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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.
551

Konzeption und Umsetzung eines Werkzeugs zur Definition von Navigationsflüssen mittels Dienstannotationen

Martens, Felix 20 September 2010 (has links)
Die Diplomarbeit stellt einen innovativen und leichtgewichtigen Modellierungsansatz zur Beschreibung interaktiver, dienstbasierter Anwendungen auf Basis von Dienstannotationen vor.
552

Investigation Of Complex Strategy Games On Console: Evaluating The Potential Possibilities Of One User Interface To Rule Them All

Nisbel, Aron January 2021 (has links)
Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) designs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User Experience (UX) of these games. Considering the lack of Grand Strategy Games on consoles, eleven existing strategy games on console similar to Grand Strategy Games were chosen to be investigated further with the aim to find possible best practices and/or the most important aspects of the player’s experience in these games. Through discussion with game industry experts (experienced and senior UX designers), the UI and UX of strategy games on console were broken down and grouped as specific game interactions, with emphasis on the similarity to Grand Strategy Games. By using the defined game interactions, a quantitative survey was carried out to pinpoint the game interactions with the biggest impact on the player’s experience. The analysis of the results from the 864 respondents in the quantitative survey showed the importance of console first. It could be determined by looking at how well the only console first game of the survey did. Halo Wars 2 had the overall best-perceived experience in five out of the eight defined game interactions. Yet the participants preferred playing Halo Wars 2 on PC to an equal extent as they preferred to play it on consoles, concluding that console first seems to be the design approach to use when a game studio wants to ship a game simultaneously to both PC and consoles since it gives the overall best player experience. Furthermore, the pace, meaning the speed with which the player can execute specific in-game actions and reach their goals, was found to be a major factor in the player’s experience of the chosen strategy games on console. This led to a further developed definition of the pace through discussion and workshops with industry experts. Research then continued with remote and unmoderated playtests (qualitative usability testing) of two of the chosen games being most similar to Grand Strategy Games; Stellaris and Sid Meier’s Civilization VI. These playtests aimed to find what are the most important aspects of the pace and how the pace affects the player's experience. When the participants were asked to rank what they thought has the biggest impact on the pace in the game, game mechanical aspects were ranked higher than UI and UX aspects of the pace. This shows the game mechanics to be more important than the UI and UX aspects of the pace when designing the pace in a game like Stellaris and Sid Meier’s Civilization VI.
553

Improving the efficiency and sustainability of indoor climate commissioning : How user experience design can improve the commissioning process

Ziai, Milad, Polli Ghedin, Silvio, Lindstrand, Sofie January 2022 (has links)
Buildings consume a significant portion of the world's overall electricity consumptionand it is critical for people's well-being and performance to have a good indoor climate. This is projected to rise as living conditions improve and climate change occurs. This means that energy-efficient interior climate systems are critical, and it is a worthwhile topic to research. This Master Thesis is focused on the topic of indoor climate and how user experience design can improve efficiency and sustainability in the commissioning process. In addition to being a topic that is not much explored, the longer it takes to install wireless systems, the more expensive and more harmful it is to construction sites. The aim of this study was to identify challenges that users face during the commissioning process. Another aim of this research was to investigate what are the improvement opportunities in the indoor climate commissioning process. The final aim of this study is an artifact that has been created with suggested actions that address the identified challenges that users encounter during the commissioning process. The methods chosen for this research will be a combination of qualitative and quantitative research, known as a mixed-method approach. This approach will be used to obtain answers to the study's research questions. The outcome of the survey and interviews with employees who have participated in the commissioning processsomehow will enable us to answer the research questions. The project includes, for example, user studies, technical studies, and the development of new concepts.
554

Experience Programming: an exploration of hybrid tangible-virtual block based programming interaction

De Oliveira, Clarissa C. January 2018 (has links)
In less than a century, programming languages have assumed many forms in adapting to system’s needs and capacities, of which our cognitive systems are a part. One variation, tailored specifically for the cognitive processes in children’s education of computational concepts, and nowadays successful among novice adult learners too, is that of visual block based programming. From the pool of available block based programming environments, Scratch is the most popular for users, and therefore becomes a good topic for researchers interested in contemporary educational discussions, including that of coding as a curricular activity in schools. Although inspired by the educational philosophy of using abstract physical blocks in foundational learning, the mainly visual interface of Scratch is made for keyboard and mouse mediated interaction with the digital content on-screen, producing audio-visual feedback. This research is a case study of Scratch, where the shortcomings found in interactions with its environment motivate the investigation of a potential hybrid technology – tangible and visual – for enhanced learning of foundational concepts in block based programming. The investigation is characterized by progressive cycles of conceptual design, supported by prototyping and testing. The results from its design process present the benefits and challenges of this hybrid concept to inform and inspire the development of new technologies for learning, as well as it should inspire designers of Tangible User Interfaces (TUIs) for learning and the educational community of computing to challenge the current ways of learning. The work here presented is concerned with acknowledging and building onto strengths of existing technologies, rather than substituting them with disruptive ideas.
555

Optimization Approach for Multimodal Sensory Feedback in Robot-assisted Tasks

Mandira S Marambe (11192937) 28 July 2021 (has links)
<div> <p><br></p> </div> Individuals with disabilities and persons operating in inaccessible environments can greatly benefit from the aid of robotic manipulators in performing activities of daily living (ADLs) and other remote tasks. Users relying on robotic manipulators to interact with their environment are restricted by the lack of sensory information available through traditional operator interfaces. These interfaces only allow visual task access and deprive users of somatosensory feedback that would be available through direct contact. Multimodal sensory feedback can bridge these perceptual gaps effectively. Given a set of object properties (e.g. temperature, weight) to be conveyed and sensory modalities (e.g. visual, haptic) available, it is necessary to determine which modality should be assigned to each property for an effective interface design. However, the effectiveness of assigning properties to modalities has varied with application and context. The goal of this study was to develop an effective multisensory interface for robot-assisted pouring tasks, which delivers nuanced sensory feedback while permitting high visual demand necessary for precise teleoperation. To that end, an optimization approach is employed to generate a combination of feedback properties to modality assignments that maximizes effective feedback perception and minimizes cognitive load. A set of screening experiments tested twelve possible individual assignments to form the combination. Resulting perceptual accuracy, load, and user preference measures were input into a cost function. Formulating and solving as a linear assignment problem, a minimum cost combination was generated. Results from experiments evaluating efficacy in practical use cases for pouring tasks indicate that the solution is significantly more effective than no feedback and has considerable advantage over an arbitrary design. <br>
556

Designing a user friendly search interface for analog workers : A pilot study inside a costume and prop warehouse / Design av ett användarvänligt sökgränssnitt för analoga arbetare : En pilotstudie inuti ett kostym- och rekvisitaförråd

Stenis Perron, Simone January 2018 (has links)
The Swedish Television ́s department for costumes and props is digitizing the work processes concerning the documentation, rental and storage of over two million objects. This thesis is a pilot study with the objective of investigating which design elements are crucial to ensure a smooth transition from the analog domain to the digital, in a specialized field. By utilizing core usability techniques, such as observations, workshops, paper prototypes and workload estimates, the key habits and work methods of the employees became apparent. This information was used to produce a high fidelity prototype of a search user interface, which was tested by 7 employees, followed by the NASA Task Load Index questionnaire. Results showed a statistically significant decrease in mean subjective workload and an increase in satisfaction while using the prototype. / Sveriges Televisions avdelning för kostym och rekvisita håller på att digitalisera arbetsprocesserna gällande dokumentation, uthyrning och förvaring av över två miljoner objekt. Detta examensarbete är en pilotstudie med syfte att undersöka vilka designelement som är avgörande för att garantera en smidig övergång från det analoga till det digitala, inom ett specialiserat område. Genom användning av typiska tekniker för användbarhet, såsom observationer, workshops, pappersprototyper och uppskattning av arbetsbörda, blev betydande vanor och arbetsmetoder för de anställda tydliga. Denna information användes för att skapa en high fidelity prototyp av ett sökgränssnitt, vilken testades av 7 anställda. Detta följdes av NASA Task Load Index-formuläret. Resultaten visade en statistisk signifikant minskning av medelvärdet för den subjektiva arbetsbördan samt en ökning av nöjdhet vid användandet av prototypen.
557

Online Construction of Android Application Test Suites

Adamo, David T., Jr. 12 1900 (has links)
Mobile applications play an important role in the dissemination of computing and information resources. They are often used in domains such as mobile banking, e-commerce, and health monitoring. Cost-effective testing techniques in these domains are critical. This dissertation contributes novel techniques for automatic construction of mobile application test suites. In particular, this work provides solutions that focus on the prohibitively large number of possible event sequences that must be sampled in GUI-based mobile applications. This work makes three major contributions: (1) an automated GUI testing tool, Autodroid, that implements a novel online approach to automatic construction of Android application test suites (2) probabilistic and combinatorial-based algorithms that systematically sample the input space of Android applications to generate test suites with GUI/context events and (3) empirical studies to evaluate the cost-effectiveness of our techniques on real-world Android applications. Our experiments show that our techniques achieve better code coverage and event coverage compared to random test generation. We demonstrate that our techniques are useful for automatic construction of Android application test suites in the absence of source code and preexisting abstract models of an Application Under Test (AUT). The insights derived from our empirical studies provide guidance to researchers and practitioners involved in the development of automated GUI testing tools for Android applications.
558

Intuitive programming of mobile manipulation applications : A functional and modular GUI architecture for End-User robot programming / Intuitiv programmering av mobil manipulations applikationer : En funktionell och modulär GUI arkitektur för slutanvändares robot programmering

De Martini, Alessandro January 2021 (has links)
Mobile manipulators are changing the way companies and industries complete their work. Untrained end users risk facing unfunctional and nonuser- friendly Graphical User Interfaces. Recently, there has been shortages of people and talent in the heathcare industry where these applications would benefit in being used to accomplish easy and low level tasks. All these reasons contribute to the need of finding functional robot-user ways of communicating that allow the expansion of mobile manipulation applications. This thesis addresses the problem of finding an intuitive way to deploy a mobile manipulator in a laboratory environment. This thesis has analyzed whether it is possible to permit the user to work with a manipulator efficiently and without too much effort via a functional graphical user interface. Creating a modular interface based on user needs is the innovation value of this work. It allows the expansion of mobile manipulator applications that increases the number of possible users. To accomplish this purpose a Graphical User Interface application is proposed using an explanatory research strategy. First, user data was acquired using an ad hoc research survey and mixed with literature implementations to create the right application design. Then, an iterative implementation based on code-creation and tests was used to design a valuable solution. Finally, the results from an observational user study with non-roboticist programmers are presented. The results were validated with the help of 10 potential end users and a validation matrix. This demonstrated how the system is both functional and user-friendly for novices, but also expressive for experts. / Mobilmanipulatorer förändrar sättet som företag och industrier utför sitt arbete. Otränade slutanvändare och särskilt de utan programmeringskunskap kommer att bemötas av icke-funktionella och användarovänliga grafiska användargränssnitt. Den senaste tiden har det varit brist på specialiserad personal inom hälsovårdsindustrin som har resulterat i ett beroende på dessa applikationer för att genomföra enkla uppgifter samt uppgifter på låg nivå. Alla dessa faktorer bidrar till det ökande behovet att hitta ett funktionellt sätt att kommunicera mellan robot och slutanvändare vilket tillåter expansionen av mobilmanipulatorapplikationer. Arbetet som beskrivs i denna avhandling adresserar problemet att finna ett intuitivt sätt att använda en mobilmanipulator i ett laboratoriemijö. Möjligheten att tillåta användaren att på ett enkelt och effektivt sätt arbeta med en manipulator via ett funtionellt grafiskt användargränssnitt analyseras. Innovationsvärdet och detta examensarbetes bidrag till nuvarande kunskap betraktar möjligheten att skapa ett modulärt gränssnitt baserat på användares behov. Detta möjliggör expansionen av mobilmanipulatörers applikation vilket ökar antalet möjliga användare. En förklarande forskningsstrategi används för att föreslå en grafisk användargränssnittsapplikation för att uppnå detta mål. Först användes data från ad hoc-undersökningar blandat med litteraturimplementeringar för att skapa den rätta applikationsdesignen. En iterativ implementering baserad på kodskapande samt tester användes sedan för att designa en värdefull lösning redo att testas. Slutligen presenteras resultat från en användarobservationsstudie med icke-robotikprogrammerare. De insamlade resultaten som samlades in under valideringsstadiet tack vare en grupp bestående av tio potentiella slutanvändare har analyserats genom användandet av en valideringsmatris som är baserad på tre parametrar. Detta demonstrerade hur systemet är både funktionellt och användarvänligt för nybörjare men också expressivt för experter.
559

Automated GUI Tests Generation for Android Apps Using Q-learning

Koppula, Sreedevi 05 1900 (has links)
Mobile applications are growing in popularity and pose new problems in the area of software testing. In particular, mobile applications heavily depend upon user interactions and a dynamically changing environment of system events. In this thesis, we focus on user-driven events and use Q-learning, a reinforcement machine learning algorithm, to generate tests for Android applications under test (AUT). We implement a framework that automates the generation of GUI test cases by using our Q-learning approach and compare it to a uniform random (UR) implementation. A novel feature of our approach is that we generate user-driven event sequences through the GUI, without the source code or the model of the AUT. Hence, considerable amount of cost and time are saved by avoiding the need for model generation for generating the tests. Our results show that the systematic path exploration used by Q-learning results in higher average code coverage in comparison to the uniform random approach.
560

Zeals - Predicting and Designing for anticipation and recollection

Gavie, Dan, Gran, Anders January 2007 (has links)
Zeals är en mobil applikation där användaren tillåts att kollaborativt uppleva förväntan och erinran inför och efter en händelse. Genom att användaren bidrar med media som hon själv definerat som relevant för händelsen kan mobiltelefonen fungera som ett medium där kopplingar och relevans är upp till användaren. Parallellt har ett designverktyg för användarjämförelser tagits fram - Persona Activity Framework. PAF syftar till att genom ett scenario visa skillnader och likheter mellan tilltänkta användare. / This master thesis in interaction design deals with two major scopes. First, it will describe how a design concept regarding events is initiated. Second, and parallel, a practical tool for user representations will be formed and used to illustrate a foundation for design. By providing examples of projects related to how anticipation and recollection can be experienced we highlight our work area. In addition to this, we present tools that we consider beneficial regarding user insights. Out of these two fields we describe a process where a mobile phone application is created situated within industrial borders. The result of this process consequently consist of two parts each depending on the other. The application, Zeals, demonstrates both how anticipation and recollection can be experienced. The second part of the end result, PAF, demonstrates how we have represented users and concludes that it can be used in other projects as well. Hence, our final result needs to be interpreted depending on design approach and it’s nature.

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