• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 61
  • 26
  • 5
  • 3
  • 3
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 107
  • 107
  • 107
  • 40
  • 37
  • 36
  • 33
  • 22
  • 21
  • 21
  • 20
  • 19
  • 18
  • 17
  • 15
  • 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.
81

Initial trust in e-health systems : How surface level user experience design can influence trust formation

Billqvist Ung, Malin, Neveceral, David January 2020 (has links)
As e-health systems are becoming more common and necessary, it is an important field to explore. One important part that has not yet been explored enough is the formation of trust within e-health. An established approach to help formation of trust in other fields is that of user experience design. This Master thesis is focused on the topic of trust formation of first-time e-health service users and how user experience design can influence trust formation. For fulfilling the purpose, the method of think-aloud and semi-structured interviews were chosen. In addition to that, a prototype of an e-health service was developed. The outcome of the interviews was examined through a thematic analysis in order to answer the research questions. Based on the analysis, new aspects which influence trust formation on the surface level were identified, as well as some previously known were confirmed. The themes which are overlapping with previously conducted studies are Design feeling and Element placement. The newly identified themes contain Consistency, Colour and some aspects of Reading experience. The reasons for the identified aspects were categorized into the two themes of Craftsmanship and Expectations. Those findings were compared with previous studies, and recommendations for future research were formulated.
82

animo- "Engaging children in storytelling activity through physical play”

Biltharia, Ashutosh January 2021 (has links)
Today’s generation is born with digital devices like computers, tablets, smartphones, and gaming consoles. Children’s passive engagement with digital mediums (digital devices and the content they offer) has become a primary concern for parents because it limits children’s learning opportunities through physical play. In this digital age, we cannot completely take away these devices from children’s sight. Still, we can create more situations and contexts that encourage children to reduce their time with digital mediums and/or convert children’s passive engagement into an active engagement. This research-informed design project aimed to understand children’s (aged 8-11) motivations, aspirations, likes, dislikes, and engagement with different physical and digital activities in their daily lives. Learning from different phases of the design process was applied to design a proposal that helps increase children’s physical play during their engagement with digital activity. Method: Findings from the exploratory research led to a few opportunity areas, which were further investigated using research through the prototyping method. User personas, their needs, and their involvement in different activities inspired me to define a few design principles I followed throughout the project to evaluate my design decisions. I set my initial research question as “How might we integrate ‘digital mediums’ with the qualities of ‘physical play’ to provide our children more exciting growth opportunities.” I could probe, test, observe, learn, and finally prototype a few scenarios that enabled children’s physical play during the digital activity. Result: The final concept is “animo- A tool to engage children in a storytelling activity through physical play.” The concept combined children’s current interest in digital mediums with their interests in the creative activity of drawing and doodling. It creates opportunities for children to build the creation by COMBINING two or more objects or mediums, by ENGAGING in physical play and/or with the surrounding, and SHARING the creation that increases their social interactions. Children learn drawing, handwriting, animation, and storytelling skills. They become more curious, observant and notice more the living and non-living things. Bringing feelings and emotions to their drawings increases their expressive and imaginative abilities. They develop empathy, love, and care by sharing their creation with others. Small recognitions of their creation give them a sense of being noticed and encourages them to explore more. Animo helps children learn storytelling through animation, but more than that, it exposes them to the infinite possibilities of learning through physical play.
83

Enhancing Brand Experience Through UI Elements Aligned With Brand Values : An Investigation of the Interconnected Fields of User Experience and Brand Experience Within the Context of IKEA’s E-commerce Website

Balogh, Ráhel Anna, Kézy, Máté January 2023 (has links)
In today’s competitive landscape, shaping positive digital experiences with the brand is crucial for the company’s market success. The study aimed to investigate the interconnected relationship between User Experience (UX) and Brand Experience (BX) by exploring the potential for enhancing BX through the implementation of User Interface (UI) elements aligned with brand values within an e-commerce website. In this study, a two-phase quantitative experiment was employed, and four high-fidelity e-commerce web page prototypes were developed based on the Swedish multinational furniture retailer IKEA’s e-commerce website. In conclusion, this study establishes that the implementation of UI elements in line with brand values has the potential to enhance BX within the context of an e-commerce website. Through one of the prototypes, all dimensions of BX could be positively influenced. By emphasizing the interconnectedness between UX and BX, these findings contribute to our understanding of the critical role of UX design in shaping positive brand experiences online.
84

AI as a tool and its influence on the User Experience design process : A study on the usability of human-made vs more-than-human-made prototypes

Pop, Mira, Schricker, Max January 2023 (has links)
This research paper delves into the integration of artificial intelligence (AI) in the process of user experience (UX) design resulting in more-than-human-made designs. Specifically, the study focuses on the utilization of the text-to-image AI tool, Midjourney. The primary research questions addressed in this paper are twofold: 1) How do AI tools influence the current UX design process of a high-fidelity prototype? and 2) How do more-than-human-made high-fidelity prototypes compare with human-made high-fidelity prototypes in terms of UX? To answer these research questions, a two-method study design was employed. Firstly, two focus groups with in total of 8 designers as participants were formed, with one group utilizing Midjourney to investigate its influence on the design process and to compare the two groups regarding their workwise. The aim was to create two comparable prototypes within a specific e-commerce setting. Secondly, a between-subjects design user study with 32 participants was conducted to test the high-fidelity prototypes and to assess any potential disparities in UX quality between them. The findings regarding the first research question indicate that Midjourney primarily serves as an inspirational tool. Designers were able to harness the AI tool to generate dark mode images, with the final chosen dark mode exemplifying the impact of Midjourney. Additionally, designers attempted to utilize the tool for creating icons. Regarding the second research question, the user study revealed that, despite similar and comparable use cases, there were only minor significant differences in terms of UX quality. The overall scores in System Usability Scale (SUS) and User Experience Questionnaire Plus (UEQ+) did not exhibit any significant disparity. This study suggests that while Midjourney proves to be a useful tool within the design process, its current influence on designers' UX design process and the ultimate performance of the final prototype remains relatively modest. Further research and development may be required to enhance its impact in the field of UX design and the study design should be used to test other AI tools in comparable settings.
85

Using Haptics and Vibro-Tactile Technology to Assist Hard-of-Hearing Warehouse Employees

Mandke, Yashodhan Vikas 26 April 2018 (has links)
No description available.
86

Creating a Wiki through User Experience design / Att skapa en wiki genom User Experience design

Nilsson, Anna, Hansen, Johanna January 2021 (has links)
With today’s exploding amount of websites and applications, a design has to meet the requirements of its users and be easy to use in order for a software product to stand out. User Experience design is a method, which has been developed to design products with a focus on the user. This thesis examines how User Experience design can be applied to the creation of a wiki in order to ease the acquisition of information. The research was done through a literature study and a case study, where a wiki about courses at KTH was designed and tested. Two versions of a prototype were created, based on feedback which was collected from potential users. A thematic analysis was done on the data and the selected themes were used to improve the product. The result was an overall positive response towards the prototype in the case study, which led to a conclusion that User Experience design can lead to an improvement of how wikis are created. The work can be continued by implementing the prototype or creating more wikis for a broader support of the conclusion. / Med dagens exploderande mängd websidor och applikationer krävs en design som möter användarnas krav och är lättanvänd för att en mjukvaruprodukt ska stå ut. Användarupplevelse design är en metod som tagits fram för att designa produkter med användaren i fokus. Detta arbete undersöker hur användarupplevelse design kan appliceras på skapandet av en wiki för att förenkla inhämtningen av information. Undersökningen gjordes med hjälp av en litteraturstudie och en fallstudie där en wiki kring kurser som ges på KTH designades och testades. Två versioner av en prototyp skapades utifrån feedback som samlats från potentiella användare. En tematisk analys utfördes på datan och de uttagna temana användes för att förbättra produkten. Resultatet var ett generellt positivt bemötande mot prototypen i fallstudien, vilket ledde till en slutsats att användarupplevelse design kan leda till en förbättring av hur wikis byggs. Arbetet kan fortsättas genom att implementera prototypen eller skapa fler wikis för ett bredare underlag.
87

Design and development of a graphical user interface for the monitoring process of an automated guided vehicle fleet

Paul, Johanna January 2020 (has links)
Many different autonomously driving mobile robots are used for industrial transports of materials or  oods in the context of internal logistic processes because of different use cases. The problem for the users that need to monitor the robots is that each manufacturer provides its own graphical user interface (GUI) wi th different operating modes and visual designs, which requires different trainings and constant swi tching between software. Therefore, this paper shows the design and development process of a graphical user interface in the form of a web application for the monitoring process of a fleet of automated guided vehicles from different manufacturers and answers the following question: "What are the main criteria when designing a graphical user interface with high usability for the monitoring process of manufacturer-independent automa ted guided vehicle f leets?” To answer the question, existing graphical user interfaces from different manufacturers were analyzed and interviews with developers and end-users of the GUIs were conducted. Requirements were then derived, on whose basis sketching, wireframing and high-fidelity prototyping have been performed. Usability testing and a heuristic evaluation were chosen to improve the application and its usability continually. As a result, the following six main criteria could be derived that summarize the most essential points to consider when designing such a GUI: administrabi lity, adaptiveness, observability, analyzability, robot and job awareness, and intervention. / Många olika autonomt körande mobila robotar används för industriell transport av material eller varor i samband med interna logistiska processer till följd av olika användningsfall. Problemet för de användare som behöver övervaka robotarna är att varje tillverkare tillhandahåller sitt eget grafiska användargränssnitt (GUI) med olika driftsätt och visuella utformningar, vilket kräver olika  utbildningar och ständig växling mellan mjukvara. Denna uppsats visar därför design- och utvecklingsprocessen för ett grafiskt användargränssnitt i form av en webbapplikation för övervakningsprocessen för en samling av automatiserade guidade fordon från olika tillverkare, och svarar på följande fråga: "Vilka är de viktigaste kriterierna vid utformningen av ett grafiskt användargränssnitt med hög användbarhet för övervakningsprocessen av automatiserade guidade  fordonsamlingar, oboeroande av tillverkare?” För att svara på frågan analyserades befintliga grafiska användargränssnitt från olika tillverkare, samt intervjuer med utvecklare och slutanvändare av GUI:erna utfördes. Krav härleddes sedan, baserat på vilka skisser, wireframing och hifi -prototyper som har utförts. Användbarhetstest och en heuristisk utvärdering valdes för att kontinuerligt förbättra applikationen och dess användbarhet. Som ett resultat kan följande sex huvudkriterier härledas, de sammanfattar de viktigaste punkterna att tänka på när man utformar ett sådant GUI: förmåga att administrera, anpassningsförmåga, observerbarhet, analyserbarhet, robot- och jobbmedvetenhet och intervention.
88

User Interface Design in Game Development : How does the game industry create user interface design?

Maeda Palm, Joakim January 2022 (has links)
The game development processes behind entertainment games are not well understood. While there are studies that report on user interface evaluation in game production, there are very few studies that report on user interface design. The purpose of study is to explore and learn more about the game industry perspective and their processes behind user interface design. A systematic literature review was performed on the Game developers Conference database, GDC Vault. The review uncovered 105 presentations that relate to UI Design. A thematic analysis was performed to explore the eight most relevant presentations to the research question. The analysis resulted in two themes. The first theme describes UI designers’ experience of interdisciplinary collaboration. The second theme describe two seemingly conflicting goals in the UI design process: aesthetics and usability. The study contributes to the field of game development research with some knowledge about how the game industry create UI design.
89

Acculturation of New Asian International Students in the Digital Age: Challenges and Strategies

Chenhe Zhao (18398262) 26 April 2024 (has links)
<p dir="ltr">Asian international students face various challenges and emotional issues during the process of acculturation, often finding it difficult to truly connect with the domestic culture. Current research often focuses on interactions and adaptation within the international student community, with little mention of how international students communicate with domestic students. Especially in the digital age, the ways people acquire information and communicate have evolved significantly from the past. This research takes into account the current era's context, seeks to understand the current status and needs of new Asian international students and propose further assistance guidelines. It employed interviews and co-design activities to delve into the issues from the perspective of Asian international students, encouraging them to integrate into the domestic culture. The findings suggest that new Asian students encounter similar challenges and utilize various strategies, with a view to fostering social connections with domestic students in future platforms.</p>
90

iBeacon微定位技術應用於視障者行動導航之研究 / Designing a Navigation App with iBeacon Technology for the Visually Impaired Smartphone Users

林禕瑩, Lin, Yi Ying Unknown Date (has links)
手機的導航功能是一般人習以為常的生活工具,到陌生地點的路線規劃變成越來越簡單的事,不過目前多數的服務都以地圖方式呈現,資訊陳列和互動設計皆十分視覺導向,造成以聽覺操作手機的視障者覺得難以上手且不友善。統計發現,台灣國內的視障者幾乎天天都有外出需求,卻沒有一款針對他們所設計的導航服務,導致需要外出與獨立行動的視障族群必須透過更繁瑣的準備過程才得以安心的出門。再者,搭配現有導航服務的GPS定位並不夠準確,無法提供視障者所需的近身資訊,東南西北方位與百餘單位的公尺數對明眼人來說都可能是一項挑戰,視障者更是難以消化。因此,本研究透過情境訪查、隨身觀察與專家訪談等質化研究方式,深入探索視障者需求,並了解他們與一般人於行動上的異同。藉由新興的iBeacon微定位技術提供非視覺化的線索,將曲折的旅程分割成一段一段的路線,並在設計過程中融入視障者定向訓練的所知所學,讓他們能以原有技能在街道上安心行走,提升獨立出門的安全性。 / Using mobile apps to help route finding is very common for most of us. However, the visually impaired smartphone user does not benefit from this technology. A tremendous demand for independence and mobility remains unsolved. Unlike us, the visually impaired use their smartphone by auditory sense. But those apps with touch screen are not specially designed for their usage pattern. According to our preliminary study, current navigation service always comes with bad information display and unfriendly interaction design. All of these lead to a very frustrating navigation experience. Through the qualitative research methods like contextual inquiry, shadowing, and expert interview, we’d like to explore how different they are from us on the matter of traveling, and reveal the real need of the visually impaired for mobile navigation. Based on our research finding, we want to propose a navigation app specially made for the visually impaired smartphone user. In addition to GPS base service, we provide hyper-local, meaningful multi-sensory notifications to our user through micro location technology of iBeacon. And we integrate the knowledge they learned from Orientation and Mobility training in the navigation process to create a better walking experience and encourage them to live with independency. The app itself is not only a way finding tool but also an information and experience sharing platform for the visually impaired community. Combining the power of design and technology, we can enhance their cognition to the living environment, and improved the independence & mobility for our users as well. In the end, the visual impaired users will be motivated to explore the world on their own and enjoy the colorful world.

Page generated in 0.1091 seconds