Spelling suggestions: "subject:"ser enterface design"" "subject:"ser dinterface design""
101 |
Supporting flexible workflow processes with a progression modelStavness, Nicole Ann 02 March 2005 (has links)
<body>Users require flexibility when interacting with information systems to contend with changing business processes and to support diverse workflow. Model-based user interface design can accommodate flexible business processes by integrating workflow modelling with other modelling approaches. We present a workflow model, the progression model, to help in developing systems that support flexible business processes. <p>
The progression model tracks a users interaction with an application as a set of data elements we refer to as a workflow transaction. The steps a user takes to create a workflow transaction and the state of the workflow transaction at each step is made explicit. By making the workflow status and workflow transaction state explicit, the user can change the order of the steps in a process, manage multiple workflow transactions, keep track of data as it is accumulated, and so on. The intent
is to provide the user with a mechanism to deal with partial information, interrupted and concurrent workflow transaction entry, and the processing of multiple workflow transactions. <p>
This thesis describes the progression model, an XML-compliant notation to specify the progression model, and a prototype system.
</body>
|
102 |
以使用性工程建構行動個人化數位攝影註釋系統 / Building a Mobile Personal Digital Photograph Annotation System Based on Usability Engineering陳柏諺, Chen, Po Yen Unknown Date (has links)
隨著數位相機、智慧型手機等影像記錄產品的普及,人們可以隨時隨地按下快門,使得個人相片的數量不斷的增長。倘若照片中缺少了註釋,進行搜尋檢索大量的個人照片是困難的。雖然如此,人們卻會因為繁瑣累人的照片註釋工作而缺乏意願。
本研究藉由Kuo所發展出的PARIS (Personal Archiving and Retrieving Image System)作為來源系統架構,其系統解決了大部分個人數位影像語義標註的困難,也利用半自動註記方法減少使用者註釋負擔。但由於過去缺乏行動載具,PARIS並未開發一個現代化的行動註釋系統,來協助一般使用者進行個人影像註釋。
為了解決此問題,本研究利用使用性工程進行系統的建構,以設計及開發出一套現代化的行動影像註釋系統iPARIS (Integrated Personal Archiving and Retrieving Image System)。iPARIS擴展了PARIS設計出符合行動載具的後設資料結構與本體,包含將PARIS所定義的DDDC後設資料標準擴充為得以群眾註記之社群媒體地理標籤的iDDDC (Integrated Dozen Dimensional Digital Content),以及在既有的STO (Spatial and Temporal Based Ontology)的空間架構中加入更具彈性的地理標籤關聯方法GRO (Geotag Related Ontology)。iPARIS並利用工作流程設計、介面線稿設計、視覺設計、系統實作、使用者參與設計等步驟來設計及開發系統,再以迭代設計方法不斷地改善系統的使用者介面及使用者體驗。iPARIS在建置完成後利用參與啟發式評估量表、手勢次數、操作時間、操作路徑、錯誤次數進行使用性測試,而其測試結果也達預期的使用性目標。更進一步,透過分析使用者操作系統的實際行為來找出系統存在的使用性問題,並提出未來系統的改進方式。
透過完整的規劃與適切的設計系統介面,讓使用者在拍照、註釋、組織及管理照片都可以在行動應用程式上完成,並使此系統能滿足具有效率、具學習性、具記憶性、低錯誤率及高滿意度等Nielsen所提出的使用性標準,以降低個人影像註釋時的負擔,並增加使用者註釋個人照片的意願,以應付日益增長地個人數位影像資料的管理需求。 / With the widespread use of photograph recording products, such as digital camera and smartphone, people take photographs easily so that the number of personal photographs increases unceasingly. If photographs are lacking of annotation, searching and retrieving the large number of personal photographs become difficult. However, people are usually reluctant to the cumbersome and exhausted annotation work.
In 2004, Kuo et al. developed PARIS (Personal Archiving and Retrieving Image System) to solve these problems. Based on MPEG-7, PARIS resolved most difficulties of personal digital image semantic annotation and lightened users’ annotation burdens by semi-automatic annotation methods. However, because of the lack of mobile device at that time, PARIS did not develop a modern mobile annotation system to help ordinary people annotate personal photographs.
Therefore, this thesis builds a system with usability engineering as well as designs and develops a modern mobile image annotation system iPARIS (Integrated Personal Archiving and Retrieving Image System). iPARIS expands PARIS architecture to add the support for mobile. It expands PARIS DDDC metadata standard to iDDDC (Integrated Dozen Dimensional Digital Content) which is a crowdsourcing annotation enabled by third party social networking services, and provides STO’s spatial ontology a more flexible geo-information description methodology GRO (Geotag Related Ontology). iPARIS also takes the steps of workflow design, wireframe design, visual design, system implementation, participatory design to build the system; moreover, it keeps improving the user interface and user experience by iterative design. After implementing iPARIS, we conduct usability testing including participatory heuristic evaluation, gesture times, operation time, gesture path, error times, and interview. The test results reach the expected usability goals. Furthermore, the thesis finds some usability problems by analyzing users’ behaviors when they are using the application and brings future improvement for the system.
By integral planning and appropriate interface design, this system lets user take, annotate, organize, and mange personal photos in a mobile application. We hope that iPARIS can meet the usability index to lighten the burdens of personal photograph annotation, arousing users’ desire to annotate personal photographs, and meet the growing needs for the management of personal digital photograph information.
|
103 |
Human-Robot Interaction for Semi-Autonomous Assistive Robots : Empirical Studies and an Interaction Concept for Supporting Elderly People at Home / Människa-robotinteraktion för semi-autonoma robotar : Empiriska studier och ett interaktionskoncept för att stödja äldre i hemmiljöMast, Marcus January 2014 (has links)
The research addresses current shortcomings of autonomous service robots operating in domestic environments by considering the concept of a semi-autonomous robot that would be supported by human remote operators whenever the robot cannot handle a task autonomously. The main research objective was to investigate how to design the human-robot interaction for a robotic system to assist elderly people with physical tasks at home according to this conceptual idea. The research procedure followed the principles of human-centered design and is structured into four phases: In the first phase, the context of use of the system to be designed was determined. A focus group study yielded characteristics and attitudes of several potential user groups. A survey determined the demands of elderly people and informal caregivers for services a semiautonomous assistive robot may provide. An ethnographic study investigated the living conditions of elderly people and determined technical challenges for robots operating in this type of environment. Another ethnographic study investigated the work environment in teleassistive service centers and determined the feasibility of extending their range of services to incorporate robotic teleassistance. In the second phase, two studies were carried out to understand the interaction requirements. The first study determined common types of failure of current autonomous robots and required human interventions to resolve such failure states. The second study investigated how the human assistance could be provided considering a range of potential interaction devices. In the third phase, a human-robot interaction concept with three user groups and dedicated user interfaces was designed. The concept and user interfaces were refined in an iterative process based on the results of evaluations with prospective users and received encouraging results for user satisfaction and user experience. In the fourth and final phase the utility of two specific user interface features was investigated experimentally. The first experiment investigated the utility of providing remote operators with global 3D environment maps during robot navigation and identified beneficial usage scenarios. The second experiment investigated the utility of stereoscopic display for remote manipulation and robot navigation. Results suggested temporal advantages under stereoscopic display for one of three investigated task types and potential advantages for the other two. / Forskningen behandlar problem med autonoma robotar som agerar i hemmiljö. Specifikt studeras konceptet semi-autonoma robotar, vilket innebär att robotarna stöds av mänskliga operatörer när de inte klarar uppgifter på egen hand. Syftet med forskningen är att undersöka design av människa-robotinteraktion för robotsystem som stöder äldres behov av hjälp med fysiska uppgifter i hemmiljö. Forskningen är användarcentrerad och har strukturerats i fyra faser: I den första fasen undersöktes användarkontexten för systemet. I en fokusgruppsstudie utforskades karakteristika och attityder för flera potentiella användargrupper. Kraven på en semi-autonom robot för att assistera äldre och informella vårdgivare fastställdes. En enkätstudie undersökte levnadsvillkor hos äldre för att utforska tekniska utmaningar dessa omgivningar ställer på robotar. En etnografisk studie undersökte arbetskontexten på servicecenter för teleassistans och undersökte genomförbarhet i att utöka tjänsteutbudet till att även inkludera teleassisterade robotar. I den andra fasen utfördes två studier för att få kunskap om interaktionskrav. Den första studien fastställde vanliga typer av fel som inträffar med nuvarande typer av autonoma robotar och de typer av mänsklig assistans som krävs för att hantera dessa fel. Den andra studien undersökte hur mänsklig assistans kan utformas givet en repertoar av potentiella interaktionsanordningar. I den tredje fasen utformades ett interaktionskoncept för människa-robot interaktionen för tre användargrupper med dedicerade gränssnitt. Koncepten och användargränssnitten förfinades i en iterativ process baserat på resultat från utvärderingar med tänkta användare, och resulterade i uppmuntrande resultat vad gäller användarnas uppskattning och tillfredsställelse. I den fjärde och sista fasen studerades nyttan hos två specifika gränssnitt experimentellt. Det första experimentet undersökte nyttan med att ge operatörer på distans globala 3D-kartor under robotnavigeringen och identifierade användarscenarier där detta kan utnyttjas. Det andra experimentet undersökte nyttan med en stereoskopisk display för att manipulera och navigera roboten på distans. Resultaten visar på temporala fördelar med stereoskopisk display för en av tre undersökta uppgiftstyper och potentiella fördelar för de andra två.
|
104 |
Gera??o de interfaces de usu?rio de sistemas Web para m?ltiplos dispositivos com o uso de componentes de IUSousa, Lirisnei Gomes de 20 August 2007 (has links)
Made available in DSpace on 2014-12-17T15:48:13Z (GMT). No. of bitstreams: 1
LirisneiGS.pdf: 852828 bytes, checksum: d8e0d9662bced4742e1d852cf03d78a8 (MD5)
Previous issue date: 2007-08-20 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior / This work presents an User Interface (UI) prototypes generation process to the softwares that has a Web browser as a plataform. This process uses UI components more complex than HTML elements. To described this components more complex this work suggest to use the XICL (eXtensinble User Interface Components Language). XICL is a language, based on XML syntax, to describe UI Components and IUs. XICL promotes extensibility and reusability in the User Interface development process. We have developed two compiler. The first one compiles IMML (Interactive Message Modeling Language) code and generates XICL code. The second one compiles XICL code and generates DHTML code / Este trabalho apresenta um processo de gera??o de prot?tipos de Interfaces de Usu?rio (IU) para software que tem como plataforma operacional um navegador Web. Este processo faz o uso de componentes de interface de usu?rio mais complexos que os elementos HTML. Para descrever estes componentes mais complexos este trabalho sugere o uso da linguagem XICL (eXtensible User Interface Components Language). A XICL ? uma linguagem, baseada em XML, para a descri??o de componentes de IU e de IUs. A XICL permite reusabilidade e extensibilidade no desenvolvimento de interfaces de usu?rios. Foram desenvolvidos dois compiladores, um que gera c?digo XICL a partir de c?digo IMML (Interactive Message Modeling Language) e outro que a partir de XICL gera DHTML
|
105 |
An accessible grocery store for low vision customers : Human-centered design of a universal shopping solution, with a focus on people with low visionPihl, Johan January 2018 (has links)
Around one percent of the Swedish population is defined as visually impaired and ten percent of them are classified as blind (Funka, n.d.; SRF, 2017a). A study shows that the prevalence of nearsightedness will increase to around half the population in the world in 2050 (Holden et. al., 2016). This suggests an increased need for solutions that work for people with reduced vision, not only for visually impaired but for a large group of the population. The aim of the project is to conceptualize a technological mainstream solution that supports people when shopping for groceries. The focus is on making this solution accessible for people with low vision. The project was planned based on the human-centered design process described by IDEO.org (2015), with an overall process divided into three phases: inspiration, ideation, and implementation. In the first phase, inspiration, a literature review was done, different field studies and other research methods were carried out. The outcome of the phase was three personas, two scenarios, and a design specification. During the second phase, ideation, the project scope was narrowed down – focusing on physical grocery stores (excluding online stores) and on conceptualizing a smartphone application. An ideation workshop was conducted, followed by concept creation, paper prototyping, scenario writing, user evaluations and a final concept selection. In the last phase, implementation, follow up feedback sessions were held and a simulation test of the final concept was held. Visualizations and presentation of the final concept were done. A list of summarized design principles was created, as support for further work on designing the application for low vision users. The final concept is based on a smartphone application that supports the customer through shopping list management, aisle navigation, item selection and item scanning, for a seamless customer experience for both people with full and low vision. The technology that will be utilized is Pricer AB's electronic shelf labels (ESL) with item positioning, customer navigation, and individual flashing light, combined with the grocery store online database with item descriptions and images. Here follows an example of how the interaction could look like for someone with low vision: He always prepares his shopping list before heading to the store, this way he knows the shopping will be easier for him. In the store, he gets all items on the list presented in the correct order of the store, in that way he knows what to search for. When looking for soy sauce from his shopping list he has trouble remembering where the section is, so he checks it up with the navigation. He realizes that it was just around the corner of where he just passed by. Once at the section he is presented with a list of different soy sauces in the application, matching his location, previous purchases and the soy sauce on his shopping list. He can now select the one that he prefers, and a picture of it appears on the screen, simultaneously a flashing green light appears by the item on the shelf, and he can easily and independently find the way right up to the soy sauce he wants. / Ungefär en procent av Sveriges befolkning är synskadade, och tio procent av dem är så pass gravt synskadade att de kan definieras som blinda (Funka, n.d.; SRF, 2017a). Enligt en studie förväntas närsynthet världen över att öka, och under 2050 vara uppe i hälften av jordens befolkning (Holden et. al., 2016). Detta tyder på ett ökat behov av lösningar som fungerar för personer med nedsatt syn, inte bara för synskadade utan för en stor del av befolkningen. Målet med projektet är att undersöka nuläget och behoven för synsvaga personer när de handlar mat, för att sedan kunna utveckla universell teknisk lösning som ska fungera som ett stöd när man handlar mat. Projektet planerades utifrån en människocentrerad designprocess beskriven av IDEO.org (2015), som är indelad i tre faser: inspiration, idégenereringen och genomförande. I den första fasen, inspiration, gjordes en litteraturstudie, flera fältstudier genomfördes, samt andra research metoder. Resultatet här var tre personas, två scenarion och en designspecifikation. Under den andra fasen, idégenereringen, ställdes nya avgränsningar upp för projektet – fokuset riktades nu mot den fysiska butiker (avgränsning från e-handeln) och att målet skulle vara att ta fram en smartphone-applikation. En idéworkshop genomfördes, konceptgenerering, skapande av pappersprototyper, scenarion, utvärdering med användare och ett slutligt konceptval. I sista fasen, genomförande, följdes det slutliga konceptet upp med tidigare deltagare och det slutliga konceptet testades i en simulerad studie. Visualisering och presentation av slutkonceptet gjordes. Designprinciper för utveckling av applikationer för synsvaga sammanfattades, för att fungera som stöd för vidare arbete med utveckling av konceptet. Slutkonceptet bygger på en smartphone-applikation som ska fungera som stöd för kunden, från skapandet av inköpslista, navigering i butiken, val och identifiering av varor och slutligen att scanna varan. I sin helhet skapar detta en komplett lösning i mataffären för både seende och synsvaga kunder. Tekniken som ska utnyttjas för konceptet är Pricer AB's elektroniska hyllkantsetikett-system (ESL-system) med positionering, kundnavigering samt en lysdiod på varje enskild etikett, i kombination med butikens online-databas med produktbeskrivningar och bilder på varorna. Här kommer en beskrivning av hur interaktionen med systemet kan gå till för någon som är synsvag: Han förbereder alltid sin inköpslista innan han går till affärer, eftersom han vet att det underlättar för honom. Väl i butiken får han varorna från inköpslistan presenterade i den ordningen de kommer, vilket förenklar letandeprocessen. När han letar efter sojasås som han har på listan har han svårt att komma ihåg var i butiken han hittar den, så han kollar upp det med navigeringsfunktionen. Han inser då att han missade den just bakom hörnet som han gick förbi. Väl framme vid sektionen får han en lista med olika sojasåser presenterade i applikationen, de baseras på hans position i butiken, tidigare köp och vad han har på inköpslistan. Han kan nu välja den han gillar och får då en bild på varan på sin skärm, samtidigt som en grön lampa blinkar precis där varan är placerad på hyllan. Han kan nu enkelt och självständigt plocka varan han vill ha från hyllan.
|
106 |
Um modelo baseado em princípios de usabilidade para aplicação em interfaces de usuário para a interação humano-computadorPechansky, Rubem January 2011 (has links)
A maturidade da área de Interação Humano-Computador (IHC) pode ser atestada pela grande quantidade de conjuntos formados por regras, diretrizes e normas (aqui designados como diretivas) que têm sido formulados por dezenas de autores como guias para o estudo, criação e melhoria de interfaces de usuário. No entanto, esses conjuntos apresentam diferenças significativas entre si: muitas dessas diretivas, incluindo algumas já consagradas no universo da IHC, não pertencem ao mesmo nível de abstração nem formam um conjunto homogêneo de enunciados. Essa falta de unidade, aliada à acelerada evolução das tecnologias digitais, tem contribuído para manter essas diretivas (e a própria disciplina de IHC, segundo alguns) em um estado constante de fragmentação e permanente modificação. Mesmo assim, podem ser encontrados princípios — ou leis essenciais, universais e imutáveis — que são subjacentes às diretivas e que podem delas ser extraídos através de uma metodologia adequada. Para contribuir com esse processo, a presente pesquisa apresenta uma revisão dos critérios utilizados para a compilação de conjuntos de diretivas de usabilidade, além de um método de três etapas para a redução progressiva de um número significativo de diretivas a uma lista simples de princípios de usabilidade. Os resultados deste trabalho incluem um modelo metodológico e um conjunto de sete princípios que podem ser utilizados para a pesquisa a e prática da Interação Humano-Computador. / The maturity of the Human-Computer Interaction (HCI) field can be attested by the large number of existing sets of rules, guidelines and standards (called directives herein) that have been formulated by dozens of authors as guidelines for the study, design and improvement of user interfaces. Still, these sets present significant differences among themselves: many of these directives, including some already established in the realm of HCI, do not belong to the same level of abstraction and do not constitute a homogeneous set of statements. This lack of unity, coupled with the rapid evolution of digital technologies, has contributed to maintain these directives (and, according to some, the very discipline of HCI) in a constant state of fragmentation and perpetual change. Even so, it is possible to find among them certain principles — i.e., essential laws that are universal and immutable — which underlie these directives and can be extracted from them using an appropriate methodology. To contribute to this process, this research presents a review of the criteria used to compile these sets of usability directives and a three-step method for the progressive reduction of a significant number of directives to a simple list of usability principles. The results include a methodological framework and seven principles that can be used for the research and practice of Human-Computer Interaction.
|
107 |
Um modelo baseado em princípios de usabilidade para aplicação em interfaces de usuário para a interação humano-computadorPechansky, Rubem January 2011 (has links)
A maturidade da área de Interação Humano-Computador (IHC) pode ser atestada pela grande quantidade de conjuntos formados por regras, diretrizes e normas (aqui designados como diretivas) que têm sido formulados por dezenas de autores como guias para o estudo, criação e melhoria de interfaces de usuário. No entanto, esses conjuntos apresentam diferenças significativas entre si: muitas dessas diretivas, incluindo algumas já consagradas no universo da IHC, não pertencem ao mesmo nível de abstração nem formam um conjunto homogêneo de enunciados. Essa falta de unidade, aliada à acelerada evolução das tecnologias digitais, tem contribuído para manter essas diretivas (e a própria disciplina de IHC, segundo alguns) em um estado constante de fragmentação e permanente modificação. Mesmo assim, podem ser encontrados princípios — ou leis essenciais, universais e imutáveis — que são subjacentes às diretivas e que podem delas ser extraídos através de uma metodologia adequada. Para contribuir com esse processo, a presente pesquisa apresenta uma revisão dos critérios utilizados para a compilação de conjuntos de diretivas de usabilidade, além de um método de três etapas para a redução progressiva de um número significativo de diretivas a uma lista simples de princípios de usabilidade. Os resultados deste trabalho incluem um modelo metodológico e um conjunto de sete princípios que podem ser utilizados para a pesquisa a e prática da Interação Humano-Computador. / The maturity of the Human-Computer Interaction (HCI) field can be attested by the large number of existing sets of rules, guidelines and standards (called directives herein) that have been formulated by dozens of authors as guidelines for the study, design and improvement of user interfaces. Still, these sets present significant differences among themselves: many of these directives, including some already established in the realm of HCI, do not belong to the same level of abstraction and do not constitute a homogeneous set of statements. This lack of unity, coupled with the rapid evolution of digital technologies, has contributed to maintain these directives (and, according to some, the very discipline of HCI) in a constant state of fragmentation and perpetual change. Even so, it is possible to find among them certain principles — i.e., essential laws that are universal and immutable — which underlie these directives and can be extracted from them using an appropriate methodology. To contribute to this process, this research presents a review of the criteria used to compile these sets of usability directives and a three-step method for the progressive reduction of a significant number of directives to a simple list of usability principles. The results include a methodological framework and seven principles that can be used for the research and practice of Human-Computer Interaction.
|
108 |
Um modelo baseado em princípios de usabilidade para aplicação em interfaces de usuário para a interação humano-computadorPechansky, Rubem January 2011 (has links)
A maturidade da área de Interação Humano-Computador (IHC) pode ser atestada pela grande quantidade de conjuntos formados por regras, diretrizes e normas (aqui designados como diretivas) que têm sido formulados por dezenas de autores como guias para o estudo, criação e melhoria de interfaces de usuário. No entanto, esses conjuntos apresentam diferenças significativas entre si: muitas dessas diretivas, incluindo algumas já consagradas no universo da IHC, não pertencem ao mesmo nível de abstração nem formam um conjunto homogêneo de enunciados. Essa falta de unidade, aliada à acelerada evolução das tecnologias digitais, tem contribuído para manter essas diretivas (e a própria disciplina de IHC, segundo alguns) em um estado constante de fragmentação e permanente modificação. Mesmo assim, podem ser encontrados princípios — ou leis essenciais, universais e imutáveis — que são subjacentes às diretivas e que podem delas ser extraídos através de uma metodologia adequada. Para contribuir com esse processo, a presente pesquisa apresenta uma revisão dos critérios utilizados para a compilação de conjuntos de diretivas de usabilidade, além de um método de três etapas para a redução progressiva de um número significativo de diretivas a uma lista simples de princípios de usabilidade. Os resultados deste trabalho incluem um modelo metodológico e um conjunto de sete princípios que podem ser utilizados para a pesquisa a e prática da Interação Humano-Computador. / The maturity of the Human-Computer Interaction (HCI) field can be attested by the large number of existing sets of rules, guidelines and standards (called directives herein) that have been formulated by dozens of authors as guidelines for the study, design and improvement of user interfaces. Still, these sets present significant differences among themselves: many of these directives, including some already established in the realm of HCI, do not belong to the same level of abstraction and do not constitute a homogeneous set of statements. This lack of unity, coupled with the rapid evolution of digital technologies, has contributed to maintain these directives (and, according to some, the very discipline of HCI) in a constant state of fragmentation and perpetual change. Even so, it is possible to find among them certain principles — i.e., essential laws that are universal and immutable — which underlie these directives and can be extracted from them using an appropriate methodology. To contribute to this process, this research presents a review of the criteria used to compile these sets of usability directives and a three-step method for the progressive reduction of a significant number of directives to a simple list of usability principles. The results include a methodological framework and seven principles that can be used for the research and practice of Human-Computer Interaction.
|
109 |
Synthesis of Conceptual Designs for SensorsSarkar, Biplab January 2015 (has links) (PDF)
National Programme on Micro and Smart Materials and Systems (NPMASS) / A computer-aided technique is developed in this thesis to systematically
generate concepts for sensors of a wide variety. A database of building
blocks, based on physical laws and effects that capture the transduction
rules underlying the working principles of sensors, has been developed to
synthesize concepts. The proposed method uses the database to first create
a concept-space graph and then selects concepts that correspond to paths
in the graph. This is in contrast to and more efficient than existing
methods, such as, compositional synthesis and graph-grammar synthesis,
where solution paths are laid out first and then a concept-space graph is
generated. The research also explores an approach for synthesis of
concepts for closed-loop sensors, where a quantity is sensed indirectly
after nullifying its effect by using negative feedback. These sensors use
negative feedback to increase the dynamic range of operation without
compromising the sensitivity and resolution. According to the literature,
generation of un-interesting solutions is a major drawback of the building
block-based synthesis approaches. In the proposed approach, this
shortcoming is mitigated substantially by using some rules. For a number
of the concepts generated, in the sensor problems attempted, we found
that those concepts were already implemented in existing patents; thus
emphasising the usefulness of the concepts produced. The synthesis
approach proposed new, feasible sensor concepts, thereby indicating its
potential as a stimulator for enhancing creativity of designers.
Another important problem is to improve the robustness of designs.
Robustness can be achieved by minimizing the side effects. Side effects
are defined as unwanted effects that affect the intended working of the
sensor. The research presents an algorithm that (a) predicts the potential
side effects for the synthesized concepts of sensors; (b) aids in
quantifying the magnitude of the side effects, thus helping the designer
to predict the significant side effects; and (c) suggests ways to improve
the robustness of the design.
|
110 |
Slag Hauler User Interface Design : Using human-centred design to create a user interface for heavy machineryRondahl, Robert, Larsson, Filip January 2017 (has links)
Within the field of heavy machinery, the driver environment and its user interface (UI) has not always been a high priority during product development. This is about to change since the user experience, especially of the driver, becomes more of a selling point. Kiruna Utility Vehicles (Kiruna UV), who manufactures slag haulers for the steel industry, has developed a new driver cabin to meet these future demands. The development has been conducted in collaboration with students at Luleå University of Technology. This master thesis aims to create a basis for the digital user interface of the Kiruna UV SH60 slag hauler. The needs of the users are very important in order to ensure a good user experience. This is why a human-centred design process was chosen for this project. Extensive research has been conducted with the drivers, mechanics, managers and manufacturer of the SH60 slag hauler. Research was conducted through field studies, where interviews, observations and eye tracking were used as the main tools.The slag hauler driver operates the vehicle in two positions, where the need for information differs. When the slag hauler is driven the driver is facing forward and in this position the slag hauler is similar to any other heavy machinery. The UI needs to display for example speed, gear and RPM. When loading or emptying slag pots, the driver turns around to manoeuvre the tipping system. In this position, information about the lockings, support legs and tipping system is the most important.Through brainstorming sessions and ideation workshops with the manufacturer and participants without connection to the slag hauler, ideas on how different types of information can be shown were generated. Ideas regarding layout of the UI were also produced. These ideas were then mapped onto four different concepts that were developed through several iterations. These were then evaluated through a survey study, a usability test and feedback sessions with slag hauler drivers, mechanics and the manufacturer.A final concept was created that accommodates all the information that is needed in order to operate and maintain the slag hauler in a safe and efficient way. That is for example speed, RPM, information about the tipping system and data from the engine, transmission and hydraulic system. The final concept contains the parts of the four previous concepts that proved to work the best in the concept evaluation. The user interface has a modern look that fits into the new driver cabin design. We have shown that the user experience of the driver and service personnel can be improved through the user interface, by adapting it to user needs. We have also shown what benefits can be achieved by using a human-centred design approach within the field of heavy machinery. / I tunga fordon har förarmiljön och dess användargränssnitt ofta varit lågt prioriterad under produktutvecklingen. Detta håller på att förändras då användarupplevelsen, i synnerhet för föraren, blir ett allt viktigare försäljningsargument. Kiruna Utility Vehicles (Kiruna UV), som tillverkar slaggtruckar för stålindustrin, har tagit fram en ny förarhytt för att möta dessa nya krav. Utvecklingen av förarhytten har skett i samarbete med studenter vid Luleå Tekniska Universitet. Detta examensarbete på masternivå har haft som syfte att skapa ett digitalt användargränssnitt för Kiruna UV:s slaggtruck modell SH60.Användarnas behov är viktiga för att kunna säkerställa en bra användarupplevelse. Därför valdes en människocentrerad designprocess för detta projekt. Omfattande användarstudier har genomförts tillsammans med förare, mekaniker, beslutsfattare och tillverkaren av slaggtrucken. Efterforskningarna har utförts i form av en fältstudier där intervjuer, observationer och eye-tracking användes som huvudsakliga verktyg.Slaggtrucksföraren manövrerar slaggtrucken i två olika positioner, där informationsbehovet skiljer sig åt. Vid körning av slaggtrucken är föraren vänd framåt och i detta läge är den ganska lik andra tunga maskiner. Användargränssnittet måste förmedla information om varvtal, hastighet, växel och bränslenivå.Vid lastning eller tömning av slaggdeglar vänder sig föraren om för att manövrera tippsystemet. I detta läge måste gränssnittet förmedla information om lyftarmarnas position, låsningar och stödben.Genom brainstorming och idéskapande workshops med intressenter och deltagare utan erfarenhet av slaggtruckar, skapades idéer om hur information kan presenteras. Även idéer för gränssnittets layout togs fram. Idéerna kopplades sedan till fyra olika koncept som utvecklades i flera iterationer. Dessa utvärderades genom en enkätundersökning, ett användartest samt återkopplingsmöten med slaggtrucksförare, mekaniker och tillverkare. Ett slutligt koncept skapades, som innehåller den information som behövs för att manövrera och underhålla slaggtrucken på ett säkert och effektivt sätt. Exempel på detta är varvtal, hastighet och information om tippsystemet. Konceptet innehåller de delar av de fyra koncepten som visade sig fungera bäst under konceptutvärderingen. Användargränssnittet har ett modernt utseende som passar in i den nya förarhytten. Vi har visat att användarupplevelsen för förare och servicepersonal kan förbättras genom att anpassa gränssnittet efter deras behov. Vi har också visat vilka fördelar som finns med att använda en människocentrerad designprocess för produktutveckling av tunga maskiner.
|
Page generated in 0.095 seconds