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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.
91

Creating a Wiki through User Experience design / Att skapa en wiki genom User Experience design

Nilsson, Anna, Hansen, Johanna January 2021 (has links)
With today’s exploding amount of websites and applications, a design has to meet the requirements of its users and be easy to use in order for a software product to stand out. User Experience design is a method, which has been developed to design products with a focus on the user. This thesis examines how User Experience design can be applied to the creation of a wiki in order to ease the acquisition of information. The research was done through a literature study and a case study, where a wiki about courses at KTH was designed and tested. Two versions of a prototype were created, based on feedback which was collected from potential users. A thematic analysis was done on the data and the selected themes were used to improve the product. The result was an overall positive response towards the prototype in the case study, which led to a conclusion that User Experience design can lead to an improvement of how wikis are created. The work can be continued by implementing the prototype or creating more wikis for a broader support of the conclusion. / Med dagens exploderande mängd websidor och applikationer krävs en design som möter användarnas krav och är lättanvänd för att en mjukvaruprodukt ska stå ut. Användarupplevelse design är en metod som tagits fram för att designa produkter med användaren i fokus. Detta arbete undersöker hur användarupplevelse design kan appliceras på skapandet av en wiki för att förenkla inhämtningen av information. Undersökningen gjordes med hjälp av en litteraturstudie och en fallstudie där en wiki kring kurser som ges på KTH designades och testades. Två versioner av en prototyp skapades utifrån feedback som samlats från potentiella användare. En tematisk analys utfördes på datan och de uttagna temana användes för att förbättra produkten. Resultatet var ett generellt positivt bemötande mot prototypen i fallstudien, vilket ledde till en slutsats att användarupplevelse design kan leda till en förbättring av hur wikis byggs. Arbetet kan fortsättas genom att implementera prototypen eller skapa fler wikis för ett bredare underlag.
92

Design and development of a graphical user interface for the monitoring process of an automated guided vehicle fleet

Paul, Johanna January 2020 (has links)
Many different autonomously driving mobile robots are used for industrial transports of materials or  oods in the context of internal logistic processes because of different use cases. The problem for the users that need to monitor the robots is that each manufacturer provides its own graphical user interface (GUI) wi th different operating modes and visual designs, which requires different trainings and constant swi tching between software. Therefore, this paper shows the design and development process of a graphical user interface in the form of a web application for the monitoring process of a fleet of automated guided vehicles from different manufacturers and answers the following question: "What are the main criteria when designing a graphical user interface with high usability for the monitoring process of manufacturer-independent automa ted guided vehicle f leets?” To answer the question, existing graphical user interfaces from different manufacturers were analyzed and interviews with developers and end-users of the GUIs were conducted. Requirements were then derived, on whose basis sketching, wireframing and high-fidelity prototyping have been performed. Usability testing and a heuristic evaluation were chosen to improve the application and its usability continually. As a result, the following six main criteria could be derived that summarize the most essential points to consider when designing such a GUI: administrabi lity, adaptiveness, observability, analyzability, robot and job awareness, and intervention. / Många olika autonomt körande mobila robotar används för industriell transport av material eller varor i samband med interna logistiska processer till följd av olika användningsfall. Problemet för de användare som behöver övervaka robotarna är att varje tillverkare tillhandahåller sitt eget grafiska användargränssnitt (GUI) med olika driftsätt och visuella utformningar, vilket kräver olika  utbildningar och ständig växling mellan mjukvara. Denna uppsats visar därför design- och utvecklingsprocessen för ett grafiskt användargränssnitt i form av en webbapplikation för övervakningsprocessen för en samling av automatiserade guidade fordon från olika tillverkare, och svarar på följande fråga: "Vilka är de viktigaste kriterierna vid utformningen av ett grafiskt användargränssnitt med hög användbarhet för övervakningsprocessen av automatiserade guidade  fordonsamlingar, oboeroande av tillverkare?” För att svara på frågan analyserades befintliga grafiska användargränssnitt från olika tillverkare, samt intervjuer med utvecklare och slutanvändare av GUI:erna utfördes. Krav härleddes sedan, baserat på vilka skisser, wireframing och hifi -prototyper som har utförts. Användbarhetstest och en heuristisk utvärdering valdes för att kontinuerligt förbättra applikationen och dess användbarhet. Som ett resultat kan följande sex huvudkriterier härledas, de sammanfattar de viktigaste punkterna att tänka på när man utformar ett sådant GUI: förmåga att administrera, anpassningsförmåga, observerbarhet, analyserbarhet, robot- och jobbmedvetenhet och intervention.
93

Using Haptics and Vibro-Tactile Technology to Assist Hard-of-Hearing Warehouse Employees

Mandke, Yashodhan Vikas 26 April 2018 (has links)
No description available.
94

Acculturation of New Asian International Students in the Digital Age: Challenges and Strategies

Chenhe Zhao (18398262) 26 April 2024 (has links)
<p dir="ltr">Asian international students face various challenges and emotional issues during the process of acculturation, often finding it difficult to truly connect with the domestic culture. Current research often focuses on interactions and adaptation within the international student community, with little mention of how international students communicate with domestic students. Especially in the digital age, the ways people acquire information and communicate have evolved significantly from the past. This research takes into account the current era's context, seeks to understand the current status and needs of new Asian international students and propose further assistance guidelines. It employed interviews and co-design activities to delve into the issues from the perspective of Asian international students, encouraging them to integrate into the domestic culture. The findings suggest that new Asian students encounter similar challenges and utilize various strategies, with a view to fostering social connections with domestic students in future platforms.</p>
95

Using UX Design to Create Healthy Digital Technologies for Children : A study exploring children’s digital lives and how to accommodate them in video streaming service interfaces through a digital diet approach

Gerhardsson, Sofia January 2024 (has links)
Children’s use of digital technologies is rapidly increasing, with caregivers reporting that children spend more time on their devices than engaging in exercise, reading books, or socializing (Christofferson &amp; Karlsson, 2023). The shift in children’s behavior has caregivers and organizations debating the risks and seeking ways to protect children. This study aims to promote a healthy lifestyle for children aged 7 to 11 through digital technologies by designing a proposal for a video streaming service interface, specifically Telia Play Kids. The study uses the digital diet approach by Orben (2022) and research on child-computer interaction to understand the technology’s impact on children. The research questions aim to identify which aspects of children’s digital lives need to be considered and to determine which design features need to be prioritized when designing a video streaming service interface. The study was conducted through a research through design process where the target group’s needs were investigated through interviews, findings were elaborated upon into concepts, and a prototype was designed. The findings indicated the importance of understanding which factors influence children’s digital lives, being aware of the consequences of the digital life, and which design improvements were needed to accommodate both children and caregivers. Design features prioritized in the final prototype included supporting visual perception, children’s cognition, language, and interests in addition to experiences focusing on the child’s well-being and caregiver’s needs. The study concludes that children’s digital lives are complex, highlighting the need to adapt video streaming services and other digital technologies through dialogue with children and caregivers but also through research on child-computer interaction.
96

iBeacon微定位技術應用於視障者行動導航之研究 / Designing a Navigation App with iBeacon Technology for the Visually Impaired Smartphone Users

林禕瑩, Lin, Yi Ying Unknown Date (has links)
手機的導航功能是一般人習以為常的生活工具,到陌生地點的路線規劃變成越來越簡單的事,不過目前多數的服務都以地圖方式呈現,資訊陳列和互動設計皆十分視覺導向,造成以聽覺操作手機的視障者覺得難以上手且不友善。統計發現,台灣國內的視障者幾乎天天都有外出需求,卻沒有一款針對他們所設計的導航服務,導致需要外出與獨立行動的視障族群必須透過更繁瑣的準備過程才得以安心的出門。再者,搭配現有導航服務的GPS定位並不夠準確,無法提供視障者所需的近身資訊,東南西北方位與百餘單位的公尺數對明眼人來說都可能是一項挑戰,視障者更是難以消化。因此,本研究透過情境訪查、隨身觀察與專家訪談等質化研究方式,深入探索視障者需求,並了解他們與一般人於行動上的異同。藉由新興的iBeacon微定位技術提供非視覺化的線索,將曲折的旅程分割成一段一段的路線,並在設計過程中融入視障者定向訓練的所知所學,讓他們能以原有技能在街道上安心行走,提升獨立出門的安全性。 / Using mobile apps to help route finding is very common for most of us. However, the visually impaired smartphone user does not benefit from this technology. A tremendous demand for independence and mobility remains unsolved. Unlike us, the visually impaired use their smartphone by auditory sense. But those apps with touch screen are not specially designed for their usage pattern. According to our preliminary study, current navigation service always comes with bad information display and unfriendly interaction design. All of these lead to a very frustrating navigation experience. Through the qualitative research methods like contextual inquiry, shadowing, and expert interview, we’d like to explore how different they are from us on the matter of traveling, and reveal the real need of the visually impaired for mobile navigation. Based on our research finding, we want to propose a navigation app specially made for the visually impaired smartphone user. In addition to GPS base service, we provide hyper-local, meaningful multi-sensory notifications to our user through micro location technology of iBeacon. And we integrate the knowledge they learned from Orientation and Mobility training in the navigation process to create a better walking experience and encourage them to live with independency. The app itself is not only a way finding tool but also an information and experience sharing platform for the visually impaired community. Combining the power of design and technology, we can enhance their cognition to the living environment, and improved the independence & mobility for our users as well. In the end, the visual impaired users will be motivated to explore the world on their own and enjoy the colorful world.
97

Designing an Interactive Micro-Learning Application : A New Way to Learn Thermography

Nilsson, Rebecka January 2021 (has links)
Micro-learning is a concept of small units of focused and condensed learning activities that can be performed on various devices. Micro-learning has turned out to be an effective approach to strengthen the long-term memory. This master’s thesis project explores the concept of micro-learning, how thermography can be taught using micro-learning, and how a micro-learning application can be designed to encourage learning of thermography. This project was done in collaboration with FLIR Systems AB that wants to develop their current training offer and investigate micro-learning as an alternative. The goal of this master’s thesis project was to design and test an interactive prototype of a micro-learning application to learn thermography. Semi-structured interviews were conducted in order to define the target group for the application, and the prototype was tested and evaluated by test participants from the target group. The user testing and evaluation showed that all test participants would use a micro-learning application for learning thermography if it was available on the market. Three out of four test participants would feel more motivated to learn thermography using a micro-learning application compared with other ways of learning. / Mikroinlärning är ett koncept bestående av små delar av fokuserade och komprimerade lärandeaktiviteter som kan utföras på olika enheter. Mikroinlärning har visats sig vara ett effektivt sätt för att stärka långtidsminnet. Detta examensarbete utforskar mikroinlärning som koncept, hur termografi kan läras ut med hjälp av mikroinlärning samt hur en mikroinlärningsapplikation kan designas för att främja lärandet av termografi. Detta projekt genomfördes i samarbete med FLIR Systems AB som vill utveckla deras nuvarande utbildningserbjudande och undersöka mikroinlärning som ett alternativ. Målet med detta examensarbete var att designa och testa en interaktiv prototyp av en mikroinlärningsapplikation för att lära sig termografi. Semistrukturerade intervjuer gjordes för att definiera målgruppen för applikationen och prototypen testades och utvärderades av testpersoner från målgruppen. Användartestet och utvärderingen visade att alla testdeltagare skulle använda en mikroinlärningsapplikation för att lära sig termografi om det fanns tillgängligt på marknaden. Tre av fyra testdeltagare skulle känna sig mer motiverade att lära sig termografi med hjälp av en mikroinlärningsapplikation jämfört med andra sätt att lära sig.
98

Designové metody českých UX designérů / Design methods of Czech UX designers

Tsitova, Darya January 2020 (has links)
(in English): The diploma thesis deals with the use of design methods among Czech UX designers in the design of web and mobile applications. The aim of this work is to find out and critically describe how Czech UX designers use design methods in practice. The thesis analyse the design process of website, web and mobile applications, its various stages and procedures. The theoretical part of the thesis introduces the basic terminology of the User Experience field and current research in the field, with emphasis on relevant terms and processes that occur in design practice. This part of the thesis is based on data obtained in the practical part, according to which popular approaches, frameworks, processes and methodologies of the UX field will be identified and described on the basis of professional literature. In the research part, qualitative research will be carried out in the form of semi-structured interviews with Czech User Experience designers, focused on the identification of methods, procedures and principles and ways of their usage. At the end of the thesis, the obtained data will be evaluated and it will be identified whether Czech designers in their practice adhere to academic approaches, or what existing and theoretically described methodologies and procedures their design process...
99

Student Perceptions and Sense of Self-efficacy Regarding Interface Design and Consistency in an Online Learning Environment

Reeder, Elaine M. 12 1900 (has links)
The purpose of this exploratory study was to investigate student perceptions of the design and consistency of the online learning environment in relation to motivation, satisfaction, and self-efficacy. Through surveys, think-aloud observation sessions, and reflection interviews, data were collected concerning student perspectives of design and consistency in the online learning environment. SPSS was used to process the survey data and a multi-step process was used to code the observations and interviews. Nine categories emerged from the analysis: (1) frustration; (2) excitement; (3) feeling of being lost; (4) confusion; (5) disgust; (6) positivity; (7); anxiety; (8) understanding; (9) action. The findings are discussed and recommendations for future research are provided to inform future development of online courses.
100

Creating Library Learning Spaces that Support Twenty-First Century Pedagogy and Student Learning

Christoffersen, Deborah Lynn 17 June 2020 (has links)
University libraries struggle to keep up with rapidly changing technology and the associated change in teaching strategy. Most administrators and librarians are often not trained to assess space needs and struggle to reassign library spaces for non-traditional library use. As such, they often embark on expensive and time-consuming feasibility studies, using (typically) hard-earned monies to complete the research or to pilot a new space. What academic research library administrators and staff lack is an analysis tool for discovering and planning needed renovations and improvements in aging library facilities. The purpose of this research project was to determine how students use library spaces for learning in this new high-tech, hands-on education experience (i.e. synthesis of previous research); develop a tool that can be used by library staff to self-analyze existing academic library spaces, identifying areas that could be improved for student benefit (e.g. provide a checklist of potential learning spaces that institutions should carefully consider adding to their facilities); and provide some examples/case studies of potential facility improvements. The end result is a hierarchical self-analysis tool that merges space options, Abraham Maslow's Hierarchy of Needs, and an example of library-user personas. It also provides some general cost guidelines, helpful construction tips, and a synthesis of exploratory questions related to strategy and space. The tool uses evidence-based design to facilitate important conversations, provide an organized checklist of various considerations, and be a quick reference for library administrators and facility managers as they navigate the world of twenty-first century pedagogy and student learning.

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