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The Negative Effects Of Technology-driven Design On User-product Interaction And Product UsabilityGultekin, Pelin 01 May 2004 (has links) (PDF)
In the last decades, the rapid change and prevalent use of technology are concerning, as they induced effects which mainly altered various encompassing contexts like consumer market dynamics and product development processes. Evidently, these transformations also affect the way users interact with products.
It is observed that, technological novelties are applied in the competitive market as a tool for product differentiation. In addition, the rapid development of these technologies is a dominating factor on shortening product lifecycles. Resulting from these two factors, implementing latest technologies in new products is interpreted by producers as an absolute way of achieving market success. Consequently, most of the products in everyday life are designed with a primary aim to implement latest technological advances, without appropriate consideration of user requirements and characteristics. The phenomenon has negative consequences on product usability.
This study basically examines the usability problems that are related with digital technology impelementations in consumer products. The evaluations are based on the contexts such as: changes in contemporary market conditions with the effects of the recent technological developments, technology-driven approaches in product development processes and the transformative consequences of digital technology applications on user-product interaction. Literature surveys are employed as method.
Finally, interaction characteristics of digital products and the contexts in which they are used are evaluated and it is argued that, the usability problems are due to the deficiency in evaluations of user characteristics and requirements during the product development processes, in general terms.
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The Contribution Of User-centered Design To Consumer PackagesKesercioglu, Burcin 01 October 2005 (has links) (PDF)
End-users often complain about usability and safety problems in consumer packages. This study shows that these issues are an obstacle to the achievement of user satisfaction and to gain a competitive advantage in the market. To this end, a case study on food and beverage packages was done in order to identify and analyze these usability and safety problems based on the lifetime phases of packages in which end-users are involved.
The study revealed that safety, clarity, legibility, visibility, storability, openability, re-closability, usefulness, and pleasantness are key areas where problems are widespread and should be considered by package developers and designers. The study also indicated that the problems occurred during use result from insufficiencies in current package design processes. These insufficiencies occur basically in the specification of the context of package use, identification of usability requirements, and the active involvement of the actual users in the package design processes.
This study also highlights the need for a user-centered approach to package design in order to overcome the insufficiencies in current package design processes in a structured way and thus to achieve usable and safe packages. In addition, based on the literature and case study findings, checklists for user-centered package design process activities and for the design and evaluation of the packages are included. Moreover, a set of methods to be used during user-centered package design process is recommended.
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Revealing the secret pieces of the puzzle : Studying the hidden influences of agile development context on user-centered designLaanpere, Jaak January 2018 (has links)
In a world dominated by digital technologies, user-centered design aims to ensure that the users are catered with solutions that deal with their needs. As agile methods have become a prevalent approach in software development, it is crucial for the two disciplines to work together. However, existing studies have already presented incompatibilities between the methods of the two disciplines. This study intends to investigate the impact that agile principles have on the adoption of user-centered approach on a broader scale through the many parties involved in the process. By conducting interviews with practitioners and interpreting the results through the lens of Engeström’s activity system model, the findings of the study reveal significant influences imposed on the user-centered approach by external and organizational factors that are intensified by the agile principles. Three main areas of concern are identified and accompanied by broad suggestions on how to approach resolving them, focusing on the empowerment of UX designers, accurate deliberation of the intentions and practices of user-centered approach, and close collaboration to raise awareness of the benefits of user-centered approach. Lastly, it is emphasized that the identified areas of concern – primarily the problematic impact from clients and executives – need further extensive research to provide definitive solutions.
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Estudo de parâmetros de design para a otimização da inserção de textos em português em teclados virtuais de dispositivos móveis de pequenas dimensões equipados com telas sensíveis ao toque / Study of design parameters for the optimization of the insertion of texts in Portuguese on virtual keyboards of mobile devices of small dimensions equipped with touch screensMarcelo de Carvalho Pirk 19 April 2017 (has links)
Este estudo buscou identificar variáveis e parâmetros determinantes para a otimização do design da interface dos teclados virtuais de padrão Qwerty no contexto da produção de textos em português. Tendo como fonte principal de dados o usuário final, buscou-se, nesta pesquisa, entender de que maneira os variados sistemas de teclado e as diversas configurações possíveis se adequam aos hábitos e à cultura de uso dos diferentes usuários, considerando-se, neste ponto, as diferenças entre a língua inglesa (condicionante do arranjo Qwerty) e a portuguesa. A pesquisa foi composta de dois experimentos e um questionário e conduzida junto a usuários de dispositivos móveis com telas de 3,5 a seis polegadas, limites que englobam grande parte dos aparelhos equipados com os teclados aqui analisados. No capítulo 1 contextualizou-se o problema estudado e definiu-se espectro da pesquisa. O capítulo 2 apresenta a revisão bibliográfica sobre o tema e trata do uso do teclado desde seu surgimento até sua utilização em smartphones, das especificidades da língua portuguesa e de caminhos, métodos e soluções encontrados em pesquisas correlatas. No capítulo 3 são apresentados os métodos utilizados em cada etapa do estudo: o questionário buscou respostas junto a 302 usuários a respeito de diversos fatores ligados à utilização do teclado virtual em smartphones; os dois experimentos envolveram a gravação em vídeo da interação de 17 participantes com o teclado em diferentes tarefas de inserção de textos em português, o primeiro envolvendo a cópia de textos pré-definidos em diferentes configurações de teclado, e o segundo a análise da produção de textos livres no aparelho do próprio participante, configurado conforme suas preferências pessoais. O capítulo 4 apresenta as análises empreendidas em cada etapa de interação com usuários e o capítulo 5 mostra as conclusões a que se chegou com base nos dados analisados. Os resultados mostraram que em grande parte dos aparelhos o desenho do teclado é pautado pelo arranjo Qwerty, que delimita o tamanho e mapeamento das teclas mais utilizadas para inserção de textos. Observou-se também que os usuários que utilizam seus aparelhos com maior versatilidade têm maior fluência no uso do teclado e acabam por contornar as limitações da interface, vindo a avaliar melhor o sistema. O uso eficiente do teclado estaria ligado não especificamente à velocidade de digitação, mas a um ritmo próprio de cada indivíduo que, quando alterado, contribui para a incidência de erros. Nesse sentido, verificou-se que as tarefas de cópia, por envolver a observação constante do texto a ser reproduzido, tendem a causar pausas no processo de digitação, aumentando a probabilidade da ocorrência de toques em teclas diferentes das pretendidas. Erros deste tipo, mais comuns, mostraram-se estar atrelados à maior utilização das teclas e parecem ser, portanto, inevitáveis. O processo de prevenção e correção de falhas de digitação, desta forma, mostrou-se fator fundamental na utilização deste tipo de teclado, evidenciando a importância dos assistentes de digitação. Estes, no entanto, podem vir a condicionar a maneira como o usuário interage com o teclado e, em alguns casos, contribuir para a ocorrência de erros. / This study seeks to identify, in the context of Portuguese text entry, determinant variables and parameters for the Qwerty keyboard interface design optimization. Considering that the primary data source is the final user, this research attempts to understand how adequate are the various keyboard systems and configurations to users\' habits and culture, taking into account the differences between English (language used to define the Qwerty layout) and Portuguese. In this research, two experiments and one survey were carried out with 3,5\" to 6\" smartphones users, boundaries that encompasses the majority of the devices equipped with the keyboard types targeted to be analyzed. In the first chapter the problem was contextualized and the spectrum of the research was defined. The second chapter presents the history of the Qwerty keyboard, since its development (when the typewriters were being created) to the use in smartphones, shows important singularities of Portuguese language and an overview of related studies. In the third chapter the methods applied in this research were shown: the survey was carried out with 302 participants to find how they cope with different aspects of the use of smartphones; the two experiments involved the recording of 17 users interacting with the keyboard in different kinds of tasks, text transcription with varying device configuration and free text production in the participant\'s own device. The fourth chapter presents the analysis of the data obtained in the different stages of the study that involved interaction with users and the fifth chapter shows the conclusions made base on the data analyzed. Results showed that great part of the devices present the keyboard ruled by the Qwerty layout, which limits the size and the mapping of the keys most used for text insertion. It was also noted that those who use their devices with greater flexibility are more fluent in the use of the keyboard and create shortcuts to cope with limitations imposed by this interface. These users tend to give the keyboard a better evaluation. The results also showed that a efficient use of the interface would not be tied specifically to typing speed, but rather to the individual typing rhythm that, when disturbed, contributes for the occurrence of errors. In this sense, it was noted that copy tasks, because it involves constant monitoring of the text to be copied, tend to produce pauses in the typing process, which increases the probability of touches landing in different keys than intended. This type of error, most common, appeared to be tied to key usage and, thus, seem to be inevitable. Error preventing and correction, this way, are fundamental for the usage of virtual keyboards in small devices. Results showed that the use of typing assistants, however, could modify the way users type and, in some cases, contribute to the increase of error occurrence.
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Visualization of web site visit and usage data / Visualisering av webbplatsbesöks- och användningsdataWinblad, Emanuel January 2014 (has links)
This report documents the work and results of a master’s thesis in Media Tech- nology that has been carried out at the Department of Science and Technology at Linköping University with the support of Sports Editing Sweden AB (SES). Its aim is to create a solution which aids the users of SES’ web CMS products in gaining insight into web site visit and usage statistics. The resulting solu- tion is the concept and initial version of a web based service. This service has been developed through an agile process with user centered design in mind and provides a graphical user interface which makes high use of visualizations to achieve the project goal.
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Användartester inom webbutveckling : Är användartester nödvändigt vid utveckling av webbplatser?Oskarsson, Alexander January 2010 (has links)
The aim of this study is to get a deeper understanding about user tests as well as answer the question about if testing for users is necessary at all times. I've done a comparison between what the literature says, and what a company says, about testing. The tests that's been in focus in this study is prototyping and card sorting tests. Prototyping aims to give the developer feedback about the design and check if there are any obvious problems with the design. A card sorting test can be used to get input about how information architecture should be constructed. Information architecture is how the links are related in a navigation system. The company doesn't think that testing is as important as the literature. The company doesn't usually test but for the current situation they did it since the interface is crucial for their clients business. The conclusion of this study is that testing is rather important. For a designer who hasn’t got that much experience, user testing can be a way to get feedback about his designs. A more experienced designer might not need to test as much but he should be aware of testing as a possible design tool.
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Discourses on ‘culture’ and ‘usability work’ in software product developmentIivari, N. (Netta) 10 May 2006 (has links)
Abstract
The thesis critically examines discursive construction of ‘organizational culture’ and ‘user involvement’ in academia and in the information technology (IT) artifact product development industry. IT artifacts are perceived as texts that are written by the writer-designers and afterwards read by the reader-users. User involvement explored is indirect; ‘user surrogates’ labeled as usability specialists ‘represent the users’ in the development. Their work is labeled as ‘usability work.’ However, this work has proven to be challenging, especially in the product development context. Culture is an influential factor affecting the successes and failures of organizational change efforts. However, there is a clear lack of culture studies carried out in relation to user involvement, especially in the challenging product development context.
Both ‘organizational culture’ and ‘user involvement’ are versatile concepts, and there are controversies in defining them. Therefore, this thesis first analyzes discourses on ‘organizational culture’ and ‘user involvement’ in academia. The thesis examines within what kind of discourses organizational culture has been studied, and suggested discourses within which it could be studied. Five discourses are identified. Furthermore, the thesis analyzes discursive construction of user involvement in academia. First, literature advocating indirect user involvement is reviewed. Afterwards, alternative notions of user involvement are introduced. Three academic discourses on user involvement are identified and contrasted with the discourses on organizational culture to highlight their similarities and to identify unexplored paths for future work.
Finally, user involvement and its cultural context are empirically analyzed in IT artifact product development organizations by utilizing a discourse selected based on previous analysis. First, four ‘cultures of usability work’ are identified. Then, two ways usability work has been encultured in two product development organizations are outlined. In addition, five discourses on usability work are identified, and contrasted with the academic discourses on user involvement. Finally, the construction of the notions of ‘we’ and ‘the other’ is explored in the case organizations, concentrating specifically on the discourses of the ‘usability specialists’ and ‘the other.’ Some of the discourses are criticized for ‘silencing the users’ instead of ‘giving them a voice,’ and even representing ‘misuses of user involvement.’
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Exploring Ways of Visualizing Functional ConnectivityNylén, Jan January 2017 (has links)
Functional connectivity is a field within neuroscience where measurements of co-activation between brain regions are used to test various hypotheses or explore how the brain activates depending on a given situation or task. After analysis, the underlying data in the field consists of a n by n adjacency matrix where each cell represents a correlation value between two regions in the brain. Depending on the research question the number of regions and matrices incorporated varies and new visualizations are needed in order to portray them. In this thesis the design of an interactive web based visualization tool for functional connectivity was explored through an iterative design process. The design of the tool was based on existing guidelines, interviews and best practices in data visualization as well as an analysis of current visualization solutions used in functional connectivity. The final concept and prototype uses a network plot for functional connectivity called the connectogram as well as a grouped bar graph to provide an intuitive and accessible way of comparing functional connectivity data by interacting with and highlighting networks and specific network data through direct manipulation. Results of qualitative evaluations of a prototype using data from a concurrent scientific project is presented. The prototype was found to be useful, engaging, easily perceivable and offered an easy and quick way of exploring data sets.
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Návrh informačního systému / Information System DesignFabik, Lukáš January 2014 (has links)
This thesis deals with methods of project management, including the evaluation and designing of a custom solution for small development teams with frequent teleworking. The thesis also compares the particular difference between classical predictive and agile software development methods. Based on a theoretical background and current state analysis, the purpose of this work is to design a new information system, which should serve as a SaaS solution, and describe its implementation by the proposed method.
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Design rekreačního plavidla / Design of Recreational BoatDurkáč, Jozef January 2016 (has links)
The aim of the thesis is design of a recreational boat. Every design decision will be based on user-centered approach. The goal is to come up with the design that will be highly functional and will induce the feeling of a contentment. Goal is also to incorporate electric propulsion as a part of ever growing effort to end addiction to fossil fuels and minimize ecological impact of a product.
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