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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.
461

Förtroendeingivande design / Trustinducing design

Westrin, Emma January 2019 (has links)
Arbetet handlar om vilka aspekter, grafiska såväl som kringliggande faktorer, som användare anser inger förtroende för en e-handelswebbsida. Då mycket litteratur kring förtroendeingivande aspekter och designriktlinjer är tio till 20 år gamla, är syftet med detta arbete att tillhandahålla en grund för framtida forskning inom området att utgå ifrån då det är viktigt att designriktlinjer hålls uppdaterade och det därför krävs forskning inom området. Vilka aspekter som inger förtroende hos användarna undersöktes genom intervjuer och enkäter med studenter som deltagare för respektive datainsamlingsmetod. Resultaten från studien visar att det är många olika aspekter som påverkar förtroendet, däribland företagets rykte, vilken information som finns på sidan samt hur webbsidan ser ut. Dessa tre aspekter nämndes även av litteraturen som förtroendeingivande, vilket visar på en viss överensstämmelse mellan de gamla designriktlinjerna och svaren som studiens deltagare tillhandahöll.
462

Röststyrning i fabriksmiljöer : En behovsanalys av röstbaserade system inom fabriksmiljöer / Voice control in factory environments : A needs analysis for speech-based systems in factory environments

Wikberg, Joakim January 2019 (has links)
Digitala röstbaserade system uppkom först på 1970-talet och har sedan dess utvecklats och blivit ett allt mer vardagligt fenomen. Det finns till exempel diverse röstbaserade digitala assistenter i de flesta av dagens moderna smartphones, såsom Apples Siri, Google Assistant och Microsofts Cortana. Utöver konsumentelektronik, finns det flera potentiella användningsområden för denna typ av system. I detta arbete har potentialen och behoven för röstbaserade system inom fabriksmiljöer undersökts. Termen behov syftar i detta sammanhang på vad användare av exempelvis ett system behöver för att uppnå sina mål (till exempel vid utförandet av någon specifik uppgift). Genom att ha användarnas behov i åtanke vid utvecklingen av digitala system går det att utforma system som i större utsträckning kan tillgodose användarnas behov och hjälpa dem nå sina mål, vilket generellt sett bidrar till en positivare användarupplevelse (eng. User Experience). Behov manifesterar sig ofta som problem och frustrationer som användare kan uppleva, eller som begränsningar och möjligheter inom kontexten. Till exempel, inom detta sammanhang, skulle ett behov kunna ses som en möjlighet att förbättra eller underlätta utförandet av arbetsuppgifter med hjälp av ett röstbaserat system inom fabriksmiljöer. I detta arbete har behov undersökts empiriskt genom observationer och intervjuer med arbetare inom en fabriksmiljö. Baserat på resultaten från undersökningen kunde ett antal möjligheter och begränsningar för röstbaserade system inom fabriksmiljöer identifieras: möjligheten för arbetare att programmera/konfigurera bearbetningsenheter via röstkommandon, föra anteckningar relaterade till sitt arbete via diktering samt möjligheten att ta emot återkoppling/information via röst. Den huvudsakliga eventuella begränsningen som identifierades var ljudnivån inom fabriksmiljöer samt tekniska och praktiska utmaningar relaterade till dessa system. Baserat på de identifierade begränsningarna och utmaningarna föreslås det (bland annat) som fortsatt arbete inom ämnesområdet att dessa undersöks närmare och mer djupgående.
463

Deceptive Interfaces : A case study on Amazon’s account deletion navigation and its effects on user experience

Láng, Lili, Pudane, Paula Dana January 2019 (has links)
No description available.
464

Avaliação de experiência de jogador aplicada ao desenvolvimento de jogos. / Player experience evaluation applied to game development.

Costa, André Febeliano da 08 April 2016 (has links)
Experiência de usuário e experiência de jogador são dois conceitos que apresentam similaridades. Ambos envolvem a interação de um usuário com um produto, havendo sobreposição de métodos e áreas do conhecimento que permitem verificar experiência. Porém há diferenças quanto ao foco dado a experiência resultante da interação. Este trabalho apresenta os conceitos de experiência de usuário, usabilidade, experiência de jogador e jogabilidade apresentados pela literatura. Em seguida é discutido a relação que estas definições possuem entre si, identificando os elementos que os separam, apresentando uma possível divisão entre os conceitos de experiência de usuário e experiência de jogador e suas ferramentas. Ao fim este trabalho apresenta dois experimentos que mostram uma forma de verificar experiência de jogador em dois jogos distintos, procurando a inclusão desses métodos dentro do ciclo de desenvolvimento de jogos. Este trabalho também apresenta uma compreensão sobre experiência de jogador na interação com jogos e a inclusão de sua avaliação dentro do ciclo de desenvolvimento utilizando testes com usuários. / User experience and player experience are two concepts that have similarities. Both involve the interaction between user and product, with overlapping methods and areas of knowledge to evaluate experience. But there are differences as to the focus given to the experience resulted from the interaction. This paper first introduces the concepts of user experience, usability, player experience and playability presented in the literature. Subsequently, it discusses the relationship that these definitions have to each other, identifying the elements that separate them, presenting a possible division between user experience concepts and player experience and tools. Lastly this work presents two experiments seeking to apply the methods to verify player experience in two different games, looking for the inclusion of these methods within the game development cycle. This work presents an understanding on player experience and the inclusion of its evaluation within the development cycle with user-based tests.
465

Evaluating the User Experience of Microsoft HoloLens and Mobile Device Using an Augmented Reality Application

Pola, Sai Vijay January 2019 (has links)
Context: In recent years, everyone is completely relying on using computers and smartphones in our daily activities. Augmented Reality will superimpose virtual and computer-generated information on top of the real world. Volvo Construction Equipment (VCE) team is planning to use Augmented Reality applications on a real construction site to track the details of the vehicles without going to the laboratory. An Augmented reality application is developed for Microsoft HoloLensand Mobile device and the user experience is evaluated. This research has been conducted at PDRL-BTH, in collaboration with VCE. Objectives: In this research, the key attributes are collected, which should be displayed in both the devices and compare the user experience using the user satisfaction score. Furthermore, this research involves exploring and evaluating the difference in the user experience between both the devices. Methods: In this study first an interview is carried out with the design engineers of the VCE team. Some open-ended questions were asked to the VCE team. The information required from the VCE team is collected and documented and further an experiment on the user experience has been conducted to calculate the User Satisfaction Score between the Microsoft HoloLens and Mobile device. After the experiment, the significant difference has been measured using statistical techniques among the two devices. To measure the size of the difference Cohen’s D effect size is used. Results: The significant difference between the User Satisfaction Score of the two devices has been done using T-test. The results state that the significant value is less than 0.05 and hence the null hypothesis is rejected. The measurable difference states that Microsoft HoloLens has a better user interface than the Mobile device with respect to the user satisfaction Score. Conclusions: After obtaining the results and analyzing the data, we conclude that there is a significant difference in the user experience of Microsoft HoloLens when compared to Mobile device. We also conclude that Microsoft HoloLens has better user experience when compared to the Mobile device.
466

User experience design for children in foster care : Considerations and guidelines / UX design för placerade ungdomar : Designöverväganden och riktlinjer

Farhanieh, Iman January 2018 (has links)
Studies have shown that foster children encounter many problems in everyday life. Three of these major problems are access to information, communication and integration. Studies have also shown that digital services such as mobile application can assist this particular type of user with their needs. However, when designing such a service, it is important that the right user experience design process which is suitable for the user will be implemented. For this reason, the goal of this study is to answer the following questions: “Which UX design guidelines are considered more efficient when designing a digital service, especially eHealth services, aimed for adolescent foster children?” In general, this study aims to identify which factors inside user experience design will lead to a more efficient experience for adolescent foster children from the age of 15 to 18. In order to accomplish this, the user centered design and design science research methodology were adopted for this study. Other methods such as literature study, interviews, usability test and heuristic evaluation test were also conducted. Furthermore, to evaluate the identified design guidelines, a mobile prototype which included the design guidelines were created. Based on the results from the usability test and heuristic evaluation test, it can be argued that the design features that would benefit adolescent foster children in a digital service are social features, accessing the right information at the right time, rewards and challenges. Other design features such positive color palates, clear navigation features and minimum use of instructional text should also be used. More importantly, when it came to understanding the needs of the focus group and the context specifics surrounding them, it was realized that designers should create trust with the user, including experts in the area, identifying ethical issues and the exact limitations that the focus group faces. It should be noted that at the beginning of this study, the main plan was to test the concept on actual foster children. Unfortunately, due to certain circumstances, this was not possible. Instead, a usability test and heuristic evaluation test for the prototype was conducted with participants that were experts in the areas related to this study.
467

User experience in mobile augmented reality applications : The digital native perspective

Hellsten, Johanna, Knape, Annie, Simberg, Sofi January 2018 (has links)
Characteristic for upcoming technology is that it is growing, constantly developing and fast implemented in people's lives. Augmented reality (AR) is one of these technologies and more companies are implementing AR in their daily operations. AR can be described as a large amount of data, being transformed into images that are attached to the real world. The technique takes digital images and applies it to the reality through a mobiles camera lens. When used for mobile application it is called mobile augmented reality (MAR). MAR applications are expected to be as successful as smartphones was when it was first released. The revenue is set to be over $120 billion dollars by 2020. Even though it sees huge potential, few studies are done on user experience (UX) and satisfaction for the end user. This information could be a crucial asset for AR stakeholders in the prosperous future. A generation of interest for technology stakeholders is the digital natives who are people born between 1980 and 2000. They have been brought up with technology and they are comfortable with adapting to new technologies and they are not late on trying them out. This study combined the three fields of interest, MAR, UX and the digital natives, for the purpose to develop knowledge of what factors within UX that digital natives’ value as most important for a MAR application. A quantitative method with an inductive approach were used to answer the research question. The researchers used a questionnaire to collect the data that was later analyzed with the help of Google Forms, Microsoft Excel and SPSS. Predetermined factors from a theoretical framework was presented to the participants of the study; perspicuity (easy to learn, easy to understand), dependability (predictable, secure), efficiency (fast, organized), novelty (creative, innovative) and stimulation (exiting, interesting). The study concluded that perspicuity, novelty and efficiency were the most important factors of UX in MAR applications according to the digital natives.
468

UBIQUOS - arcabouço multiplataforma para jogos colaborativos utilizando interface distribuída de usuário. / UBIQUOS - multi-platform framework for collaborative games with distributed interface.

Kayatt, Pedro Matsumura 25 October 2016 (has links)
O aumento no número de dispositivos móveis de alto desempenho e a disponibilidade de conexões sem fio permitiram o desenvolvimento de interfaces que são compartilhadas entre diversos dispositivos; tais interfaces são chamadas de Interfaces Distribuídas de Usuários. Esta pesquisa foca no desenvolvimento de um arcabouço que visa simplificar o desenvolvimento de jogos digitais que utilizem interfaces distribuídas, assim como analisar o atual estado da arte de outras tecnologias e arcabouços. É proposto um estudo de aceitação, utilizando parâmetros quantitativos e qualitativos, afim de comprovar as características necessárias para uma experiência fluída para o usuário. Tal tarefa é analisada através da criação de um jogo protótipo onde diversos jogadores podem jogar juntos e compartilhar informações entre diversos dispositivos. / The increasing number of high-end mobile devices and increased connection availability have allowed on the development of interfaces that can be shared between multiple devices; such interfaces are called Distributed User Interfaces. This research aims the development of a framework to simplify the development of games using distributed interfaces, as well as to assay the current state-of-art of technologies and frameworks. We propose a study of the acceptance, using both qualitative and quantitative parameters, in order to verify compliance with the necessary characteristics for a fluid user experience. This is accomplished through the creation of a prototype game in which several players can play together and share information through many devices.
469

Visualização de informação de depuração: uma avaliação experimental / Visualization of debugging information: an empirical assessment

Silva, Fabio Pereira da 15 December 2017 (has links)
Depuração é a tarefa de localizar e corrigir defeitos em um programa. Apesar do esforço de pesquisa em depuração, especialmente nos últimos anos, ela ainda é realizada da mesma forma desde a década de 60, quando os primeiros depuradores simbólicos foram introduzidos. Localização de defeitos baseada em cobertura (LDC) é uma técnica de depuração promissora devido ao seu baixo custo de execução. LDC identifica os elementos mais suspeitos de um programa ao classificar linhas, métodos, classes e pacotes com maior valor de suspeição. Recentemente, ferramentas de visualização têm sido propostas para representar os valores de suspeição dos elementos de um programa. Entretanto, nenhuma delas foi introduzida em ambientes industriais e a utilização de depuradores simbólicos ainda é predominante. Nesta dissertação, foi avaliada a eficácia, a eficiência e a usabilidade de duas ferramentas de depuração, chamadas CodeForest e Jaguar, em ambientes reais. Jaguar apresenta os trechos mais suspeitos de um programa em uma lista ordenada por seus valores de suspeição. A CodeForest recebe informações de classes, métodos e blocos (conjunto de instruções executadas em sequência) suspeitos para construir uma floresta de cactus tridimensional representando o programa inspecionado. Na CodeForest, as classes são representadas como cactus, os métodos como galhos e os blocos como espinhos de um galho. Em ambas as ferramentas, os elementos do programa recebem cores que variam de acordo com o seu valor de suspeição. A questão básica respondida ao término deste trabalho é se as informações da depuração quando exibidas em uma metáfora visual melhoram a eficácia, a eficiência e a usabilidade na localização de defeitos. A eficácia e a eficiência foram avaliadas, respectivamente, pela capacidade da ferramenta direcionar o desenvolvedor ao método ou linha do defeito e o tempo necessário para localizá-los. A usabilidade das ferramentas foi avaliada por meio de um questionário baseado no modelo TAM (Technology Acceptance Model). Os resultados obtidos demonstram que a Jaguar foi mais eficaz, eficiente e com maior grau de usabilidade do que a CodeForest; entretanto, o tamanho do efeito estatístico é insignificante para a eficácia e eficiência e baixo para a usabilidade / Debugging is the task of locating and fixing defects in a program. Despite the research effort in debugging, especially in recent years, this task is still carried out in the same way since the 60s when the first symbolic debuggers were introduced. Spectrum-Based Fault Localization (SFL) is a promising debugging technique due to it is relative low execution cost. SFL pinpoints the most suspicious program elements by ranking lines, methods, classes and packages with greater suspicious values. Recently, visualization techniques have been proposed to represent the suspicious values of program elements. However, none of them have been introduced at industrial settings and the use of symbolic debuggers is still prevalent. This dissertation assessed the effectiveness, efficiency and usability of two debugging tools, called and CodeForest and Jaguar, in real environments. Jaguar presents the most suspicious elements of a program in a list sorted by suspicious values. CodeForest receives lists of suspicious classes, methods and blocks (set of statements executed in sequence) to build a three-dimensional cacti forest representing the program inspected. In CodeForest, classes are represented as cacti, methods as branches and blocks as thorns of a branch. In both tools, the program elements receive colors that vary according to the suspicious values. The basic question answered at the end of this research is whether debugging information when displayed as a visual metaphor improve the effectiveness, efficiency and usability during fault localization. The effectiveness and efficiency were assessed, respectively, by the tool\'s ability to direct the developer to the faulty method or line and the time spent to locate them. The tools\' usability was evaluated using the Technology Acceptance Model (TAM). The results show that Jaguar is more effective, efficient and presented greater usability than CodeForest; however, the statistical effect size is insignificant for effectiveness and efficiency and low for usability
470

O impacto das cores e das formas de embalagens de alimentos na experiência do usuário

Rosa, Valentina Marques Da 30 June 2017 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2017-08-02T16:14:01Z No. of bitstreams: 1 Valentina Marques Da Rosa_.pdf: 1176563 bytes, checksum: 7ee335112074ee2dcdf24845d4d1517e (MD5) / Made available in DSpace on 2017-08-02T16:14:01Z (GMT). No. of bitstreams: 1 Valentina Marques Da Rosa_.pdf: 1176563 bytes, checksum: 7ee335112074ee2dcdf24845d4d1517e (MD5) Previous issue date: 2017-06-30 / Nenhuma / Compreender mais profundamente o usuário e a sua experiência com os objetos é crucial para o design, já que a partir desse conhecimento é possível projetar focando em necessidade específicas. Com esse propósito, devem entender como as pessoas, através da percepção, entrarão em contato com os produtos, e como será esse encontro. Não só o produto em si é importante para a experiência. A embalagem é o primeiro contato que o usuário terá com ele, e pesquisas mostram que a sua cor e forma podem aumentar a preferência por um produto específico. Com isso em mente, esta pesquisa tem como objetivo geral mensurar o impacto das variáveis tangíveis da embalagem – forma e cor – na experiência do usuário. Para tanto, foi utilizado um delineamento experimental, contando com dois estudos. O primeiro manipulou duas variáveis independentes intragrupos, forma (arredondada e angular) e cor (escalas de cinza, de cores quentes e de cores frias), e as variáveis dependentes de preferência e associações de sabor, com uma amostra de cinquenta pessoas. Utilizou, para tanto, embalagens sem a identificação do produto. Os resultados encontrados indicaram que a cor é mais significativa do que a forma para as variáveis estudadas, não havendo diferença entre quentes e frias, com as cinzas apresentando médias muito menores quando comparadas às outras duas. Sobre os sabores, não houve efeito significativo para forma, enquanto a cor foi significativa em todos eles menos no sabor amargo. No segundo experimento foram manipuladas três variáveis independentes, também intragrupos: forma (arredondada e angular), cor (escalas de cores quentes e de cores frias) e tipo de produto (biscoito amanteigado e de cereal). Como variáveis dependentes, a percepção de o quão saudável um produto aparenta ser foi mensurada, assim como preferência, com uma amostra de cento e duas pessoas. Nesse experimento, foram utilizadas imagens de embalagens mais realistas, contendo a identificação do produto. Como resultados para preferência, a cor foi significativa, com as frias apresentando médias maiores, assim como o tipo de produto, com as amanteigadas apresentando médias maiores. Sobre o quão saudável um produto aparenta ser, todas as variáveis independentes apresentaram efeitos significativos, com as embalagens angulares, frias e amanteigadas apresentando médias maiores quando comparadas às outras. / Understanding the user more deeply and their experience with objects is crucial for design, since from this knowledge it is possible to design focusing on specific needs. With this purpose, they must understand how people, through perception, will come into contact with products, and what that encounter will be like. Not only is the product itself important for the experience. Packaging is the first contact the user will have with it, and research shows that packaging’s color and shape may increase the preference for a specific product. With this in mind, this research has as a general objective to measure the impact of the tangible variables of packaging - shape and color - in the user experience. For this, an experimental design was used, counting on two studies. The first one manipulated two independent intragroup variables, shape (rounded and angular) and color (gray scales, warm colors and cool colors), and the dependent variables of preference and flavor associations, with a sample of fifty people. For it, packaging without product identification were used. The results indicated that color is more significant than shape for the studied variables, with no difference between warm and cool, with the gray having much lower averages when compared to the other two. About the flavors, there was no significant effect for shape, while color was significant in all of them, except in the bitter taste. In the second experiment, three independent variables were manipulated, also intragroups: shape (rounded and angular), color (warm and cool scales) and type of product (buttery biscuit and cereal). As dependent variables, the perception of how healthy a product appears to have been measured, as well as preference, with a sample of one hundred and two people. In this experiment, more realistic packaging images were used, containing the product identification. As results for preference, the color was significant, with the cool ones having higher averages, as well as the type of product, with the butters presenting higher averages. Regarding how healthy a product appears to be, all the independent variables had significant effects, with the angular, cool and buttery packages presenting higher averages when compared to the others.

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