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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.
51

Interfaces gráficas digitais em ambientes virtuais de aprendizagem: a usabilidade e experiência do usuário como fatores de melhoria no processo de ensino e aprendizagem

Mota, Darwin Rodrigues 30 November 2012 (has links)
Made available in DSpace on 2016-04-29T14:23:16Z (GMT). No. of bitstreams: 1 dissertacao_darwinmota_14012013.pdf: 8326873 bytes, checksum: 065c913e80a2f12aceeb364da1552196 (MD5) Previous issue date: 2012-11-30 / This thesis aims to examine the structural concepts used to develop virtual learning environments, and link them to the Design field specifically concerning Usability and User Experience Design, in order to provide relevant information referring to the improvement of distance learning/education. The analysis of structural concepts comprehended in this thesis leads to questions previously tackled by theoreticians, especially Maria Elizabeth Bianconcini de Almeida and Andréa Filatro - whose works analyze the development of virtual learning environments -, and Jennifer Preece's et al, Jesse James Garret's, Jakob Nielsen's e Walter Cybis' works about the designing process, in other words, the project of interfaces that may allow providing effective information in the context of virtual learning environments. Product's quality and satisfactory yield are aspects co-related to the ease in using an equipment or program, and to the possibility of doing whatever the user's know how to do. Taking into account the expected results, the research was divided into three parts: a) graphic interfaces in which the historical context of user's graphic interface evolution is described -; b) usability and user experience design which will provide us with the methods and concepts used to analyze the interaction between user and informational system; c) and virtual learning environment which deals with the use of the mentioned tool for distance learning, and points out the interferences the instructional design and the interface design may cause during the conception process / Esta dissertação tem como objetivo examinar os conceitos projetuais utilizados no desenvolvimento de ambientes virtuais de aprendizagem e relacionálos com o campo de estudo do Design, no que se refere a Usabilidade e Design da Experiência do Usuário, com o intuito de fornecer informações relevantes para o aprimoramento do processo ensino/aprendizagem por meio da modalidade de educação a distância. O exame dos conceitos projetuais relacionados no trabalho permite o levantamento de questões já discutidas por estudiosos, especialmente Maria Elizabeth Bianconcini de Almeida e Andréa Filatro, cuja a atenção está voltada para a produção de ambientes virtuais de aprendizagem, e os estudos de Jennifer Preece, Yvonne Rogers, Helen Sharp, Jesse James Garret, Jakob Nielsen e Walter Cybis, nas referências ao processo de design, ou seja, no projeto de interfaces que possibilite informação efetiva no contexto dos ambientes virtuais de aprendizagem. A qualidade daquilo que é produzido e o rendimento satisfatório são aspectos correlacionados à facilidade com a qual um equipamento ou programa pode ser usado e ao poder de fazer o que a própria experiência do usuário torna possível. Para alcançar os resultados esperados, a pesquisa se dividiu em três vertentes: a) interfaces gráficas, onde aponta-se o contexto histórico da evolução da interface gráfica do usuário; b) usabilidade e design da experiência do usuário, por meio do qual compreendemos os métodos e conceitos utilizados para analisar a interação entre usuário-sistema de informação; c) ambientes virtuais de aprendizagem, os quais trazem não só um enfoque acerca da utilização de tal recurso para a modalidade de educação a distância, mas também apontam as interferências do design instrucional e design de interface em seu processo de concepção
52

Heuristisk Utvärdering av Virtual Reality-Spel / Heuristic Evaluation of Virtual Reality Games

Tjärnberg, Wilmer January 2019 (has links)
Detta arbete undersöker hur User Experience Design-utvärderingsmetoden heuristisk utvärdering kunde anpassas till utvärderingen av TV-spel inom kontexten av immersive Virtual Reality. Rapporten börjar med att redogöra för TV-spel, Virtual Reality och User Experience som fält, med särskild fokus på utvärderingsmetoder. En genomgång av tidigare, relevant litteratur och utförandet av heuristiska utvärderingar ledde till skapandet av en lista med heuristiker utformade för immersive Virtual Reality-spel. En manual med riktlinjer för utförandet av utvärderingar inom en Virtual Reality-kontext skapades också. Både heuristikerna och manualen validerades och reviderades utefter resultaten av de heuristiska utvärderingar som utfördes under arbetets gång. Resultaten visade på att heuristisk utvärdering går att använda inom en VR-spelskontext, men att det kräver vissa modifikationer. Detta har implikationer för användandet av andra utvärderingsmetoder i samma kontext.
53

HUR MÅR JAG EGENTLIGEN? : Designriktlinjer för mobilapplikationer för self-monitoring vid bipolär sjukdom. / HOW DO I ACTUALLY FEEL? : Design guidelines for mobile applications for selfmonitoring of bipolar disorder.

Hultgren, Kim January 2017 (has links)
Rapporten presenterar ett arbete som har haft som fokus att undersöka vilka designriktlinjer som bör vägleda formgivningen av en mobilapplikation för self-monitoring, om syftet är att stödja människor med bipolär sjukdom. Arbetets frågeställning har undersökts genom ett användarcentrerat designarbete vilket inneburit att människor med diagnosen bipolär sjukdom inkluderats och därigenom haft möjlighet att uttrycka sitt perspektiv. Processen har baserats på metoder inom området för User Experience Design där arbetsprocessen innefattat utveckling av en pappersprototyp, konceptutforskning med tillhörande intervju, storyboards samt designriktlinjer. Som en avslutande del har tre mobilapplikationer, vilka marknadsförts som verktyg för self-monitoring av humör, utvärderats utifrån de inom examensarbetet utvecklade designriktlinjerna. Utvärderingen visade på stora brister vilket indikerar att behoven hos de användare som lever med bipolär sjukdom inte tillfredsställs genom de mobilapplikationer som finns tillgängliga på marknaden. Arbetets främsta bidrag är de slutgiltiga designriktlinjerna: 1) Påminn om viktiga aktiviteter; 2) Den sociala och privata användaren; 3) Förstå och motiveras; 4) Det personliga verktyget samt 5) Lättare än en dagbok, som uppmärksammar vilket innehåll en mobilapplikation för self-monitoring bör tillhandahålla för att vara till nytta för användare med bipolär sjukdom.
54

Sustainable Water Saving Intervention : A digital user experience solution of more sustainable choice in daily water-use with behavioral change

Zhang, Zihan January 2020 (has links)
In recent years, sustainable thinking has been gradually recognized and accepted by more and more users, enterprises, and stakeholders. However, in daily life, there is often a gap between the value of users’ pursuit of sustainable lifestyles and their behavior habits. Also, the connection between different stakeholders is often ignored. The project started by the observation of unsustainable water usage habits of some tenants in the Växjö local housing company Växjöbostäder, and investigated the gaps in the water supply/toll system of Växjö municipality for some apartment tenants and the limitations of current solutions. Therefore, it is necessary to find a more effective solution. The author attempts to guide and change the user’s behavior through design interventions led by digital user experience design, connect the gap between the user and the system, and provide a more sustainable choice. At the same time, as a precedent, this project’s attempt to apply sustainable behavioral interventions to the field of digital user experience products at the system level can also provide some reference for similar projects or designs that may appear in the future. The aim of this project is trying to find solutions to bridge the existing gap between the water management system and the apartment users’ water consumption behavior. The project studies the relevant theories of behavior, analyzes the causes of motivations that lead to behavioral and habits changing, the methods of digital user experience design, and the theory of building sustainable systems. Action research has been used as a methodological guide to design processes, analysis, and reflection. The final design outcome “Drops” is an application based on mobile platforms that develop sustainable water-using habits. The application associates gamification motivation mechanisms, behavioral habit interventions, community social sharing, and the process of using the application with the user’s actual behavior, promotes the formation of user sustainable behavior and inspires users to a sustainable society thinking. From a hierarchical analysis of the system, “Drops” connects different stakeholders in the municipal water supply system, facilitating communications between tenants and communities to achieve positive interactions that promote sustainable behavior.  At the end of this article, the author analyzed the project outcome from the perspective of Växjöbostäder, one of the stakeholders and a possible product distributor, elaborated on the possible advantages of the design for the company’s ecological sustainability and the possibility of the company deploying this application in the market. Also, the author also analyzed and evaluated this project from the perspective of the product itself and different stakeholders, and explained the current limitations and the possibility of future development.
55

Posouzení informačního systému firmy a návrh změn / Information System Assessment and Proposal of ICT Modification

Jahôdka, Daniel January 2020 (has links)
The thesis is focused on the analysis of the information system for company KPA ONE s.r.o., and the proposal of changes. The first part is explaining the theoretical basis. The following section contains a short description of the company and the necessary analyses of the company and information system. The necessary changes in the information system are subsequently defined from the performed analyses. The last part evaluates the economic complexity of these changes and the benefits of individual innovations.
56

Hur bidrar prototyper med olika verklighetsgrader till effektiv kommunikation inom ett produktteam? / How do prototypes with different fidelity contribute to effective communication within a product team?

Rintakoski, Moa January 2020 (has links)
Prototyper är verktyg som UX-designers använder för att diskutera designidéer med intressenter samt för att utvärdera koncept. Prototyper har olika verklighetsgrader och används i olika syften. När en UX-designer arbetar kan denna ingå i ett produktteam. Produktteamet arbetar med att underhålla eller skapa produkter och tjänster utefter de behov som finns, både från företaget och ur kundernas perspektiv. När ett team arbetar tillsammans är effektiv kommunikation viktigt för att missförstånd ska undvikas. Att ha förståelse för hur verktygen som används bidrar till effektiv kommunikation är då en viktig aspekt att beakta. Studiens syfte var att undersöka hur prototyper med olika verklighetsgrader bidrar till effektiv kommunikation inom ett produktteam. Intervjuer utfördes med människor som arbetar inom ett produktteam och för-och nackdelar med prototyper med olika verklighetsgrader identifierades som sedan jämfördes med element som ska beaktas i en effektiv kommunikation. För- och nackdelar var bland annat att lo-fi prototyper är effektiva i fysiska miljöer och mid-fi prototyper ger en helhetsbild över designen och mottagaren kan då enklare ge feedback. Resultatet genererade irekommendationer som kan bidra med vad en UX-designer kan tänka på när prototyper med olika verklighetsgrader används för att bidra till effektiv kommunikation. / Prototypes are tools used by UX-designers to discuss design-ideas with stakeholders and to evaluate concepts. Prototypes have different fidelity of reality and are used for different purposes. When a UX-designer working the designer can work in a Product team. A product team work to maintain or create products that are needed, both from the company and from customers perspective. When a team works together, effective communication is important in order to avoid misinterpretation. Understanding how tools are used for effective communication is an important aspect to consider. The purpose of the study was to investigate how prototype with different fidelity of reality support effective communication within a product team. Interviews where conducted with people who workes in aproduct team and advantages and disadvantages of prototypes with different fidelity of reality were identified which were then compared with elements to be considered in effective communication. Advantaged and disadvantages were among other things, lo-fi prototypes are effective in physical environments and mid-fi prototypes provide a comprehensive picture of the design and the recipient can then more easily give feedback. The result was generated in recommendations that can contribute what a UX-designer can think of when prototypes with different fidelitys of reality are used to contribute to effective communication.
57

Interface Design – a User-Centered Design Process : A qualitative study how to improve the Usability of a web-based consumer tool that measuring the quality of streamed videos

Larsson, Ingrid January 2015 (has links)
The purpose of this examination is to study how to create a user-friendly interface to a new non-released website. The research has been done in collaboration with the research institute Acreo and a project named Streamingkollen; a consumer tool that aims to improve the customer’s quality of experience (QoE) of streamed videos by measuring the video streaming quality.     In this study the focus has consequently been placed on the users of the service, in order to optimize their experience of the website and the interface.    In order to achieve a high level of usability, a user centered design process has been used. A user analysis, a heuristic evaluation and user tests on prototypes have been used as methods in the design process and the development of the interface.    The result from the user tests shows that the major reason why the user disliked, felt frustrated or couldn’t manage the service was when the design of the site was not consistent and minimal, when words, phrases and concepts on the site were not familiar and communicated in the same language as the users and when they lacked informative feedback of the operations made on the site.    The user-centered development in the study gave good results; many of the potential usability problems were identified and avoided.
58

Nyfikenhet, uppmärksamhet och displayer : Hur man med hjälp av en interaktiv offentlig display väcker människors intresse till att fortsätta interagera med en tjänst / Curiosity, attention and displays : How to use an interactive public display to spark people's interest in continuing to interact with a service

Kalicinski, Miriam, Bilberg, Sofie January 2022 (has links)
Många saker i människans vardag konkurrerar om att fånga våran uppmärksamhet. På grund av detta kan det tillkomma svårigheter i att upprätthålla både den medvetna samt omedvetna uppmärksamheten. Uppmärksamheten är dock nära sammankopplad till känslan av intresse och kan öka när människan upplever något som intressant. Det har inom flertalet studier undersökts hur människors intresse ska väckas för att vilja interagera med en interaktiv offentlig display. Dock finns det en brist inom vetenskapliga litteraturundersökningar som behandlar hur interaktiva offentliga displayer kan locka människor till att interagera vidare med exempelvis en tjänst eller organisation. Detta arbete har därför undersökt hur interaktiva offentliga displayer kan väcka intresse och uppmärksamhet hos människor för att sedan få dem att börja interagera med en tjänst. För att uppnå detta utfördes en litteraturgenomgång följt av en enkätstudie och intervjuer baserade på en fallstudie där deltagarna fick möjlighet att dela med sig av sina åsikter och tankar. Resultatet från både intervjuerna och enkätstudien visade på att majoriteten hellre skulle gå vidare för att nyttja en tjänst om de precis innan interagerat med en interaktiv offentlig display, än om de inte hade interagerat med en display i samband med tjänsten. För att visualisera resultatet från datainsamlingen skapades därefter en Customer Journey Map och två storyboards. Baserat på dessa designartefakter samt resultatet av datainsamlingen togs fyra designriktlinjer fram för hur en interaktiv offentlig display ska designas för att väcka intresset till att vilja interagera vidare med en tjänst: 1) Närhet, 2) Valmöjlighet, 3) Relevans, 4) Utseende. Slutresultatet visar bland annat på att en interaktiv offentlig display kommer väcka människors nyfikenhet om den har ett relevant och informativt innehåll samt ett uppseendeväckande utseende och tydligt syfte. / There are many things in everyday life that compete to gain our attention. Due to this, there may be difficulties in maintaining both the conscious and the unconscious attention. Although, attention is closely linked to the feeling of interest and can increase when people experience something as interesting. Several studies have examined how people's interest could be aroused in order to want to interact with an interactive public display. However, there is a lack of research in the scientific literature that deals with how interactive public displays can attract people to interact further with, for example, a service or organization. This study has therefore investigated how interactive public displays can arouse people’s interest and attention and then make them start interacting with a service. To achieve this, a literature review was conducted followed by a questionnaire study and interviews based on a case study where the participants were given the opportunity to share their opinions and thoughts. The results from both the interviews and the survey showed that the majority would rather begin using a service if they had just interacted with an interactive public display, than if they had not interacted with a display in connection with the service. To visualize the results from the data collection, a Customer Journey Map and two storyboards were created. Based on these design artifacts and the results of the data collection, four design guidelines were developed for how an interactive public display should be designed to arouse interest in wanting to interact further with a service: 1) Proximity, 2) Option, 3) Relevance, 4) Appearance. The result shows, among other things, that an interactive public display will arouse people's curiosity if it has relevant and informative content as well as a startling appearance and clear purpose.
59

Emotion by Design : An exploration of evoking ‘relief’ through a mobile app

Birgersson, Fredric January 2022 (has links)
Kurr is a foodtech startup developing a mobile app with the purpose of answering the question “what to eat?”. The company has built a brand identity in order to stand out among the more than 5,7 apps available in the biggest mobile app markets. As a part of the brand identity, the company aims to implement the emotion of ‘relief’ in the interactions between the app and its users. A unique attribute of ‘relief’ is that it must always appear immediately after some other aroused emotion. The objective of this study was to examine if it is possible to evoke ‘relief’ through a mobile app. Design thinking was the method applied in this study. The method has a big focus on the human, the users of the app in this case, by conducting interviews and user testing throughout the whole process. Phases of generating a big amount of ideas have alternated with phases of filtering out the best ones. To trigger the emotion of ‘relief’, the user flow was split into the following steps; 1. make it easy to get started, 2. motivate to keep on and charge up ‘joy’, 3. generate a climax of the preceding emotion, and 4. evoke the feeling of ‘relief. These steps were then implemented in a prototype. The prototype was later tested and the test results did not show evidence of how the emotion of ‘relief’ can be evoked through a mobile app, but it suggested that the result could differ if the tests were conducted in a real-life situation instead of a test environment. The research showed a significant result that the emotion of ‘joy’ was evoked when interacting with the prototype. The validity of the result should be further investigated though, with new user tests in a real-life environment and with a higher number of participants.
60

Development of digital sales processes with help of the See-Think-Do-Care model

Ylitalo, Frida January 2021 (has links)
Digital commerce is a natural part of our everyday life. To fast and easily be able to make purchases from our home without stress has become a matter of course for us. But the new way to make purchases places new demands on the sales, not least at the important customer meeting. The interaction between customer and seller disappears completely and known marketing methods must be adapted to the new conditions. How does the customer journey change when the step from discovering a product to buying it is just a few clicks away? The study aims to investigate and develop a digital sales process for a mobile game aimed for children. The process is based on the marketing framework See-Think-Do-Care and tries to answer questions like which components are needed in a sales flow? How can a product be adapted to different types of users and can UX design be used to get interested customers to buy the product? The method is divided into two different sections. One section for evaluating the chosen marketing framework and another for the development of the sales process. The development of the sales process was made stepwise by prototypes in different degrees of fidelity. The first part of the result ended up in the implementation of the marketing framework, a developed customer journey, and a compilation of ten guidelines to adhere to for increasing the conversion of new customers. The sales flow was then developed step by step from only showing the routing to be a clickable solution similar to the intended end product. The di↵erent prototypes were evaluated by user testing and it was shown that the largest problem was not to make users understand the sales flow, it was to make them understand the actual product. The hope is that the result of the study will be able to be tested in production and be used in the real sales of the product.

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