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The role of culture in the structure of categories of application between Denmark and ChinaNawaz, Ather January 2008 (has links)
<p>This project aims to investigate the impact of culture on the results of established methods of usability testing. The production and use of technologically advanced information and communication applications are no longer restricted to the Western world, and there are indications that usability testing procedures developed for use in, e.g., Europe or the US do not give reliable results in countries such as India, China or Malaysia. This project is an in-depth investigation of the cultural specifics that go into usability test situations in three countries: Denmark, India and China. In a second phase we want to explore possible developments of the testing methods in order to avoid cultural bias and produce comparable results across countries of the world</p> / This research is a part of project of Culturalusability. http://culturalusability.cbs.dk/
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Vartotojo sąsajos modeliavimas duomenų srautų specifikacijos pagrindu / User Interface Design Based on the Data Flow SpecificationEidukynaitė, Vilma 29 May 2006 (has links)
The user interface is the direct mediator between the user and the system. It is one of main factors which influences how fluently and with what time resources system could be integrated into business process and how fast systems deployment could be performed. User interface is one of the most important points in software design, because it determines quality and rate of project implementation. Software design methodologies, based on Unified Modeling Language (UML), Oracle CASE, introduced by C. Finkelstein, D. J. Anderson, V. Balasubramanian, A. Granlund, D. Lafreniere, D. Carr are analyzed in this paper. The user interface modeling method based on data flow specification is presented in this work; the software prototype of modeling user interface based on this method is implemented.
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INFLUENCE OF DESIGN ELEMENTS IN MOBILE APPLICATIONS ON USER EXPERIENCE OF ELDERLY PEOPLE : An Experiment approachDonthula, Sushmitha January 2016 (has links)
Context: Technology in the field of health care has taken a step forward for making easy health maintenance on a daily basis. With gradual increase in the elderly population, it is important to provide this them, the facilities gained with the use of technology. But it is observed that the elderly show reluctance to the use of new technology like the mobile applications. In the thesis, an effort is made to overcome this barrier with the study of both user experience of elderly and user interface design of a m-health application and analyzing a relation among them.Objectives. In this thesis, user interface design responsible for an increase in the user experience of elderly is focused, to create a base for mobile application developers to design m-health applications that improve the usability of the application.Methods. Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment./Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Comparison is made between the user experience in both the cases and conclusion about the relation between the user experience and user interface design of Objectives: In this thesis, user interface design responsible for an increase in the user experience of elderly is focused, to create a base for mobile application developers to design m-health applications that improve the usability of the application.Methods. Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment./Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Methods: Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment.Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Results: The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Comparison is made between the user experience in both the cases and conclusion about the relation between the user experience and user interface design of the m-health application is made.Conclusions. With the analysis, we can conclude that the combined user interface design of Conclusions: With the analysis, we can conclude that the combined user interface design of m-health application, when designed as per the interest of elderly people can increase the user experience of the elderly while using the application. Besides, it increases the usability of the application resulting in the elderly population gets benefited with the advanced mobile technologies for their health promotion.
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A GUI Standard's Impact on Usability / Hur en GUI standard påverkar användbarhetSjöberg, Hanna, Ukus, Demet January 2001 (has links)
Designing usable Graphical User Interfaces (GUIs) is a complex process and requires at least two things: knowledge of known GUI design principles and guidelines, and knowledge of structured methods for achieving usability. The purpose of writing this thesis was to investigate whether a GUI standard increases a program's usability or not. In many cases, people who take part in GUI decisions do not consider following a standard and the decisions are often based on what is best for them. Consequently, in most of the cases, programs turn out to be inconsistent and less usable. But following a GUI standard does not necessarily guarantee usability. To carry out the investigation, the GUI of a program was deliberately manipulated. Apart from the original one, two more versions were created; one strictly according to the Microsoft Standard, and one that among other things violated the standard. To be able to compare the three GUI versions, usability testing with four test users was conducted. The result of the entire investigation showed that a GUI standard increased the usability considerably. But the result also showed that the test users found the GUI, that in some aspects violated the standard, more pleasant to use, that is to say, users' satisfaction was higher. This indicates that standards ensure consistency, which provides a sense of stability and makes the GUI familiar and predictable. But GUIs should also be tailored for and validated against the users' requirements, and this is done with structured methods for achieving usability. As a GUI designer, your knowledge of the standards is the absolute minimum requirement for developing GUIs. By knowing and understanding the standards, you will also have the knowledge of how to violate the standards in order to achieve a higher degree of usability.
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Eye Tracking Interface Design for Controlling Mobile Robot / Eye Tracking Interface Design for Controlling Mobile RobotJan, Muhammad Asghar, Bukhari, Syed Majid Ali Shah January 2009 (has links)
This thesis provides a baseline study for eye tracking user interface design for controlling a mobile robot. The baseline study is an experiment involving the use of a radio controller (RC) to drive the robot, while gaze data is collected from each subject monitoring the position of robot on the remote screen that displays the view for the turret-mounted video camera on the robot. Initial data from the experiment provides a foundation for interface design of actual control of the mobile robot by gaze interaction. Such an interface may provide Tele-presence for the disable. Patients with motor disability cannot use their hands and legs but only use their eye motions. Such applications of an eye tracking system can provide patients with much flexibility and freedom for search and identification of objects. / Muhammad Asghar Jan (+46-700183140) syedmaji@hotmail.com (+46-736805771)
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Genreanalys som en del av designprocessen : En analys av genren Webbaserade Geografiska InformationssystemBlomkvist, Johan January 2007 (has links)
Boverket har huvudansvar för att skapa en portal för samhällsplanering som ska kunna förse kommuner, landsting, företag och privatpersoner med olika typer av kartinformation. Denna portal kallas Planeringsportalen och som ett led i dess utveckling hölls ett designmöte i april 2007. Inför mötet gjordes en analys av diverse förebilder för att beskriva de goda designlösningar som finns i genren WebGIS, enligt förlaga från Lundberg, Holmlid och Arvolas (2007) arbete. Uppsatsen beskriver hur dessa designlösningar kan användas i designen av Planeringsportalen tillsammans med en redogörelse för hur förebilder kan bidra till en bättre designprocess. Genren representeras i arbetet av webbplatserna Eniro, Norge digitalt, RATP samt Mapquest som alla studerats enligt ett formaliserat förfarande. Analysen identifierade ett stort antal goda designlösningar varav en del ansågs passa in i Planeringsportalens designsituation.
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A Usability Engineering approach to developing an e-commerce web applicationKvist, Markus January 2006 (has links)
Usability is an important aspect of product development that deals with the quality of interaction between the user and the product. Capturing requirements is aimed at understanding what the users expect the system to do. This report attempts to apply principles from both the Usability Engineering and the Requirements Engineering methodologies in the development of a subsystem for managing an e-commerce solution. The main focus is on the user interface design, which is developed by iterating the three phases of design, usability testing and evaluation, until the desired level of usability is achieved. Prototyping was central to the rapid development, but the use of software prototyping tools instead of paper-mockups would reasonably have improved the usefulness of the evaluations. The desired usability level was set to reach a specified fix point, instead of attempting to achieve some absolute usability metrics as is typically practiced. The former approach was apparently simpler to use without the broader experience otherwise needed to write reasonable requirements. The transition from the throw-away prototype to the implemented evolutionary prototype in ASP.NET posed some interesting problems that are further discussed.
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Ett planeringsverktyg för TV-postproduktion / A resource planning tool for TV post-productionRydén, Andrea January 2015 (has links)
This report describes the process of outlining a design proposal for a resource planning tool for TV post-production. A feasibility study in form of a participant observation has been carried out on-site, which has resulted in a requirement specification. Based on the requirement specification, mockups have been created to illustrate the functions and features that a final planning tool should have. In addition to developing a design proposal, an evaluation of the existing resource planning tool Ganttic has been conducted. Ganttic has been reviewed based on how well it meets the list of requirements. The result shows that Ganttic fails to meet a crucial requirement, thus cannot be used by the client. The recommendation is instead that the client implements the functions described in the design proposal in their current booking system.
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Representations in development of usable computer-based systems : Contains a suggestion for a user-involved methodology forLorenc, Boris January 2000 (has links)
The inability of standard cognitive science, the information-processing approach, to provide theoretical underpinnings for designing usable computer-based systems has already been noted in the literature. It has further been noted, with varying degrees of clarity, that the breakdown of standard cognitive science in this respect is not an independent event, but that it rather is coupled with the spreading of computer use, that is, the appearance of personal computers, which brought into plain view the incommensurability of humans and present-day computers, and the difficulty in "interfacing" them to each other. In this work, the insufficiency of standard cognitive science is investigated towards demonstrating that it lies in the fallacious assumption and reliance on mental representations as formally defined physical entities on which mental operations are performed. It is further argued that, if the formal approach within cognitive science is seriously taken, then cognitive science cannot account for some important cognitive processes, namely abstraction and interpretation. In its empirical part, this study is related to a concrete development project. With respect to a possible application within it, some newer cognitive theories are reviewed and discussed, namely those that take into account environment, society, situation, and artefacts. Based on these considerations and the theoretical findings regarding standard cognitive science, a method for designing user interface is proposed and applied. Inspired by phenomenology and bearing similarities with nondirective counselling, it is referred to as "user-directed" method. Possible approaches to assessment of its validity are discussed.
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Användargränssnitt för terminologihanteringLinnea, Tyni January 2015 (has links)
This study focuses on creating an instrument for terminologists to use when working with terminology in different fields of work that require structured documentation. When evaluating the prototype of the instrument the test-participants won’t be terminologists. The methods used to create the instrument are sketching and prototyping a wireframe. The evaluation of the prototype is done with ‘think aloud-protocol’ and heuristic evaluation. The results are presented as annotated pictures of the prototype.
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