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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.
1

Quality function deployment: A method for user-centered design/

Aslan, Cansel Elif. Özcan, Can A. January 2005 (has links)
Thesis (Master)--İzmir Institute of Technology, İzmir, 2005. / Includes bibliographical references (leaves. 86-89).
2

Web usability or accessibility comparisons between people with and without intellectual disabilities in viewing complex naturalistic scenes using eye-tracking technology /

Bazar, Nancy Sceery. January 2009 (has links)
Thesis (Ph.D.)--George Mason University, 2009. / Vita: p. 238. Thesis director: Frederick Brigham. Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Education. Title from PDF t.p. (viewed Oct. 12, 2009). Includes bibliographical references (p. 229-237). Also issued in print.
3

The creation of tools and models to characterize and quantify user-centered design considerations in product and system development

Meza Bustamante, Katherine Isabel. January 2008 (has links)
Thesis (Ph.D.)--University of Central Florida, 2008. / Adviser: Lesia L. Crumpton-Young. Includes bibliographical references (p. 219-230).
4

Electronic medical records and computerized physician order entry examining factors and methods that foster clinician IT acceptance in pediatric hospitals /

Edwards, Paula Jean. January 2006 (has links)
Thesis (Ph. D.)--Industrial and Systems Engineering, Georgia Institute of Technology, 2007. / Flowers, Christopher, Committee Member ; Jose, James, Committee Member ; Jacko, Julie, Committee Chair ; Sainfort, Francois, Committee Member ; Vidakovic, Brani, Committee Member.
5

Participatory design in strengthening sense of community : a PD proposal of Hubin Reconstruction Area in Hangzhou, China

Qi, Qi. January 2007 (has links) (PDF)
Thesis (M.S. in landscape architecture)--Washington State University, May 2007. / Includes bibliographical references (p. 85-89).
6

Evaluating user feedback systems

Menard, Kevin Joseph. January 2006 (has links)
Thesis (M.S.) -- Worcester Polytechnic Institute. / Keywords: implicit feedback; explicit feedback; document relevance; implicit indicators; search engine; voluntary feedback; mandatory feedback. Includes bibliographical references (leaves 75-77).
7

Challenging participatory design in an urban environment structured by complex social divisions

Donnoli, Micah January 2015 (has links)
Thesis (MTech (Design))--Cape Peninsula University of Technology, 2015. / This research is based on how an understanding of place can facilitate designing Product Service Systems (PSS) in an urban environment structured by complex social divisions. Predominantly grounded in Participatory Design (PD), the study investigates how certain methodologies within the field are appropriate, and to what level that they are effective when used in a majority-world context. PD has produced successful projects when used in minority-world contexts, however, if the basis of the field – that of co-designers and the synthesised work effort from all stakeholders – is brought into an environment that has extreme social divisions, there is a definitive abstraction of design-orientated social engagement. The project research began in Malmö, Sweden, with the first of three case studies. In this context, PSS and PD were used as a paradigm to engage businesses and people in a specific area in a project referred to as Linjen (‘The Line’). The main purpose of the project was to stimulate the public’s interest in the area and to investigate the potential for connecting local businesses in an effort to propagate constructive communication. This section serves as a baseline framework for minority-world PD projects. The second study of the project was conducted in Cape Town, South Africa, and from the resultant implications a revised approach emerged. This reappraised angle proved far more interesting and relevant: it now aimed to take the PD methodologies of a minority-world project and explore what challenges were encountered when PD approaches were implemented across a socially complex environment. The third and final case study involved prototyping a waste collection trolley as a participatory aid for engaging stakeholders as codesigners. The case studies are presented here to describe the dichotomy of PD practice between contexts or place. A recurring theme of this research area is that of ‘perceived’ distance and roles between co-designers, and specifically that of the researcher and the stakeholders. This thesis concludes by presenting a lens – an amalgamation of experiences, prototypes and research outcomes – through which designers could work when involved in PD projects. The conclusion includes the following research tools: planning casual encounters, valuebased interactions, design ownership and human proxy. These tools present useful and insightful ways in which designers can minimise the perceived distance between themselves and their co-designers, ultimately developing a reflective and mindful design practitioner and engaged participants.
8

A usability analysis of video games : the development of assessment standards

Young, Takeisha T. 09 July 2011 (has links)
Video games, as the fastest growing media, need set usability design standards. In this context, this study was motivated by the following kinds of questions: What makes a standard console game good? What makes it too frustrating to play? Each company has developed its own standards which can vary greatly. Game producers learn from experience what to do and what not to do. However, smaller companies that may have only produced a few games are left to chance. Moreover, startup game companies may fail at a game that would have otherwise succeeded if they had only had a set of standards to follow. Companies like Microsoft, Capcom and Electronic Arts rule the gaming industry mainly due to the fact that they have discovered what works. This study employs usability analysis to identify standards for assessing video game effectiveness, efficiency and player satisfaction. Experienced video game players participated in an online questionnaire. Conclusions about effective, efficient, and satisfying video games are derived from questionnaire results. Of several major findings presented in this analysis, this study reveals that the beginning of the game is an imperative experience that can determine if a player continues the game. / Department of Telecommunications
9

User-activity aware strategies for mobile information access

Chang, Tae-Young. January 2008 (has links)
Thesis (Ph. D.)--Electrical and Computer Engineering, Georgia Institute of Technology, 2008. / Committee Chair: Raghupathy Sivakumar; Committee Member: Chuanyi Ji; Committee Member: George Riley; Committee Member: Magnus Egerstedt; Committee Member: Umakishore Ramachandran.
10

Usability size N

Williams, Andrea E., Gilbert, Juan E. January 2007 (has links)
Thesis--Auburn University, 2007. / Abstract. Vita. Includes bibliographic references (p.28-29).

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