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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.
731

Graphical User Interface Design of a Maintenance Support System : Using Prototyping and User-Centred Design

Axelsson, Daniel January 2018 (has links)
The interest in the complex relationship between the behaviour of users and the design of interactive system has been significantly increased as the digital technology has advanced. This has led to usability becoming one of the key elements in user-centred interaction design. Systems need to be designed in a usable way; efficient, use-enhancing, flexible and learnable and the design should also meet the user’s needs and aspirations. This thesis aimed to develop a more usable prototype of the Maintenance Ground Support System (MGSS), using prototyping and a user-centred design approach. The prototype was developed using an adaptation on the evolutionary software development process that consisted of four iterative steps. The prototypes were created, tested and evaluated with surrogate and end-users. The design of the prototype is based on a customizable and simple dashboard application that supports multiple user needs and requirements, in a familiar environment where the user can feel confident and be in control. Based on usability testing, the prototype was concluded to be more efficient, understandable as well as easier to use than the existing system.
732

Underlivskollen : Ett designförslag på ett läromedel för att öka kunskaperna kring det kvinnliga underlivet / Underlivskollen : A design proposal on a teaching material to increase knowledge about female genitalia

Birgersson, Julia January 2018 (has links)
In today’s society there are problems with how women look at themselves and their appearance, not least the appearance of their genitals. There are norms that say that genitals should look in a certain way. To prevent these problems, young persons need to learn in school how much variation there may be on the appearance of the genitalia. Therefore, this study aimed to create a design proposal on a digital teaching material which was based on the questions that young boys and girls have about the appearance of women’s genitals, and also what information today’s educational books contain. The result showed that girls have questions regarding, among other things, labia, pubic hairs and operations. The educational books which was analysed contained information restrained to a picture of the female genitalia, or a few sentences. The design proposal presented was a website where the user can see different looks on the female genitalia, read and answer questions that young girls have, as well as discuss issues with classmates. / Är jag normal?
733

Usabilidade aplicada ao ergodesign de roçadeiras laterais motorizadas: parâmetros para avaliação e projeto de sistemas de sustentação mais confortáveis / Usability applied to ergodesign of gasoline brush cutters: parameters for evaluation and design of more comfortable lift systems

Ferrari, Daniel Augusto 06 July 2018 (has links)
Submitted by Daniel Augusto Ferrari (nielferrari@hotmail.com) on 2018-07-31T14:15:53Z No. of bitstreams: 1 TESE-DANIEL-REVISADA-POS-DEFESA-2.pdf: 15259575 bytes, checksum: 976e1aed6cc90cbbcc4d3cdf30ede87e (MD5) / Approved for entry into archive by Minervina Teixeira Lopes null (vina_lopes@bauru.unesp.br) on 2018-08-02T17:51:15Z (GMT) No. of bitstreams: 1 ferrari_da_dr_bauru.pdf: 14918488 bytes, checksum: 5d274321a9c8304b2e99a5b5a326d818 (MD5) / Made available in DSpace on 2018-08-02T17:51:15Z (GMT). No. of bitstreams: 1 ferrari_da_dr_bauru.pdf: 14918488 bytes, checksum: 5d274321a9c8304b2e99a5b5a326d818 (MD5) Previous issue date: 2018-07-06 / Uma Roçadeira Lateral Motorizada (RLM) consiste num equipamento manual destinado ao corte de vegetações. Entretanto, alguns desses equipamentos oferecidos no mercado não atendem aos requisitos de conforto e usabilidade em seus sistemas de sustentação, o que pode ocasionar problemas posturais aos utilizadores. O objetivo deste estudo foi investigar as relações entre a usabilidade de sistemas de RLMs com possíveis percepções de desconforto, geradas por montagens inadequadas, bem como projetar e avaliar um novo design do sistema, fundamentado em parâmetros ergonômicos. Para os registros de percepção de desconforto, foram utilizados protocolos de percepção subjetiva de desconforto; para os dados de satistação, foram utilizados protocolos específicos de usabilidade, além de questionários específicos. Para os registros objetivos, realizou-se a análise das tarefas, cronometragem de tempos, bem como outras tecnologias, como: Captura por inércia 3D, eletromiografia e dinamômetros (dispositivo de mensuração). A coleta de dados ocorreu em fases experimentais: 1° – análise postural da atividade e utilização de captura por inércia 3D (n=1); 2° – Construção e validação de um dispositivo de mensuração de forças atuantes em usuários de RLMs (n=8); 3° – Análise da eficiência, eficácia, satisfação e níveis de percepção de desconforto no uso de sistemas de sustentação (n=50); 4° – Mensuração de forças atuantes em sistemas de sustentação de RMLs (n=50); 5° – Análise da percepção de desconforto no uso de cintos de sustentação (n=10); Design ergonômico (projeto de um novo sistema) (n=1); 6° – Análise da percepção de desconforto no uso de cintos de sustentação (Experimento com novo cinto) (n=10); 7° – Análise da eficiência, eficácia e satisfação no uso de sistemas de sustentação (Experimento com novo sistema) (n=30); 8° – Avaliação eletromiográfica aplicada à verificação dos níveis de atividade muscular através das simulações de movimentos com RLMs (n=3). Os resultados apontaram que dois sistemas de sustentação de RLMs oferecem interfaces que induzem seus usuários a empunharem a máquina de forma inadequada, ocasionando cargas assimétricas sobre o corpo. Também foram constatadas relações entre o aumento das impressões subjetivas de conforto, apresentadas nos questionários específicos, e a diminuição da percepção de desconforto, relatada nos diagramas de percepção subjetiva de desconforto, especialmente na região lombar, onde houve reduções significativas de apontamentos de desconforto. Assim, foi constatado que os sujeitos expressam menor percepção de desconforto e maior segurança quando se utilizam de cintos de sustentação providos de apoio para os quadris. / A Gasoline Brush Cutter (GBC) consists of a manual motorized equipment for vegetation cutting. However, some of these equipments offered in the market do not meet the requirements of comfort and usability in their support systems, which can lead to postural problems for the users. The purpose of this study was to investigate the relationships between the usability of GBC systems with possible perceptions of discomfort generated by inadequate assemblies. Then, develop and evaluate a new design system, based on ergonomic parameters. For the subjective records of discomfort perception, the Corllet and Manenica (1980) diagram was used; for the satisfaction data, it was used the SUS protocol (BROOKE, 1996), as well as specific questionnaires. For the objective records, it was performed tasks analysis, time timing, as well as other technologies such as: 3D inertial capture, electromyography and dynamometers (measurement device). The data collection occurred in experimental phases: 1 - postural analysis of the activity and the use of 3D movement tracking (n = 1); 2 - Construction and validation of a device to measure forces acting on GBC users (n = 8); 3 - Analysis of the efficiency, effectiveness, satisfaction and levels of perception of discomfort in the use of support systems (n = 50); 4 - Measurement of forces acting on GBC support systems; 5 - Analysis of the perception of discomfort in the use of support belts (n = 10); Ergonomic design (design of a new system) (n=1); 6 - Analysis of the perception of discomfort in the use of support belts (Experiment with new belt) (n = 10); 7 ° - Analysis of efficiency, effectiveness and satisfaction in the use of support systems (Experiment with new system) (n = 30); 8 - Electromyographic evaluation applied to the verification of muscular activity levels through the simulations of movements with GBC (n = 3). The results pointed out that some GBC support systems offer interfaces that induce their users to handle the machine improperly, causing asymmetric loads on the body. It was also observed relationships between the increase of the subjective impressions of comfort, presented in the specific questionnaires, and the decrease of the perception of discomfort, reported in the Corllet and Manenica diagrams. Especially in the lumbar region, where there were significant reductions in the observation of discomfort. Finally, it was observed that the users express lower perception of discomfort and greater safety when using support belts provided with support for the hips.
734

Analysis of User Interfaces in the Sharing Economy

Johnson, Taylor B. 22 March 2018 (has links)
This thesis considers claims of discrimination and the interfaces that six platforms use as companies in the sharing economy. In 2015, Benjamin Edelman, Michael Luca, and an Svirsky did an experiment with Airbnb to test the discrimination of names that sounded distinctly African American. Before and after their findings, there were members of the community who claimed that they had been discriminated against, some suing the company for not upholding their anti-discrimination policy. This leads to the question of how is one able to discriminate against someone whom they have never met and lives thousands of miles away? What information do they have to hold against them? As a result, this thesis provides a rhetorical analysis of the interfaces of six companies of the sharing economy.
735

[en] COMPOSITION OF HCI EVALUATION METHODS FOR HYBRID VIRTUAL ENVIRONMENTS: A CASE STUDY WITH THE HYBRIDDESK / [pt] COMPOSIÇÃO DE MÉTODOS DE AVALIAÇÃO DE IHC PARA AMBIENTES VIRTUAIS HÍBRIDOS: UM ESTUDO DE CASO COM A HYBRIDDESK

MARCUS FRANCO COSTA DE ALENCAR 13 January 2010 (has links)
[pt] O design da interação vem sendo finalmente reconhecido como um fator fundamental para a maior aceitação e utilização eficaz de aplicações e sistemas computacionais. Aplicações que fazem uso de ambientes virtuais (AV) vêm sendo desenvolvidas em número crescente e com finalidades cada vez mais diversas e inovadoras. Entretanto, o conhecimento sobre design e avaliação da interação com aplicações em AVs ainda é recente e carente de métodos e técnicas bem estabelecidas. O foco deste estudo é a avaliação da comunicabilidade e da usabilidade da HybridDesk, um equipamento projetado para interação com AVs e que possui três ambientes de interação distintos. O método de avaliação de comunicabilidade (MAC), desenvolvido com base na engenharia semiótica, é um método recente e inovador, fazendo uma avaliação qualitativa com foco na recepção pelo usuário, em tempo de interação, da mensagem de metacomunicação do designer, buscando identificar questões de comunicabilidade e elaborar o perfil semiótico da metacomunicação. Existem diversos métodos para avaliação de usabilidade, tanto qualitativos como quantitativos, alguns inclusive já aplicados na avaliação de AVs. Este estudo aplica alguns desses métodos, privilegiando uma avaliação qualitativa, embora inclua também resultados quantitativos. Inclui uma avaliação heurística bem como sessões de observação de uso com foco na percepção da interação pelos usuários, buscando identificar questões de IHC em ambientes virtuais híbridos. Este estudo faz também uma comparação dos resultados da aplicação dos diversos métodos, mostrando que todos contribuíram de alguma forma distinta para o resultado da avaliação da HybridDesk. Os resultados também destacam e reforçam a importância de alguns aspectos da interação, como a compatibilidade dos diversos sistemas de significação envolvidos na interação, e a necessidade de se buscar a integração das tarefas 1D, 2D e 3D de forma imperceptível para o usuário. / [en] Interaction design has been finally recognized as a key factor for a broader acceptance and the effective utilization of applications and systems. Virtual environment (VE) applications are being developed in growing numbers and aiming to fulfill even more diverse and innovative needs. But the knowledge about interaction design and evaluation of VE applications is still recent and lacks well established methods and techniques. The focus of this study is the communicability and usability evaluation of the HybridDesk, an equipment designed for the interaction with VEs that includes three different interaction environments. The communicability evaluation method (CEM), based on the semiotic engineering, is an innovative and recent method, performing a qualitative evaluation focused in the reception by the user of the designer metacommunication message, at user interaction time, aiming to identify communicability issues and to produce the semiotic profiling of the metacommunication. There are several usability evaluation methods, both qualitative and quantitative, including some already applied to VEs. This study has applied some of these methods, favoring a qualitative evaluation, although also providing some quantitative results. It includes an heuristic evaluation as well as usage observation sessions with a focus on the user perception of the interaction, aiming to identify HCI issues in hybrid virtual environments. This study also produces a comparison of the evaluation results of the various methods applied, demonstrating that they all contribute in a distinct way to the evaluation results of the HybridDesk. The results also highlight and reinforce the importance of some interaction aspects, like the compatibility among the various signification systems involved during user interaction, and the need to look for the seamless integration of 1D, 2D and 3D tasks from the user perspective.
736

EYE TRACKING IN USABILITY : A methodology study

Hedlund, John January 2018 (has links)
The usability group at RISE Research Institute of Sweden primarily perform usability evaluations for their clients. Usability evaluations are performed on launched products as well as early prototypes, the purpose of these evaluations is to detect problems and give suggestions on how they can be solved. The usability group offers a variety of usability evaluations, such as expert evaluations where experts assess the usability of a product and user tests were participants are observed when preforming tasks with a product. Eye tracking is a relatively new tool that measures eye movement; this tool is used within the usability group at RISE today, mostly as a compliment in usability tests. No extensive analysis is made of the data collected using eye tracking, due to lack of time, resources and knowledge. The purpose of this project is to investigate whether and, if so, how eye tracking can be used efficiently to evaluate usability in user tests. At the start of the project a literature study, an analysis of the current state was carried out along with a practical exploration of the eye tracking technology and associated analysis tools. Based on the information gathered in the first part of the project, two directions were selected. A qualitative approach, with the aim of exploring and explaining why a usability issue arises, and a quantitative approach with the aim to compare two equivalent products and determining which one of them is best in a usability perspective. Early in the project challenges with the collection and evaluating eye tracking data were identified. These challenges were largely related to how a usability test is conducted. In order to further explore how to best perform a usability test using eye tracking, a pilot study was conducted in which the test object was a microwave oven. The goal of the pilot study was to develop a test setup to be able to collect eye tracking data with minimal impact on factors affecting the eye tracking data. Examples of factors are "think aloud" and that the test moderator asks questions during when the participant perform a task. Based on the insights from the pilot study, the test setup was further developed, and both a qualitative and quantitative method of data collection and analysis was developed. The test setup and the two methods were evaluated in a usability test with two clock radios. The results of the tests in this project show that the qualitative analysis of eye tracking data can gather detailed data on how a person searches for information when performing a given task. By looking at the eye movement pattern, you can get indications of shortcomings in the information layout of a particular product. Eye tracking allows you to understand why a person fails a task by checking if the test person saw the desired information without interpreting it or if the person completely missed the information that was necessary to complete the task. The quantitative analysis of eye tracking data could not detect any differences between the products tested to indicate differences in the overall usability. The conclusion is that a qualitative analysis is the most effective way to utilize eye tracking in usability tests of consumer products. / Usability-gruppen på RISE Research Institute of Sweden arbetar främst med att utvärdera användbarhet på produkter för olika kunder. Användbarhets-utvärderingar utförs på lanserade produkter så väl som tidiga prototyper. Syftet med dessa utvärderingar är att upptäcka problem relaterade till användbarhet och komma med förslag på hur problemen kan lösas. Usability-gruppen erbjuder en rad olika typer av utvärderingar av produkter, exempelvis expertutvärderingar där produktens användbarhet bedöms av experter, och användartester där man observerar när en testperson använder en produkt. Eye tracking är ett relativt nytt verktyg som mäter ögonrörelser, detta verktyg används inom usability- gruppen på RISE idag som ett komplement vid använbarhets-tester. Då man saknar tid, resurser och till viss del kunskap om verktygets tillämpning används eye tracking idag endast som ett passivt verktyg. Med detta menas att man samlar in data utan att utföra några djupare analyser. Syftet med detta examensarbete är att undersöka om och i så fall hur eye tracking kan användas på ett effektivt sätt för att utvärdera användbarhet i användartester. I starten av projektet genomfördes en litteraturstudie, en nulägesanalys samt praktisk utforskning av tekniken och tillhörande analysverktyg. Baserat på den information som samlades in i första delen av projektet valdes två inriktningar. En kvalitativ inriktning, med målet att utforska och förklara varför ett visst användbarhetsproblem uppstår, och en kvantitativ inriktning med målet att jämföra två likvärdiga produkter och bestämma vilken av dessa som har bäst användbarhet. Tidigt identifierades även utmaningar med insamling och utvärdering av eye tracking-data, dessa utmaningar visade sig till stor del bero på hur ett användartest genomförs. För att vidare utforska hur man bäst genomför ett användbarhets-test med hjälp av eye tracking gjordes därför en så kallad pilotstudie där testobjektet var en mikrovågsugn. Målet med denna var att hitta ett testupplägg för att samla in eye tracking-data med minimal påverkan av omgivande faktorer som påverkar datan. Exempel på faktorer skulle kunna vara att testpersonen får ”tänka högt” eller att testledaren ställer frågor under genomförandet av en uppgift. Baserat på insikterna från pilotstudien vidareutvecklades testupplägget, och både en kvalitativ såväl som kvantitativ metod för datainsamling och analys togs fram. Testupplägget och de två metoderna utvädrades genom ett användbarhetstest där två olika klockradios testades. Resultaten från testerna som genomförts i projektet visar att man med kvalitativ analys av eye tracking data kan samla in detaljerade data på hur en person letar efter information vid utförande av en given uppgift. Genom att titta på ögonens rörelsemönster kan man få indikationer på brister i informationslayouten på en viss produkt. Med hjälp av eye tracking kan man förstå varför en person misslyckas med en uppgift genom att se om testpersonen såg den önskade informationen utan att tolka den eller om personen helt missade den information som var nödvändig för att klara uppgiften. Den kvantitativa analysen av eye tracking data kunde inte påvisa några skillnader mellan de produkter som testades för att indikera skillnader i användbarhet. Slutsatsen är att en kvalitativ analys är det effektivaste sättet att nyttja eye tracking vid användbarhetstester av konsumentprodukter.
737

Uživatelská rozhraní chytrých domů

FUXA, Jan January 2016 (has links)
The topic of this thesis is usability control of smart homes. The thesis conducted user research for understanding the end-users of smart homes. It is also conducted user testing of today's mobile applications, of smart homes. Gained knowledge from testing are used to create custom user interface prototype mobile application for smart home. Created prototype is conducted user testing.
738

Uma investigação dos jornais brasileiros que estão disponibilizando seu conteúdo nos e-reader's e tablet's

Furlanetto, Maurício January 2010 (has links)
O presente trabalho investiga a apropriação pelo meio jornalístico brasileiro dos ereader's e tablet's, em especial o Kindle e o iPad, desenvolvendo uma análise semiótica da transição dos jornais impressos para essa plataforma digital, os códigos gráficos que são utilizados nos jornais impressos transpostos para o meio digital, o hábito da leitura do jornal, usabilidade e os gadgets disponíveis no mercado no período da pesquisa, bem como o levantamento das características técnicas e funcionalidades dos mesmos. A análise questiona o impacto que esses meios digitais podem ter junto ao meio impresso e em relação à Regra dos 30% teorizada por Alan Mutter. Esse estudo está focado em entrevistas com os editores dos jornais Zero Hora, Pioneiro, Diário Catarinense, Jornal de Santa Catarina, A Notícia, Diário de Santa Maria, O Globo e Estadão. Por fim, é feita uma análise de como esse movimento eletrônico pode levar informação de outra maneira aos leitores, abrindo novas perspectivas para as empresas jornalísticas que empregam esta tecnologia e como estas estão percebendo isso. / This study investigates the recognition of the journalistic media of Brazil's e-reader's tablet and in particular the Kindle and iPad in Brazilian journalism, developing a semiotic analysis of the transition from print newspapers to this digital platform, the graphic codes that are used in the printed newspapers transposed to the digital media, the habit of reading newspaper, usability and the available gadgets in the market in this period of research, and lifting of the technical characteristics and features that they have. The analysis questions the impact that these digital medias can on the print media and about the Rule of 30% theorized by Alan Mutter. This study focuses on interviews with the editores of the newspaper Zero Hora, Pioneiro, Diário Catarinense, Jornal de Santa Catarina, A Notícia, Diário de Santa Maria, O Globo and Estadão. Finally, it examines how this movement of electronic information can lead information to the readers in another way, opening new opportunities for newspaper companies and how these are noticing this.
739

Adaptação ao contexto para melhoria da usabilidade de serviços móveis

Carpes, Fernando Medeiros January 2009 (has links)
Este trabalho apresenta uma análise a respeito das restrições técnicas e comportamentais que dificultam a disseminação dos serviços móveis, tais como portais WAP. A análise foca na restrição relacionada à usabilidade das aplicações. Considerando que há um consenso de que a adaptação das aplicações móveis, em função de variáveis de contexto como: perfil do usuário, ambiente de uso e características do terminal e da rede, é uma possível solução para melhorar a usabilidade destas aplicações, analisam-se estas técnicas, concentrando-se na Modelagem do Usuário (MU) como mecanismo para a adaptação e personalização. Pretende-se analisar e testar em que medida esta abordagem de adaptação venha a melhorar a usabilidade destas aplicações móveis. Propõe-se teste de serviço móvel, baseado em uma página WAP, implementada com técnicas que permitam a adaptação. Este serviço permitirá acesso às informações de trâmites e pendências de processos burocráticos da Superintendência Regional do INCRA no Rio Grande do Sul. / This paper presents an analysis about the technical and behavioural restrictions that hinder the dissemination of mobile services, such as WAP portals. The analysis focuses on the restriction related to the usability of applications. Whereas there is a consensus that the adjustment of mobile applications depending on context, user profile, environment of conditions and use the network, characteristics a possible solution to improve the usability of these applications is to analyse these techniques focusing on modeling the User as a mechanism for adaptation and customization. The aim is to examine and test if this approach to adaptation improve the usability of these mobile applications. It is proposed to test mobile service, based on a WAP page, implemented with techniques that allow the adjustment. This service will provide access to the information and outstanding manner of bureaucratic processes of the Superintendência Regional do INCRA in Rio Grande do Sul.
740

Concepção e desenvolvimento de uma interface gráfica para interação tridimensional

Santos, Sérgio Leandro dos January 2009 (has links)
Este trabalho tem por objetivo desenvolver um protótipo de uma interface gráfica para interação tridimensional que permita a manipulação de objetos e a navegação tridimensional com desempenho gráfico adequado às necessidades dos usuários de aplicativos 3D. A construção do protótipo utiliza o ambiente Delphi e é aplicada na plataforma de desenvolvimento T-CADE, visando à melhoria da usabilidade deste aplicativo a partir da melhoria do desempenho gráfico e da interatividade. Para a concepção do trabalho são investigados os conceitos de interação homem-computador, engenharia de usabilidade, engenharia de software, metodologia de projeto, computação gráfica, interação 3D e bibliotecas gráficas. Novas classes gráficas baseadas em programação orientada a objetos são implementadas, bem como algoritmos para resolver o problema de seleção de objetos e reconhecimento do ponto tridimensional da seleção sobre a superfície selecionada. Além disto, são desenvolvidas ferramentas gráficas, para facilitar o movimento de câmera e o controle de visualização da cena, e técnicas de manipulação de objeto mais interativas e diretas. São mostrados os novos modos de visualização possíveis com a criação da nova interface e as diversas intervenções no sentido de melhorar a usabilidade do software. A criação das novas ferramentas baseia-se nos critérios básicos de usabilidade. O protótipo da nova interface mostra ótimos resultados com relação ao desempenho gráfico apresentando grande melhoria na facilidade e qualidade da interação tridimensional. / The objective of this work is to develop a prototype of a graphic interface for tridimentional interaction that allows the object manipulation and tridimentional navigation with adequate graphic performance to the needs of users of 3D software. The construction of the prototype was done using the Delphi environment aplied to the T-CADE Development Plataform ainming the improvement of usability of this software through the improvement of graphic performance and interativity. In order to do this work the concepts of human-computer interaction, usability engeneering, software emgeneering, design methods, Computer graphics, 3D interaction and Graphics librarys are investigated. New graphics classes are implemented based on object oriented programming. Algorithms also are created to solve the problem of object selection and recognition of the tridimentional point of selection over the surface selected. Beyond that, graphics tools are created to facilitate the movement of the camera and the control of scene visualization, techniques of object manipulation more interactive and direct are implemented. The new visualization modes, made possible with the creation of the new interface, and many interventions in order to improve usability are shown. The new interface prototype has shown very good results on the graphics performance presenting great improvement regarding to simplicity and quality of tridimentional interaction as well.

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