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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.
81

Adapting Lean User Experience Process for Enterprise Environment / Anpassning av lean användarupplevelse processerinom företag

Grama, Cristian January 2016 (has links)
Internal enterprise simulation-based software tools are complex to use. Complexity can be reduced by designing for good user experience (UX), making the interface user-friendly and more efficient for employees. However, designing UX in an innovation project is tricky. This study applied Lean UX – a user-driven process elaborated by Gothelf. The process was adapted to fit the development case of an internal simulation-based software sales-tool at Ericsson. The results of the study describe how the process was adapted and what the challenges of it were. One challenge of the study was the advanced engineering level of this particular project. A second challenge was the complex organizational structure and its users. A third challenge was the management’s limited understanding of what UX stands for. Therefore, the study concludes that even though it is challenging, the Lean UX process can be adapted for enterprise environment. Whilst the process itself was only slightly adapted, the way the process is applied takes many efforts. The challenges are further discussed from the perspective of Nielsen’s Corporate UX maturity model.
82

User Experinences in 3D / Användarupplevelser i 3D

Mårtensson, Anders January 2016 (has links)
3D user interfaces are common today when for example doing industrial design, architecture and 3dmodelling but they are not commonly used in regular interfaces. The hardware requirements for suchinterfaces are not difficult to reach with today’s computers, laptops and mobile devices with only in-tegrated graphics cards.The report found that users of 3D interfaces found them more fun to use and gives a better overviewwhen viewing dense information. Problems exists when using small screens and reading text. Futureimprovements to software tools and APIs as well as improvements in hardware, and new technologiessuch as virtual- and augmented reality will make 3D interfaces easier to develop, use and run. / 3D-gränssnitt är vanliga idag när man till exempel arbetar med industridesign och arkitektritningarmen de används vanligtvis inte i vanliga program. Hårdvarurestriktioner har varit en stor faktor var-för de inte har haft dessa, men dagens datorer och mobila enheter som har integrerade grafikkort somklarar av att köra de flesta 3D-gränssnitt.Rapporten fann att användare av 3D-gränssnitt tyckte de var roligare att använda och ger en bättreöverblick när informationsdensiteten är hög. Problem uppstår när man använder små skärmar ochbehöver läsa text. Framtida förbättringar i mjukvaruverktyg och API:er, förbättringar i hårdvara ochnya teknologier som t.ex. virtuell- och förstärktverklighet kommer göra att 3D-grännsnitt
83

Who are we developing for? : Identifying the users and their needs for the video streaming support service “Streamingkollen” / Vem är det vi skapar för? : Identifiera och förstå sig på användarna till videostreamingtjänsten ”Streamingkollen”

Maksumic, Elma January 2015 (has links)
It has become more and more important for creators of technical services to know whom they are designing for so they can satisfy their customers. A way to satisfy the costumers is to include a User Experience (UX) process in line with the creation process of the service. To create a good UX for the users one firstly needs to identify and understand the users. This thesis has investigated how the use of Personas can facilitate the understanding of the user in the context of User Experience (UX). A Persona is a fictive person that is a representation of a user group. A Persona is created with the objective that through the connection of the user goals, attitude and behaviours one can truly understand the users from an UX perspective. This thesis is creating Personas for a service called Streamingkollen. That is a service with the goal to help users with problems they have, connected to Video on demand (VoD) services. A video on demand service is a service that allows the users to watch videos whenever they want. Netflix, SVT play, HBO Nordic, TV4 play, are some examples of VoD services. The user data was collected through user interviews on predetermined users and then segmented into different user groups”. Personas were created, to make the different user group more realistic and easier to communicate. The different findings about the different user groups was put together as a story about one person (representing the user group) with a name, family, a job etc., and different characteristics that reflected the user group. The result is presented in three found user groups. The user groups were put together with different elements thanks to the segmentation and Personas. The segmentation made it possible to identify what causes the different needs that the users had when wanting support with a technical problems connected to VoD service and how these needs could be satisfied.. The Personas translated the user data into stories so that the findings about the users were easier to understand and adapt to. The role Personas play in the UX process is that without the comprehensive picture that is presented in the Personas and created thought data gathering and segmentation, it can be hard to identify the users needs and how they can be achieved.
84

Comfortable Vehicle Surfaces : A Master Thesis on the Comfort Experience of Interior Vehicle Surfaces

Mellqvist, Anna, Vicini, Simon January 2022 (has links)
This thesis was conducted to explore and try to understand the area of comfort within cars with an emphasize on interior surfaces. Research within comfort has been focused on the consequences of moving mechanical parts and not on the user experience of the interior cabin design. A user-centered approach has been implemented to focus on those who are experiencing comfort. Two extensive-user tests have been conducted to investigate the perception of surface material and the combination of radiuses and paddings against three body parts. The results have then been statistically analyzed in combination with a qualitative analysis. It has been found that comfort is hard to define, but many participants, scholars, and designers agree that comfort induces a feeling of relaxation and pleasantness. The user tests have also investigated how the tactile and visual senses affect the perceived pleasantness of a surface material, where the results differ depending on the material. However, both senses need to be considered when designing for comfort. Comfort is considered important to achieve satisfied users, which implies that the evaluation of comfort should be implemented as an essential part of the design process.
85

Optimising the user experience design process for timeous systems development : a South African case study

Chawana, Trevor Ngonidzashe 30 October 2020 (has links)
User Experience (UX) design is the process of creating products that adequately meet users’ needs and result in user satisfaction. In the context of software development, the application of UX design practices has been linked to increased profitability in organisations. Despite the financial benefit organisations stand to gain by adopting UX design practices, previous studies have revealed a low rate of adoption. One key source of resistance to the adoption UX design practices is the perception that adding new steps to an organisation’s software development process would prolong delivery timelines unnecessarily. Such resistance is compounded by the fact that a high proportion of software development projects already exceed their planned durations. The question therefore arises on how the UX design process can be optimised so that it has the least amount of impact on the speed of delivering software. It is this very question that this study answers. In this study, the UX design processes from four case study organisations and six prominent international UX design approaches were reviewed and analysed. From these analyses, commonalities and optimisation opportunities were identified for each process, then synthesised into a proposed framework. This study’s contribution to the Human-Computer Interaction body of knowledge is the proposed Graduated UX Design Adoption (gUXa) framework. The Innovation Resistance Theory (IRT) was used to explain the ability of the gUXa framework to reduce the barrier to UX process adoption due to its potential to optimise the design process for timeous systems development. / Dissertation (MCom)--University of Pretoria, 2020. / Informatics / MCom / Unrestricted
86

Webbaserat forskarstöd : En studie av fem svenska universitetsbiblioteks webbplatser / Web based services for researchers : A study of five Swedish university library web pages

Björnsson Wikström, Miranda January 2020 (has links)
This thesis studies web based services for researchers, what kind of services are provided and how they are presented on the web, at five Swedish universities. In the digital age, the academic libraries have got to review how they reach researchers and what kind of services they can present to them. Since most of the resources used by researchers are available through the web, web based support services for the universities researchers can be a way to market the campus library as relevant. The study is conducted using a User Experience framework to explain the users way from the universities main home page to the services specifically aimed at the researchers. The services provided through the web page specifically for researchers are then analyzed with the help of a theory regarding primary and secondary services for researchers. The findings are that the services for researchers vary slightly, both in presentation and content. The web pages specifically aimed at researchers are similar but can be divided into three groups of different design and interface. Services that are provided on four of five of the universities library web pages are services regarding reference service programmes, information seeking, open access and publishing.
87

Bästa principer enligt kvinnliga användare för streamingtjänster

El Haddaoui, Nadia January 2020 (has links)
Med utveckling av streamingtjänster kommer det ständigt nya lösning och produkter. Konkurrensen om kunder är högre än någonsin. Företag tävlar om kunder genom att erbjuda den bästa streaming-upplevelsen i marknaden. Det finns principer och regler för hur man ska designa en produkt för vardagligt bruk och hur man ska designa en produkt för interaktion och användarupplevelse. Men det finns inga specifika principer på hur man ska utveckla streamingtjänster. Denna studie undersöker vilka principer som är bäst vid utveckling av streamingtjänster. Resultatet av denna studie blir ny kunskap som kan implementeras i befintliga streamingtjänster. Syftet med studien är att hitta de bästa principerna enligt kvinnliga användare. Metoderna omfattar både kvantitativ enkätundersökning såväl som litteraturstudie. Resultatet av denna studie kommer att analyseras och diskuteras för att hitta de bästa principerna. / With the development of streaming services there are constantly new solutions and products. The competition for customers is higher than before. Companies compete for customers by offering the best streaming-experience in the market. There are principles and rules for how one should design a product for ​an everyday use​ and how one should design a product for interaction and user experience. But there are no specific principles on how one should develop a streaming service. This thesis explores which principles are the best when developing streaming services. The outcome of this thesis will be new knowledge that can be implemented to the existing streaming services. The purpose is to find the best principles according to female users. The methods encompass both quantitative study and literature studies. The result of the study will be analyzed and discussed to find the best principles.
88

Consumers' and companies' attitudes to personalized advertising : a case study of Taobao

Zou, Yi Qian, Zhang, Huicheng January 2019 (has links)
The growing technology has changed the form of advertising and user behavior. Recent years, the amount of personalized advertising is on a steady rise. Personalized advertising is based on a method called retargeting to tailor the advertisements to individual consumers by inferring their interests and preferences.However, there are still many deficiencies in personalized advertising that reduce the user experience. Understanding the attitudes of users and companies to personalized advertising can help improve these deficiencies. Hence, the purpose of this study is to compare different opinions regarding personalized advertising from Chinese consumers and companies towards Taobao respectively.This investigation uses a case study method to study the purpose. Taobao is an e-commerce platform with a high frequency of personalized advertising and has a great impact on China. Therefore, Taobao has been chosen as our case. First the background of personalized advertising is introduced, and then personalized advertising in Taobao is described. The different opinions of both consumers and companies are studied. In general, consumers have a positive attitude towards personalized advertising. However, there is a need for improvement in terms of privacy, trust and effectiveness. For companies, the effect of personalized advertising is satisfying, but the price makes is difficult for them to afford it.
89

Animation Posters: Transforming the Viewer Experience

Sohrabi, Hamidreza 05 August 2019 (has links)
No description available.
90

Development and Delivery of Mobile Learning for Composition Classrooms

Calton, Robert N 01 December 2016 (has links) (PDF)
While there has been a strong history of using personal electronic devices in education, more recent endeavors have worked to establish the place of contemporary mobile devices (smartphones and tablets) in post-secondary education. However, these devices do not seem fully realized and leveraged as a useful tool in many curricula, particularly in the field of composition. This work seeks to explore the potential for integrating mobile technologies in writing courses and writing centers in ways that value contemporary composition pedagogy and in ways people actually use smartphones. Such an approach consists primarily of unpacking the usage patterns, user experiences, and attendant attitudes of those who would be primary users of this technology, thereby better understanding how to more effectively craft meaningful, mobile learning applications for composition students. Towards those ends, a mobile web application was developed and tested in two scenes: first-year composition classrooms and an intensive summer bridge program for incoming freshmen.

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