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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.
11

Medical counselling via video using WebRTC : User interface and user experience design / Medicinsk rådgivning via video med hjälp av WebRTC : Användargränssnitts-och interaktionsdesign

Lindblom, Marcus, Åhlin, Robin January 2019 (has links)
CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (UI) and user experience (UX) design, a standalone Android application was developed for care providers as well as an extension in OPTILOGG taking into account that the users of OPTILOGG are often elderly with multimorbidity. Three accessibility aids were added to the extension of the OPTILOGG Android application in addition to the video solution. The first helping addition was a touch area expansion for buttons. The second aid was a screen reader feature that vocally describes objects the user clicks on. The third tool was a speech recognition feature that allowed patients to navigate in OPTILOGG with voice. The video communication between the standalone care provider application and OPTILOGG was based on WebRTC and was developed using a software development kit from a cloud communications provider called Sinch. / CareLigo är ett medicintekniskt företag som tillhandahåller hjärtsviktspatienter med en hembaserad vårdlösning kallad OPTILOGG. OPTILOGG hjälper patienter att hålla koll på deras symptom, ger medicineringsanvisningar och utbildar dem om sin sjukdom. CareLigo eftersökte en utökning av OPTILOGG vilket skulle ge patienterna möjlighet att prata med vårdgivare via videokommunikation. Detta examensarbete beskriver skapandet av denna videokommunikationslösning och hur detta kan göras på bästa sätt för både patienter och vårdgivare. Utifrån litteraturstudier gällande människa-dator-interaktion samt användargränssnitts (UI)-och interaktionsdesign (UX) utvecklades en fristående Androidapplikation för vårdgivare och en utökning i OPTILOGG med hänsyn tagen till att användarna av OPTILOGG ofta är multisjuka och äldre. Tre tillgänglighetshjälpmedel tillades i utökningen av OPTILOGG. Det första hjälpmedlet var en förstoring av klickareor runt knappar. Den andra tillgänglighetsåtgärden var en skärmläsarfunktion som beskriver objekt som användaren klickar på. Det tredje verktyget var en funktion för taligenkänning som gjorde det möjligt för patienter att navigera i OPTILOGG med röst. Videokommunikationen mellan den fristående vårdgivarapplikationen och OPTILOGG baserades på WebRTC och utvecklades med hjälp av ett utvecklingsverktyg från en molnkommunikationsle-verantör som heter Sinch.
12

Entwicklung von Modell-zu-Modell-Transformationen für Benutzungsschnittstellen in der Domäne der Industriellen Automatisierungstechnik

Freund, Matthias 20 July 2017 (has links)
Benutzungsschnittstellen (UIs) dienen in der Domäne der industriellen Automatisierungstechnik der Bedienung und Beobachtung technischer Prozesse. Das sogenannte Model-based User Interface Development (MBUID) stellt ein vielversprechendes Konzept zur automatischen Erzeugung solcher UIs dar. Allerdings erfordert die Umsetzung dieses Konzeptes für einen spezifischen Anwendungsfall jeweils die Entwicklung einer oder mehrerer Modell-zu-Modell-Transformationen (M2M). Hierbei handelt es sich unter Verwendung aktueller Ansätze für Transformations-Frameworks um einen aufwändigen, fehleranfälligen und daher kostenintensiven Prozess. Dies gilt vor allem für Entwickler ohne tiefgreifendes Wissen über modellbasierte Technologien und kann unter Umständen sogar die durch die MBUID propagierten Vorteile aufwiegen. Zur Erleichterung des Prozesses der Entwicklung von Modelltransformationen schlägt diese Arbeit eine spezielle Methodik sowie deren prototypische Implementierung in Form des PAMTraM-Frameworks vor. Die Methodik greift dabei die speziellen Rahmenbedingungen bei der UI-Entwicklung in der Domäne der industriellen Automatisierungstechnik auf und basiert auf drei Hauptkonzepten: Die Basis stellt die Konfiguration von M2M-Transformationen in mehrdeutigen, bedingten Abbildungsmodellen dar. Diese Abbildungsmodelle beschreiben dabei lediglich Zuordnungen zwischen Elementen der Quell- und Ziel-UI-Beschreibungssprache einer durchzuführenden Transformation. Im Gegensatz zu existierenden Ansätzen erlaubt die entwickelte Methodik die explizite Berücksichtigung mehrdeutiger Abbildungen, die in der Domäne der UI-Entwicklung häufig auftreten. Darüber hinaus können explizite Kontextbedingungen formuliert werden, die die Notwendigkeit der Anpassung bzw. Neu-Erstellung eines Abbildungsmodells bei Vorliegen eines geänderten Nutzungskontextes (z.B. einer neuen Hardware-Plattform) verhindern. Konkrete Transformationen für ein oder mehrere Quell- und Kontextmodelle können anschließend auf Basis eines konfigurierten Abbildungsmodells durchgeführt werden. Hierzu wird ein spezieller generischer Transformations-Algorithmus vorgestellt. Dieser ist in der Lage, basierend auf einer selbstständigen Analyse der Ziel-UI-Beschreibungssprache auch unvollständige Abbildungsmodelle auszuführen. Hierdurch muss der Entwickler eines Abbildungsmodells weniger Informationen in dieses integrieren. Allerdings führt dieses Vorgehen auch dazu, dass im Rahmen der Durchführung einer Transformation an verschiedenen Stellen Mehrdeutigkeiten auftreten können. Zur Auflösung dieser Mehrdeutigkeiten stellt diese Arbeit unterschiedliche Strategien wie z.B. die Konsultation des Nutzers vor. Das dritte Hauptkonzept wird durch zwei Ansätze für sog. Higher-Order Transformations gebildet. Diese ermöglichen die teilweise semi-automatische Erstellung bzw. Vervollständigung von Abbildungsmodellen u.a. im Rahmen iterativer Entwicklungsprozesse. Dadurch wird die Entwicklung von Abbildungsmodellen weiter vereinfacht und die während einer Transformation auftretenden Mehrdeutigkeiten können schrittweise soweit notwendig reduziert werden. Ein Nachweis über die Funktionalität der entwickelten Methodik sowie deren prototypischer Implementierung erfolgt zum einen anhand repräsentativer Fallstudien aus der betrachteten Domäne und zum anderen auf Basis einer Analyse hinsichtlich allgemeiner Kriterien zur Bewertung von Transformations-Frameworks. Eine abschließende Bewertung zeigt, dass die entwickelte Methodik die speziellen Anforderungen in Bezug auf die UI-Entwicklung in der Domäne der industriellen Automatisierungstechnik erfüllt und zur Vereinfachung der Entwicklung von Modelltransformationen geeignet ist. / User Interfaces (UIs) in the domain of industrial automation serve the operation and monitoring of technical processes. The Model-based User Interface Development (MBUID) represents a promising concept for the automatic generation of such UIs. However, the realization of this concept for a specific use case requires the development of one or multiple model-to-model (M2M) transformations. Using existing transformation frameworks, this represents a complex, error-prone, and thus costly task. This applies especially to developers without deep knowledge of model-based technologies and can in some circumstances even cancel out the advantages promised by MBUID. In order to simplify the process of developing model transformations, this thesis proposes a specific methodology as well as its prototypic implementation by means of the PAMTraM framework. This methodology addresses the special underlying conditions of UI development in the domain of industrial automation and is based on three main concepts: The basis is formed by the configuration of M2M transformations in ambiguous, conditional mapping models. These only capture mappings between elements of the source and the target UI modeling language of a transformation. In contrast to existing approaches, the developed methodology explicitly takes into account the possibility for ambiguous mappings that are common in the domain of UI development. Furthermore, developers can specify explicit context conditions that prevent the necessity of a modification or redevelopment of a mapping model in case of a changed context of use (e.g. a new hardware platform). Individual transformations for one or multiple source and context models can be executed based on a configured mapping model. Therefore, a special generic transformation algorithm is presented. By autonomously analyzing the target UI modeling language, this algorithm is even capable of executing incomplete mapping models. As a result of this, the developer has to integrate less information in the mapping model. However, due to this approach, ambiguities may occur at various points during the course of a transformation. In order to be able to resolve these ambiguities, various strategies like the consultation of the user are presented in this thesis. The third main concept is formed by two approaches for higher-order transformations that allow the partial semi-automatic generation resp. completion of mapping models among others in the context of iterative development processes. This further simplifies the development of mapping models and allows for the step-wise reduction of occurring ambiguities as far as necessary. Representative case studies from the considered domain as well as an analysis with regard to general criteria for the assessment of transformation frameworks prove the functionality of the proposed methodology and its prototypical implementation. A concluding evaluation shows that the developed methodology satisfies the specific requirements concerning UI development in the domain of industrial automation and is suited to simplify the development of model transformations.
13

User Experience Design for Children : Developing and Testing a UX Framework / Användarupplevelsedesign för Barn : Utveckling och Testning av UX Ramverk

Bräne, Arvid January 2016 (has links)
Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, personas, prototyping, and more. The results created are primarily user experience guidelines packaged in a Theoretical Framework, user testing conclusions, along with suggestions on improving the current Lego Star Wars: Force Builders application, a few in the form of prototypes.
14

Elektronický nástroj pro správu inovativních studijních materiálů / Electronic Tool for Managing Innovative Study Materials

Hlipala, Ľuboš January 2020 (has links)
The aim of this diploma thesis is to create a mobile application that provides the users with structured, well-arranged and at the same time effective platform to share, present and practice the knowledge of various kinds. The work analyzes several existing applications and systems for education and sharing information and describes different approaches of mobile app development with the focus on multiplatformity. The main part of the work describes the gradual development of the application and documents the created format for the presentation and sharing of study materials, with the possibility of practical practice of the acquired knowledge. The result of this diploma thesis is a mobile application, which is available on the Google Play Store.
15

Rozhraní pro hry s dataprojektorem a Leap Motion / Game Interface with Data Projector and Leap Motion

Kendra, Matej January 2016 (has links)
This thesis describes various game interfaces for human and gradually there are shown more modern and common available interfaces. Work closely describes how you can play games on a regular projector and sensors for gestures detection - Kinect and Leap Motion. This work focus on evaluation of aspects of table-game design with these components and also on display view calibration between projector and Leap Motion. Part of the project is devoted to describing the board game Catan, of which rules are taken to write down specification and options of player. According to this knowledge is then described the design of the play-set and the design of several interfaces of the game. Implementation is briefly described and final chapters covers forms of the testing methods of interfaces and testing evaluation from user perspective.
16

Metody uživatelského hodnocení HMI v prostředí automotive. Případová studie. / HMI user assessment methods in automotive environment. Case study.

Křepelková, Sabina January 2019 (has links)
The thesis focuses on the topic of benefits and limitations of various HMI user assessment methods. In the theoretical part of the thesis there is introduced the HMI theory, summarized HMI user assessment methods, presented knowledge about their utilization and the available tools are mapped. The goal of the practical part is testing of selected HMI user assessment methods related to the requirements of the commercial automotive sector. The result of practical part is a comparison of the strengths and weaknesses of individual approaches and their specifics. The diploma thesis was prepared in accordance with the valid internal regulations of the Charles University and other methodological guidelines and normative documents. Keywords: user experience, UX, usability, user interface, UI, HMI, human-machine interface, automotive, usability evaluation, user assessment, user testing, usability testing
17

Märkbara renar : En digitaliserad och effektiv renmärkning

Eliasson, Lisa, Silawiang, Hatharat January 2021 (has links)
Idag utförs renmärkningen för att hålla koll på vilka renar som hör till vilken renägare. För att identifiera och särskilja renarna, räknas dem manuellt, alltså genom att personer går in i inhägnaden och prickar av renarna i en bok. Processen för att märka kalvarna kan ta upp mot två dagar beroende på om alla renarna har kommit in i inhägnaden, processen blir då lång och utdragen. Detta kommer vara utgångspunkterna i projektet, att identifiera renarna på ett mer effektivt och hållbart sätt. Detta är ett examensarbete för Högskoleingenjör Teknisk design vid Luleå tekniska universitet, som ska utveckla ett hållbart koncept genom att underlätta för renskötarna och effektivisera identifiering och dokumentering av renar. Genom att förena traditionell renmärkning med modern teknik tas ett hållbart koncept fram, som även minskar påfrestningen på renarna. Att kunna koppla ihop rätt kalv med rätt vaja och samla informationen på ett gemensamt ställe som är enkelt att hantera är ett krav på lösningen. Arbetet har följt IDEO:s trefasprocess för användarcentrerad design. Under faserna inspiration, ideation och implementation har olika metoder använts för att nå slutresultatet. Dessa metoder är exempelvis semistrukturerad intervju, benchmark, persona, workshops, Wireframes och simulering. Dessa metoder utgör en bra grund till arbetet och slutresultatet. Genom att ha återkommande kontakt med användaren har projektet genererat en lösning som är baserad på användarens behov. Resultatet blev en ny digitaliserad arbetsprocess innehållande RFID-chip som möjliggör automatisk hopparning och digital dokumentering. Denna arbetsprocess förenar den traditionella renmärkningen men effektiviserar de aktiviteter som idag tröttar ut renskötarna och renarna. Genom att ha bättre koll på renarna och deras avelsträd, gör att rätt ren i slutändan blir slaktad. Alltså renarna som är äldst eller har sämst förutsättningar. Det kan också bidra till att ekonomin blir stabilare då samma mängder renar slaktas varje år. Ur ett hållbarhetsperspektiv gynnar detta ekonomisk hållbarhet. Social hållbarhet gynnas genom att skapa transparens inom samebyn och möjliggör att fler kan vara delaktiga under processen. Genom att hopparningen sker automatisk behöver inte renen stressas upp av människor som går omkring i hagen. Eftersom renens välbefinnande är en del i naturens ekologi bidrar det till ekologisk hållbarhet. / Today, reindeer marking is performed to keep track of which reindeer belong to which reindeer owner. To identify and distinguish the reindeer, they are counted manually, i.e., by people entering the enclosure and dotting the reindeer in a book. The process for marking the calves can take up to two days depending on whether all the reindeer have entered the enclosure, the process then becomes long and drawn out. This will be the starting points in the project, to identify the reindeer in a more efficient and sustainable way.  This work is for a bachelor’s thesis in industrial design engineering at Luleå University of Technology, which will develop a sustainable concept by making it easier for reindeer herders and make the identification and documentation of reindeer more effective. By combining traditional reindeer marking with modern technology, a sustainable solution is developed that also reduces the strain on the reindeer. Being able to connect the right calf with the right sway and gather the information in a common place that is easy to handle is a requirement for the solution.  The work has been followed by IDEO's three-phase process for user-centered design. During the phases inspiration, ideation and implementation, different methods have been used to achieve the end result. These methods are, for example, semi-structured interview, benchmark, persona, workshops, Wireframes and simulation. These methods form a good basis for the work and the end result. By having regular contact with the user, the project has generated a solution that is based on the user's needs.  The result was a new digitized work process containing RFID chips that enables automatic pairing and digital documentation. This work process unites the traditional reindeer marking but make the activities that today tire out the reindeer herders and reindeer more effective. By having a better look at the reindeer and their breeding trees, the right reindeer will eventually be slaughtered. That is, the reindeer that are the oldest or have the worst conditions. It can also contribute to a more stable economy as the same quantities of reindeer are slaughtered every year. From a sustainability perspective, this benefits economic sustainability. Social sustainability is benefited by creating transparency within the Sami village and enabling more people to be involved during the process. Because the connection takes place automatically, the reindeer do not have to be stressed by people walking around in the enclosure. Since the reindeer's well-being is part of nature's ecology, it contributes to ecological sustainability.
18

Improving post-productionfeedback process

Abduljalel, Viyan January 2020 (has links)
The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
19

Designing experiences for virtual reality, in virtual reality : A design process evaluation / Att designa upplevelser för Virtual Reality, i Virtual Reality : En utvärdering av designprocessen

Bergvik, David January 2017 (has links)
Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
20

Interaction Design for Remote Control of Military Unmanned Ground Vehicles

Saleh, Diana January 2021 (has links)
The fast technology development for military unmanned ground vehicles (UGVs) has led to a considerable demand to explore the soldier’s role in an interactive UGV system. This thesis explores how to design interactive systems for UGVs for infantry soldiers in the Swedish Armed Force. This was done through a user-centered design approach in three steps; (1) identifying the design drivers of the targeted military context through qualitative observations and user interviews, (2) using the design drivers to investigate concepts for controlling the UGV, and (3) create and evaluate a prototype of an interactive UGV system design. Results from interviews indicated that design drivers depend on the physical and psychological context of the intended soldiers. In addition, exploring the different concepts showed that early conceptual designs helped the user express their needs of a non-existing system. Furthermore, the results indicate that an interactive UGV system does not necessarily need to be at the highest level of autonomy in order to be useful for the soldiers on the field. The final prototype of an interactive UGV system was evaluated using a demonstration video, a Technology Acceptance Model (TAM), and semi-structured user interviews. Results from this evaluation suggested that the soldiers see the potential usefulness of an interactive UGV system but are not entirely convinced. In conclusion, this thesis argues that in order to design an interactive UGV system, the most critical aspect is the soldiers’ acceptance of the new system. Moreover, for soldiers to accept the concept of military UGVs, it is necessary to understand the context of use and the needs of the soldiers. This is done by involving the soldiers already in the conceptual design process and then throughout the development phases.

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