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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.
31

User Experience Design für Sicherheitstechnik: Ansatz und Methodik bei Dräger Safety

Vogel, Marlene, Willner, Mathias, Wölfel, Christian, Krzywinski, Jens 03 January 2020 (has links)
Bei der Produktentwicklung von B2B-Produkten erhält das Nutzererleben (User Experience – UX) eine zunehmende Bedeutung (Lu & Roto 2015, Wölfel et al. 2016, Platz et al. 2018, Zeiner et al. 2018, Wölfel & Krzywinski 2019a, b). Dies gilt auch für die Angebote des Unternehmensbereichs Sicherheitstechnik von Dräger. Das Unternehmen entwickelt u. a. Produkte für die Feuerwehr, die chemische Industrie oder den Bergbau (Abbildungen 1 und 2). Das Ziel sind sicher, effizient und zufriedenstellend zu bedienende Produkte, Software und Services. Im Rahmen der kontinuierlichen Nutzer- und Kundenevaluation stellt sich eine gute Usability und User Experience als immer wichtiger werdende Anforderungen heraus, welche es zufriedenstellend zu erfüllen gilt. Sie haben zunehmend Einfluss auf die Kaufentscheidung von Anwendern und Kunden in der Sicherheitstechnik. Die Produkte heben sich nicht mehr allein durch ihre Funktionalität vom Wettbewerb ab. Um den nutzer- und kundenorientierten Anforderungen über den gesamten Produktlebenszyklus in Zukunft noch besser gerecht zu werden, wurden die aktuellen Prozesse analysiert und der Produktdesignprozess hin zu einem nutzerzentrierten UX-Design-Prozess reformiert. Dabei ist die Integration von UX Research und Design in die Produktentwicklung einer der wichtigsten Bestandteile.
32

Skogen : En studie kring känsla av närhet / The forest : A study of sense of place

Johansson, Frida L. January 2020 (has links)
Denna rapport presenterar en studie som gjorts i samarbete med Södra Skogsägarna. Syftet med studien var att skapa en förståelse för vilka pragmatiska och hedoniska aspekter som påverkar hur skogsägare känner närhet till sin skog och hur dessa aspekter skulle kunna implementeras/realiseras vid utvecklandet av en digital karta över skogen. Genom en kvalitativ studie utifrån en fenomenologisk metodansats kunde en holistisk bild skapas över skogsägare och hur de upplevde känsla av närhet till sin skog. Datainsamlingen bestod av både enkät, intervjuer och fältobservationer som sedan analyserades genom bottom-up och top-down tekniken med hjälp av affinitetsdiagram. Resultatet visar exempelvis att en känsla av närhet är starkt förknippad med att känna ansvar och att kunna påverka kartan utifrån varje enskild skogsägares behov. Studien visar även att en känsla av närhet är nära sammankopplat med egennamn och generation då egennamnen ofta härstammar från tidigare generationer. Skogen används också till rekreation eftersom skogsägare och andra människor mår bra av att vistas i skog och natur. Välmående bidrar då till en ökad känsla av närhet till skogen. Resultatet av studien kommer ligga till grund för kommande utvecklingsprojekt hos Södra Skogsägarna där den digitala kartan i Södras app kommer att ses över. Studien presenterar även UX-mål som bör beaktas vid skapandet av en digital karta för att frambringa känsla av närhet till skogen hos skogsägare. Slutsatsen av studien visar att det är både de pragmatiska och hedoniska aspekterna som tillsammans skapar en helhetsupplevelse av skogen för skogsägare. Denna studie bidrar även med en djupare förståelse och utveckling av begreppet känsla av närhet, för vad och hur skogsägare upplever känsla av närhet till sin skog. Med tanke på dagens snabba teknikutveckling borde framtida forskning fokusera på i vilken utsträckning visualiseringar av skogen kan bidra till ökad känsla av närhet till skogen för skogsägare och om det hos skogsägare finns skillnader mellan genus i hur känsla av närhet till skogen skapas. / This report presents a study done in collaboration with Södra Skogsägarna. The aim of the study was to create an understanding of the pragmatic and hedonic aspects that affect how forest owners feel proximity to their forest and how these aspects could be implemented / realized when developing a digital map of the forest. Through a qualitative study based on a phenomenological method approach, a holistic picture could be created of forest owners and how they experienced sense of place to their forest. The data collection consisted of survey, interviews and field observations, which then were analyzed by bottom-up and top-down technology using affinity diagrams. The result shows, for example, that a sense of place is strongly associated with feeling responsibility and being able to influence the map based on the needs of each individual forest owner. The study also shows that a sense of place is closely associated with proper names and generation, since the proper names often originate from previous generations. The forest is also used for recreation because forest owners and other people feel good about staying in the forest and nature. Well-being then contributes to an increased sense of place to the forest. The results of the study will form the basis for future development projects at Södra Skogsägarna, where the digital map in Södra's app will be reviewed. The study also presents UX goals that should be taken into account when creating a digital map to create a sense of place to the forest among forest owners. The conclusion of the study shows that it is both the pragmatic and hedonic aspects that together create a holistic experience of the forest for forest owners. This study also contributes to a deeper understanding and development of the concept of sense of place, for what and how forest owners experience a sense of place to their forest. Given today's rapid technological development, future research should focus on the extent to which visualizations of the forest can contribute to increased sense of place to the forest for forest owners and whether there are differences between genders in how forest owners create a sense of place to the forest.
33

Designing UI for color correction and grading tools for the web-based program Accurate Video

Andersson, Frida January 2021 (has links)
Color correction and grading are processes when fixing colors in recorded footage in Post-Production. The process of the two mentioned is a mix of technical adjustments and creativity. Color correction adjusts the colors between the clips/scenes so they match and look as natural or unique as possible. Grading is about the process of enhancing the look of a footage to achieve a certain style, it is of a more creative nature.Today, color correcting and grading are performed using desktop applications. The process means that recorded material is sent to the colorist from the set where it is received and downloaded to the computer where the work is performed. When the processing is considered complete, it is sent back to the recording team. This could be considered time consuming, and this process could be improved by using Accurate Video which is a web based program. Today, there are no features for color correction and grading in Accurate Video. The aim of this study was to design a User Interface (UI) for color correction and grading tools for Accurate Video application that meet the goals and needs of the people in this field of work, i.e. colorists. Based on literature studies including design guidelines, studies of what existing professional editing programs look like and what Accurate Video looks like, as well as interviews with colorists, a prototype was developed.
34

Medical counselling via video using WebRTC : User interface and user experience design / Medicinsk rådgivning via video med hjälp av WebRTC : Användargränssnitts-och interaktionsdesign

Lindblom, Marcus, Åhlin, Robin January 2019 (has links)
CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (UI) and user experience (UX) design, a standalone Android application was developed for care providers as well as an extension in OPTILOGG taking into account that the users of OPTILOGG are often elderly with multimorbidity. Three accessibility aids were added to the extension of the OPTILOGG Android application in addition to the video solution. The first helping addition was a touch area expansion for buttons. The second aid was a screen reader feature that vocally describes objects the user clicks on. The third tool was a speech recognition feature that allowed patients to navigate in OPTILOGG with voice. The video communication between the standalone care provider application and OPTILOGG was based on WebRTC and was developed using a software development kit from a cloud communications provider called Sinch. / CareLigo är ett medicintekniskt företag som tillhandahåller hjärtsviktspatienter med en hembaserad vårdlösning kallad OPTILOGG. OPTILOGG hjälper patienter att hålla koll på deras symptom, ger medicineringsanvisningar och utbildar dem om sin sjukdom. CareLigo eftersökte en utökning av OPTILOGG vilket skulle ge patienterna möjlighet att prata med vårdgivare via videokommunikation. Detta examensarbete beskriver skapandet av denna videokommunikationslösning och hur detta kan göras på bästa sätt för både patienter och vårdgivare. Utifrån litteraturstudier gällande människa-dator-interaktion samt användargränssnitts (UI)-och interaktionsdesign (UX) utvecklades en fristående Androidapplikation för vårdgivare och en utökning i OPTILOGG med hänsyn tagen till att användarna av OPTILOGG ofta är multisjuka och äldre. Tre tillgänglighetshjälpmedel tillades i utökningen av OPTILOGG. Det första hjälpmedlet var en förstoring av klickareor runt knappar. Den andra tillgänglighetsåtgärden var en skärmläsarfunktion som beskriver objekt som användaren klickar på. Det tredje verktyget var en funktion för taligenkänning som gjorde det möjligt för patienter att navigera i OPTILOGG med röst. Videokommunikationen mellan den fristående vårdgivarapplikationen och OPTILOGG baserades på WebRTC och utvecklades med hjälp av ett utvecklingsverktyg från en molnkommunikationsle-verantör som heter Sinch.
35

Analysis of web performance optimization and its impact on user experience / Analys av optimering av webbprestanda och dess inverkan på användarupplevelse

Marang, Ah Zau January 2018 (has links)
User experience (UX) is one of the most popular subjects in the industry nowadays and plays a significant role in the business success. As the growth of a business depends on customers, it is essential to emphasize on the UX that can help to enhance customer satisfaction. There has been statements that the overall end-user experience is to a great extent influenced by page load time, and that UX is primarily associated with performance of applications. This paper analyzes the effectiveness of performance optimization techniques and their impact on user experience. Principally, the web performance optimization techniques used in this study were caching data, fewer HTTP requests, Web Workers and prioritizing content. A profiling method Manual Logging was utilized to measure performance improvements. A UX survey consists of User Experience Questionnaire (UEQ) and three qualitative questions, was conducted for UX testing before and after performance improvements. Quantitative and qualitative methods were used to analyze collected data. Implementations and experiments in this study are based on an existing tool, a web-based application. Evaluation results show an improvement of 45% on app load time, but no significant impact on the user experience after performance optimizations, which entails that web performance does not really matter for the user experience. Limitation of the performance techniques and other factors that influence the performance were found during the study. / Användarupplevelse (UX) är idag en av de mest populära ämnena inom IT-branschen och spelar en viktig roll i affärsframgångar. Eftersom tillväxten av ett företag beror på kunder är det viktigt att betona på UX som kan bidra till att öka kundnöjdheten. Det har konstaterats att den övergripande slutanvändarupplevelsen i stor utsträckning påverkas av sidladdningstiden och att UX huvudsakligen är förknippad med applikationernas prestanda. I denna studie analyseras effektiviteten av optimeringstekniker och deras inverkan på användarupplevelse. Huvudsakligen, optimeringstekniker som användes i denna studie var cache-lösning, färre HTTP-förfrågningar, Web Workers och prioritering av innehåll. Profileringsmetoden "Manual Logging" användes för att mäta prestandaförbättringar. En enkätutvärdering som består av User Experience Questionnaire (UEQ) och tre kvalitativa frågor, genomfördes med fokus på användarupplevelsen före och efter prestandaförbättringar. Kvantitativa och kvalitativa metoder användes för att analysera insamlade data. Implementeringar och experiment i denna studie är baserade på ett befintligt verktyg, en webbaserad applikation. Utvärderingsresultatet visar en förbättring på 45% när det gäller sidladdningstid men ingen signifikant inverkan på användarupplevelsen efter prestandaförbättringar, vilket innebär att webbprestanda inte spelar någon roll för användarupplevelsen. Begränsning av optimeringstekniker och andra faktorer som påverkar prestationen hittades under studien.
36

Framtidens UX-design : En empirisk och explorativ studie om yrkesverksammas inställning till generativa AI-verktyg inom UX-design / The future of UX-design : An empirical and exploratory study of professionals' attitudes towards generative AI tools in UX design

Lind, Tova January 2023 (has links)
No description available.
37

Hur kan telekomkunders användning av själv-serviceteknologi öka? : En kvalitativ studie / How can telecom customers use of selfservice technology increase? : A qualitative study

Lidén, Andreas January 2018 (has links)
Syftet med studien har varit att undersöka hur telekomkunder användning av själv-serviceteknologi (SST) kan öka. Relevant litteratur som SST, teknologisk acceptans, user experience (UX), customer experience (CX) och servicedesign (SD) har identifierats och förankrat studien vetenskapligt. Baserat på syftet och den teoretiska grunden har en designstrategi skapats för att undersöka detta på ett relevant sätt på ett telekomföretag i Sverige. Studien har utgått från en formativ utvärdering där expertanvändares upplevelser av telekomkunder, kundservice och själv-serviceteknologi har studerats, för att kunna identifiera möjliga problem och förbättringsområden. Semi-strukturerade djupintervjuer har använts som datainsamlingsmetoden på grund av de förutsättningar som fanns för studien. Detta har i kombination med analysstrategierna har medverkat till identifieringen av kontextuella fynd som kan öka användning av SST för telekomföretagets kunder. Några av dessa fynd är att SST behöver vara standardiserad inom telekombranschen och att telekomföretaget kan öka användandet genom att informera sina kunder mer om möjligheterna med SST. I Studien har också faktorer som tyder på ett samband mellan områdena service, SST och telekomkunder identifierats, detta kan öka förståelsen för hur SST i denna kontext bör utvecklas och designas framöver.
38

User Experience Design for Children : Developing and Testing a UX Framework / Användarupplevelsedesign för Barn : Utveckling och Testning av UX Ramverk

Bräne, Arvid January 2016 (has links)
Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, personas, prototyping, and more. The results created are primarily user experience guidelines packaged in a Theoretical Framework, user testing conclusions, along with suggestions on improving the current Lego Star Wars: Force Builders application, a few in the form of prototypes.
39

UX design for memory supplementation to support problem-solving tasks in analytic applications / Conception UX pour la suppléance de la mémoire afin de soutenir les tâches de résolution de problèmes dans les applications analytiques

Yang, Lingxue 12 December 2018 (has links)
Cette thèse a été initiée dans un contexte d’amélioration de l'expérience utilisateur (UX) pour l'analyse des données de Business Intelligence en raison de l'augmentation du volume de données liées à cette activité. D'une part, les besoins psychologiques des utilisateurs portent sur la simplification de l’utilisation des applications analytiques, ils font l’objet de plus en plus d’attention ; d'autre part, les tâches qu'ils sont prêts à mener deviennent de plus en plus complexes ce qui peut entraîner une surcharge de mémoire qui influe sur les performances dans leur réalisation. Pour garantir la prise en compte de ces deux aspects, les designers doivent concevoir des interfaces et fournir des informations appropriées qui répondent à la fois aux besoins des utilisateurs et aux nécessités de leur activité. Dans cette recherche, nous nous sommes intéressés à l'amélioration de la reprise de la tâche suite à une suspension ou à une interruption de celle-ci dans le cadre de l’analyse visuelle de données. La nature multitâche des actions des utilisateurs et les capacités limitées de stockage de la mémoire de travail humaine entraînent des difficultés à s’engager de nouveau dans une tâche qui a été interrompue ou suspendue. Il devient donc avantageux de disposer d'un outil de suppléance de la mémoire qui aide les utilisateurs à se remettre à leur tâche dans des conditions optimales.Une revue de la littérature nous a conduit tout d'abord au positionnement de notre recherche vis à vis de l'approche énactive et de la perception sensorimotrice qui considèrent l'outil comme un artefact configurant l'interaction entre l'utilisateur et la tâche, selon deux états, saisi ou déposé. De ce point de vue, nous avons constaté que le modèle de mémoire cognitiviste utilisé couramment ne considère pas le rôle de l’interaction avec le monde extérieur dans la construction de la mémoire, et par conséquent ignore la dimension saisie des supports et outils dans la construction d’une mémoire. Par conséquent, nous proposons de compléter ce modèle avec un modèle de mémoire incarnée, qui ouvre une nouvelle perspective permettant de concevoir un outil de suppléance mémorielle approprié. Enfin, les principes de conception d’IHM et d’UX nous aident à construire une proposition d’outil et à mener un plan d'expérience mettant en avant le lien entre les modifications des conditions de perception et les modifications de la dynamique d’interaction. En conclusion de cette partie, la problématique générale est introduite avec l’exploration, la mise en œuvre et l’évaluation de la proposition. La première expérience, le test pilote, analyse la perception que peuvent avoir des concepteurs naviguant sur des applications interactives. Cette étude nous a aidé à construire un vocabulaire d'évaluation en conception d’un support de suppléance de la mémoire et nous a guidé pour concevoir un processus expérimental en tenant compte de ces critères. Dans une seconde expérience, nous développons un outil basé sur une fonction que nous appelons le "history path". Cet outil permet d’afficher à l’utilisateur, dans une fenêtre spécifique de l’interface, certaines étapes de résolution d’une tâche antérieure effectuée par ce même utilisateur (ou pour simuler une interruption de tâche). Nous avons mis en place une expérience simple (minimaliste) simulant une résolution de problème qui a été enregistrée pour évaluer dans quelle mesure le history path peut aider l'utilisateur à récupérer efficacement une tâche interrompue. La première partie de cette expérience nous permet de confirmer l’utilité potentielle de cette fonction et nous aide à explorer l’espace de conception. Dans la deuxième partie, nous expérimentons deux outils différents basés sur deux représentations de l’history path, une représentation statique et l’autre dynamique. Les résultats de l'évaluation nous amènent à comprendre les conditions techniques d'une expérience positive pour laquelle la reprise de tâche est facilitée. / This thesis was initiated in the context of enhancing the user experience for analyzing data due to the increase of the volume of data related to this activity. On the one hand, users’ psychological needs for the simple use of analytic applications are paid more attention than before; on the other hand, the task they are willing to conduct is getting more and more complicated, which may cause memory overload that influences the task performance. To ensure that both aspects are taken into account, the designers should provide a proper information and design a proper interface that meets both users’ needs and the requirements of their activity. In this research, we are interested in improving the task recommitment following a task suspension or interruption in the context of a visual data analysis task. The multitasking nature of user actions and limited storage capacity of human working memory cause difficulties in re-engaging an interrupted or suspended task. Therefore, it is beneficial to have a memory supplementation tool that supports users to recommit their task in optimal conditions. A literature review first leads to the positioning of our research on the enactive approach and sensorimotor perception that consider the tool as an artifact configuring the interaction between the user and the task, in two modes the “put down” mode and the “in hand” mode. From this point of view, we have found that the commonly used cognitive memory model ignores the role of interaction with the external world in the formation of the memory, and consequently ignores the “in hand” dimension of the artifacts in one memory construction. Therefore, we complete this model with the embodied memory, which gives us a new perspective to design an appropriate memory tool that serves as a supplementation of our perceptual system. Finally, the design principles in human-computer interaction and UX helped us build a tool and conduct an experimental plan highlighting the link between changes in perception conditions and changes in the dynamics of interaction. As a conclusion, the research problem is introduced in terms of how we can provide users with a relevant context to recommit to resolving a task after interruption. The design proposal needs to be explored, designed and evaluated. The first experiment, the exploratory study, analyzes the perception of interactive applications by experienced designers. This study helped us construct a vocabulary of evaluation of the design for a memory supplementation support and guided us for the design considering these criteria. In the second experiment, we develop a tool based on a function that we call the “history path”, which permits to show, in a specific window of the user interface, some of the steps of a previous task resolution that a user has performed during previous experience (or to simulate a resolution task interruption). We set up a simple (minimalist) experiment simulating a problem-solving task, which was recorded to evaluate the extent to which a history path support can help the user for efficient recovering of an interrupted task. The first part of this experiment allows us to confirm the potential use of this function and helps us explore the design space. In the second part, we experiment two different tools, based on two history path representations, a static one and a dynamic one. The evaluation results allow us to understand the technical conditions of a positive experience for which task recovery is facilitated. In this second experiment, several means for recording the user experience were mobilized: the evaluation of the durations and gaze frequencies on area of interest in the interface window by eye tracking, the recording of the verbalizations during the RTA (Retrospective Think Aloud) session, and the semantic evaluation.
40

PADRÕES DE DESIGN DE INTERAÇÃO PARA APLICATIVOS DE COMÉRCIO TELEVISIVO COM FOCO NA EXPERIÊNCIA DO USUÁRIO / PATTERNS OF INTERACTION DESIGN FOR APPLICATIONS TRADE SHOW WITH FOCUS ON USER EXPERIENCE

Galabo, Rosendy Jess Fernandez 04 April 2014 (has links)
Made available in DSpace on 2016-08-18T12:52:14Z (GMT). No. of bitstreams: 1 Dissertacao Rosendy Jess Fernandez Galabo.pdf: 13544833 bytes, checksum: bb584605237660d4dda102069ef5eb98 (MD5) Previous issue date: 2014-04-04 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The aim of this dissertation is to develop a design pattern language for television commerce that can support designers and developers to create applications with positive user experiences. The research is divided into three phases. In the first phase, it was performed an analysis in twelve existing t-commerce applications in order to identify the purchase process and the elements of graphical user interface used to do online shopping. In the next phase, three focus group sessions composed by 26 participants was performed in order to collect ideas and expectations resulted from anticipated use of application t-commerce for formulating hypotheses to be tested in the next phase. In the third phase, an experiment with 8 volunteers have been performed and it is consisted to show videos demonstrations with various solutions found in the previous phases and then gather their opinions to characterize each solution found. Also, at that phase, it was possible to define users profiles which will assist designers and developers alongside the design pattern language. The results obtained in these three phases were organized into a framework for design patterns that formats the results in a context, problem and solution. The pattern design framework allows helping designers and developers in the design of t-commerce application with improved user experiences. / A presente dissertação tem como objetivo desenvolver uma linguagem de padrões de design para comércio televisivo que auxilie designers e desenvolvedores na concepção de aplicativos com melhores experiências para o usuário. Para alcançar o objetivo da pesquisa, ela foi dividida em três fases. Na primeira fase, foi realizado um estudo analítico em doze aplicações existentes de comércio televisivo com objetivo de identificar o processo de compra realizado e os elementos das interfaces com os usuários utilizados para efetuar uma compra. Na fase seguinte, três sessões de grupo de foco compostos por 26 participantes foram realizados a fim de que fossem coletadas ideias e expectativas antes do uso de uma aplicação de comércio televisivo com o intuito de levantar hipóteses a serem testadas na etapa seguinte. Na terceira fase, um experimento foi realizado com 8 voluntários que consistiu em apresentar vídeos de demonstrações de uso com diversas soluções encontradas nas etapas anteriores, e então, coletar suas opiniões de forma a caracterizar cada solução encontrada. Nessa fase também foi possível definir perfis de usuários que poderão auxiliar os designers e desenvolvedores em conjunto com a linguagem de padrões de design. Os resultados obtidos nessas três fases foram organizados em um framework para padrões de design que formata os resultados obtidos nas três fases da pesquisa em um contexto, problema e solução. O uso de um formato de padrões de design possibilita designers e desenvolvedores a se orientarem na concepção de aplicativos de comércio televisivo com melhores experiências para usuários.

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