private economy and providing the informant with the feeling of control. The results also include insights into the life of three customers and their interaction with their bank over the course of one month in the form of customer journey maps.
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Användarens attityd i förhållande till onlineshopping tjänster : Vilka aspekter är viktiga för användaren hos en onlineshopping tjänst? / The users’ attitude towards online shopping services.Ågren, Daniel, Bengtsson, Erik January 2021 (has links)
Vid användning av en onlineshopping tjänst finns det många aspekter av tjänsten som har en påverkan på användarens attityder i förhållande till tjänsten. Men vilka aspekter är det som har störst påverkan för användarens attityd? Handlar det om att följa designregler? Att det ska vara lätt att använda? Eller att slutprodukten är exakt det som användaren vill ha? I nuläget finns det flera olika teoretiska områden som hanterar hur en användares attityd påverkas. Alla dessa olika områden har många olika aspekter och många olika idéer om vad som är viktigt men vad anser egentligen användarna? I denna studie är målet att kartlägga vilka aspekter som av användarna uppfattas ha störst betydelse för deras attityd i förhållande till online shopping tjänster. Detta kommer att göras genom litteratursökning samt en kvantitativ undersökning. Empiriinsamlingen för undersökningen sker i form av en enkät som skickas ut till flertalet respondenter via olika kommunikationskanaler så som Facebook och Discord i förhoppningar om att kunna avspegla Sveriges befolkning så väl som möjligt. Undersökningens fokus ligger på onlineshopping hemsidor och applikationer då detta är en växande industri och med åren 2020 och 2021 och deras svårigheter med hela världens befolkning i karantän på grund av den rådande pandemin, så har online shopping ökat avsevärt under denna tid. Detta innebär att företag behöver bli mer konkurrenskraftiga för att bibehålla kunder. Något som har potentialen att bibehålla kunder är då att se till så att onlineshopping tjänsterna bidrar till en positiv attityd hos sina användare. I slutet på denna rapport kommer de aspekt som har funnits vara mest attitydpåverkande att tas upp och även exemplifieras i hur det är möjligt att applicera dem. / When using an online shopping service there are a lot of aspects that can affect the attitude of the user towards the service. A service might have a great design, look very appealing and follow all the design rules which makes the users attitude more positive towards the service, but the system might be hard to use and extremely complicated which makes the users attitude more negative. How can you find out what aspects affect the users’ attitude the most? Is it only the design and the interaction with the system? Does the end product also affect the perception of the system as a whole? Is it possible that the users’ attitude towards the system also can affect their attitude towards the end product? This study aims to see what different aspects affect the users’ attitude towards an online shopping service the most. Because of the year 2020 and 2021 and their hardships, the entire world has been in quarantine because of the global pandemic. This has increased the amount of online shopping and if companies want to stay competitive they have to adjust. And what better ways to adjust than to try and make the users attitude towards their online services more positive? The way this study collects empirical data is through a google forms survey that is sent out through multiple media channels such as Facebook and Discord with hopes to try to emulate the population of Sweden as closely as possible. At the end of this paper the aspects that have been shown to be most important for the users' attitudes towards online shopping services are shown and exemplified in what they mean and how to apply them to an online shopping service.
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Systém pro správu kontrol kvality zařízení / System for Quality Control Management of DevicesČerný, Lukáš January 2019 (has links)
This diploma thesis describes both the theoretical and practical part of the process of design and implementation of interactive computer software for the~management of~the~quality control of the~devices, assigned by SIGMA GROUP a.s., more precisely its Energo division, which is engaged in the maintenance and repair of pumping equipment. The theoretical part explains the concept of user experience, its acquisition methods, specification of~requirements and interface design methods. The next part is focused on the description of the~formats used by common text editors. Within the theoretical part is described the design of the interactive application itself. In the practical part there is a description of the main parts of the system and the conclusions from the system testing.
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