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Potencializando a experiência da criança de educação infantil através da interface gráfica no ambiente TVDiDemarchi, Gustavo Scussel January 2015 (has links)
A presente pesquisa pretende demonstrar como o design, por meio do conhecimento das características cognitivas e psicológicas de crianças de educação infantil (idade entre quatro e cinco anos, de acordo com o MEC), frente às possibilidades tecnológicas do ambiente da TV Digital Interativa (TVDi) pode gerar diretrizes projetuais que permitam o desenvolvimento de aplicativos e que venham a auxiliar a construção de experiências mais ativas a esses usuários. Supõe-se que através da criação e sincronização desses elementos, se pode proporcionar o desenvolvimento de interfaces gráficas amigáveis (IGA´s) mais eficientes na construção do conhecimento. A pesquisa advém da necessidade de projetar aplicativos que utilizem de forma mais eficaz as possibilidades interativas, bem como contribuir com iniciativas que permitam o uso da TVDi como ferramenta de inclusão tecnológica e social. Esse cenário de pesquisa apresenta-se propício ao se verificar a abrangência da TV nos lares brasileiros, bem como a conversão definitiva do sinal analógico para digital, que ocorrerá até o ano de 2018. A investigação teórica relata os impactos na relação entre a criança e televisão a partir de estudos conduzidos ao longo dos anos, e busca entender como a informação é percebida por usuários nessa faixa etária, bem como estabelecer a abordagem narrativa mais adequada a esse usuário. Essa fase gerou diretrizes que embasaram o instrumento de coleta de dados por meio da pesquisa de campo, conduzidas a partir de entrevistas com especialistas das áreas de psicopedagogia, narrativa e design. A interpretação dos dados através do confronto proveniente da pesquisa teórica e prática dessas áreas do conhecimento geraram diretrizes de projeto de interface que tiveram a comprovação de sua eficácia em sua aplicabilidade por meio da avaliação em atividade de grupo focal, formado por especialistas da área do design. Essa etapa final da pesquisa resultou em um conjunto de diretrizes capazes de auxiliar desenvolvedores e projetistas a potencializarem a experiência da criança em educação infantil através da interatividade nos ambientes digitais. Finaliza-se com conclusões e contribuições e sugestões para futuros estudos. / This research aims to demonstrate how the design, through the knowledge of cognitive and psychological characteristics of childhood education (ages four and five, according to the Brazil’s Ministry of Education), toward to the environment of the technological capabilities of the Interactive Digital TV (iDTV), can generate projective guidelines that enable the development of applications which will help to build more active experiences for those users. It is assumed that through the creation and synchronization of these, it can provide the development of friendly graphical user interfaces (IGA's) more efficient in the construction of knowledge. The research comes from the need to design applications that use more effectively the interactive possibilities and contribute to effort to enable the use of iDTV as technological and social inclusion tool. This scenario research presents conducive to verify the scope of TV in Brazilian homes, and the final conversion of the analog signal to digital, which will occur by the year 2018. The theoretical research reports the impacts on the relationship between the child and television from studies conducted over the years, and seeks to understand how information is perceived by users in this age group and also to establish the most appropriate narrative approach to this user. This phase generated guidelines which supported the data collection instrument through field research, conducted through interviews with experts in educational psychology, narrative and design areas. Interpretation of the data through the coming confrontation of theoretical and practical research of these areas of knowledge generated interface design guidelines that had the evidence of its effectiveness in its applicability through the evaluation focus group activity, comprising the area of design experts. This final stage of the study resulted in a set of guidelines that can assist developers and designers potentiating the child's experience in early childhood education through interactivity in digital environments. The research ends with conclusions, contributions and suggestions for future studies.
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Redesigning For Experience - REX : An Approach for the Evaluation of User Experience and Suggestion of Improvements in Mobile ApplicationsCabrejos, Luis Jorge Enrique Rivero, 92-99332-2183 08 June 2017 (has links)
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Previous issue date: 2017-06-08 / CNPq - Conselho Nacional de Desenvolvimento Científico e Tecnológico / User eXperience (UX) refers to a holistic perspective and an enrichment of traditional quality models with non-utilitarian concepts, such as fun, joy, pleasure, hedonic value or ludic value. In order to evaluate UX in software applications, several technologies (tools, methods, techniques) have been proposed that range from using questionnaires to employing biometrics to gather quantitative and qualitative data on users’ experience. However, there is a need for research in the development of specific UX evaluation technologies that are easy and comfortable to use from the point of view of users, while supporting software engineers in the correction of the aspects that cause poor experiences. Additionally, new UX approaches should be proposed for evaluating mobile applications, as there is still a shortage of methods for this type of applications, which is rising in demand. This doctoral dissertation proposes an alternative approach for evaluating mobile applications called Redesigning for EXperience (REX), which intends to be less intrusive for users when extracting UX data, while generating reports containing design suggestions for improving the UX. We assessed the acceptance of the initial versions of the REX approach from the point of view of users and software engineers in two studies. When compared to 3E, a qualitative UX evaluation method, the results showed that REX was perceived as more fun, useful and more interactive. Additionally, software engineers considered REX useful and easy to understand, while suggesting improving its report to facilitate its understanding and increase its use. After working on the improvements opportunities from the empirical studies, we developed a tool support for the REX approach called the REX report generator. Also, we carried out an observational study to verify to which extent the REX approach could be applied in a real software development project. Thus, REX was employed by users to evaluate a mobile educational application and a discussion meeting was held with the software development team to discuss the improvement suggestions provided by REX to support the redesign process. The findings from the observational study indicated the satisfaction of users to report their experience with the REX approach, while the members of the development team agreed with the usefulness of the REX report and its improvement suggestions. By providing design suggestions, we aim to support software engineers in improving the UX of the developed mobile applications, thus increasing their quality and acceptance in the market. / .
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IMPLICAÇÕES DO USO DE SMARTPHONES COMO FERRAMENTAS DE INTERATIVIDADE PARA PARTICIPAÇÃO NO CONTEXTO DA CELEBRAÇÃO DA SANTA MISSA / IMPLICATIONS OF SMARTPHONES FOR USE AS INTERACTIVE TOOL FOR PARTICIPATION IN THE CONTEXT OF CELEBRATION MASSNeves, Pablo Diego de Araújo 30 June 2015 (has links)
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Previous issue date: 2015-06-30 / This research aims at identifing and analyzing the implications of smartphones usage during the celebration of Holy Mass, in the context where such devices are used directly as interactivity tools among the faithfuls and the liturgy celebration, seeking to expand the multimediatic possibilities of these devices within the religious practice of its members. For this we used the application Católico Orante developed for this purpose, in order to provide the experience of use of such devices in this particular context. The literature review presents both the media interactivity context of the catholic faithfuls with the celebration of Mass, as well as the theoretical basis related to the Mobile Interaction Device quoted above, correlating still with the reality of the applications with Catholic religious themes. The methodology used was the method of Case Study, from the approach of User Experience (UX), with the group of young people Javé Nessi from the Igreja Menino Jesus de Praga, in Sao Luís do Maranhão, from which elaborated a study report, where the results obtained in the research were presented. It was found that the use of smartphones in this context still has been limited to usability issues and rejected by cultural barriers within the community, although the positive assessments of the user experience have been more frequent. / A presente pesquisa visa identificar e analisar as implicações decorrentes do uso de smartphones durante a celebração da Santa Missa, no contexto onde tais dispositivos são utilizados diretamente como ferramentas de interatividade entre os fiéis e a liturgia da celebração, buscando expandir as possibilidades multimidiáticas desses dispositivos dentro da prática religiosa de seus usuários. Para tal, utilizou-se o aplicativo Católico Orante, desenvolvido para este fim, como forma de proporcionar a experiência de uso de tais dispositivos nesse contexto específico. A revisão da literatura apresenta tanto o contexto de interatividade midiática dos fiéis católicos com a celebração da Santa Missa quanto o embasamento teórico relacionado ao Dispositivo de Interação Móvel supracitado, correlacionando ainda com a realidade dos aplicativos de temática religiosa católica. Como metodologia, utilizou-se a modalidade de Estudo de Caso, a partir da abordagem da Experiência do Usuário (UX), junto ao grupo de jovens Javé Nessi, da Igreja Menino Jesus de Praga, em São Luis do Maranhão, a partir do qual elaborou-se um relatório do estudo, onde foram apresentados os resultados obtidos na pesquisa. Verificou-se que o uso de smartphones nesse contexto ainda apresenta-se limitado à problemas de usabilidade e rejeitado por entraves culturais existentes dentro da comunidade, ainda que as avaliações positivas quanto à experiência dos usuários tenham sido mais frequentes.
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Design and evaluation of a user interface for a WebVR TV platform developed with A-FrameHedelin, Hugo January 2017 (has links)
The market for virtual reality products has grown rapidly the last few years, and as the demand grows, the supply should naturally follow. More games, applications and also web sites for virtual reality are going to have to be designed and produced to support this demand. However, the guidelines and the literature for designing user interfaces specifically for virtual reality are few and often outdated. The purpose of this thesis is to help contribute to determine how to design user interfaces for virtual reality, when one is making selection with fuse-based clicks. In this thesis, a prototype for a TV-platform is designed and produced in WebVR, using the framework A-Frame. The prototype is then evaluated with usability tests and redesigned as according to an iterative design process. The evaluations showed that items were easily clicked by mistake and often unknowingly. Furthermore, the test user participants often failed to notice user interface objects if the objects were not placed in the centre areas of the user interface. The conclusion suggests that navigation paths within the user interface could mitigate accidental clicks, and auditory feedback could help users notice the accidental clicks. Moreover, between 700ms to 1000ms, but closer to 1000ms, could be an appropriate fuse time to facilitate ease of making selections at the cost of speed efficiency.
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Achieving business impact with IT : A qualitative study of the practice and theory of driving change with technology, interaction and service designPersson, Jakob January 2017 (has links)
As our society becomes more and more digitalized, IT projects play an increasingly important role. The relatively high failure rates in IT projects have spurred the development of methods and models to improve success rate by managing for outcomes rather than constraints. This thesis aims to contribute to our understanding of how outcome-based project methods are used in practice, and how they’re understood and conceptualized by their users such as project managers, product managers and interaction designers. It provides an overview of seven methods for managing projects for outcomes and presents findings regarding how users of a subset of these methods apply and reason about them. The study’s findings include the identification of six themes regarding the application and use of these methods and four concepts describing how they’re understood. The results indicate that the methods studied have a wide-reaching influence over workplace collaboration and culture, and provide generic strategies for solving problems in the domains of software development, interaction design and service design. Further research is recommended to determine how these methods can be used and improved to further enhance collaboration, communication, and motivation in the workplace and the methods’ wider influence on IT project success.
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Patient self-registration : Design of a digital tool for an emergency department / Självregistrering : Design av ett digitalt verktyg för en akutmottagningEckerberg, Maria January 2017 (has links)
In this bachelor thesis, a prototype of a digital tool is designed, aimed at self-registering patient data in an emergency ward. Normally, patients not arriving by ambulance are treated in the order they enter the waiting room. Nurses performing the first examination—a triage—must ask the patient about their identity, previous medical history and similar questions, and enter this data into a new treatment case in the healthcare information system. It has been suggested that having the patient enter this data themselves would be beneficial, allowing nurses to concentrate on the medical issues. After gathering and analyzing data from observations and from interviews with the staff at a Swedish hospital, a prototype of a digital tool was designed, where patients step-by-step could enter the required data in the waiting room, thus saving valuable time in the triage. Benefits for the patient include receiving feedback about the number of persons ahead in line. The prototype was received favorably by test persons and by the staff, indicating that it could work as a model for a product to be put into work use.
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Providing visualisation of wood industry data with a user centred designLindell, Patrick, Nilsson, Daniel January 2016 (has links)
When developing a new system, it is a good idea to involve the end users from the start to prevent usability issues. This thesis has evaluated how one can develop a data visualisation system for the sawmill industry with a focus on user experience. Semi-structured interviews with a snowball sample approach were used to acquire the demands of the end users. From these demands, paper prototypes were developed and then evaluated. Data on these prototypes were collected iteratively with the help of usability tests. This was done to understand how pleased users were when using the product but also to evaluate how efficiently they used it. Metrics have been used to measure the user experience of the product with both the paper prototypes and a hi-fi prototype, also described as the alpha prototype. The conclusion answers the two research questions asked in this thesis. It concludes that the interview technique used in this thesis gave a good understanding of what information the users were interested in. Regarding measuring user experience, usability issues have been detected and reduced for each iteration, which indirectly results in a higher efficiency since the number of confusions are reduced. Something that can be seen from the system usability scale tests is that the high scores (about 89) they generated indicate that the users are pleased. With the different metrics used in this thesis, the conclusions are that the fewer the obstacles are for the user, the less annoyed they are when using the product and in turn perform their goals faster.
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"Bygga nytt och bättre" : En fallstudie om hur användarupplevelse värderas i en myndighets IT-systemMatti, Sara, Ankkuriniemi, Sinikka January 2016 (has links)
Many of the administrative information systems at authorities are not designed for the purpose of the business. The systems are often old, rigid, gray and boring. The concept usability has often been used when it comes to designing work systems, but recently the usage of user experience have increased. This study aimed to understand what value user experience has at a Swedish authority. To get answers we interviewed and observed users of a specific information system and interviewed IT-managers to get their opinions and thoughts on user experience. During this process we created a simple model that captures the complexity of user experience, because user experience is a difficult concept with no clear definition. Our study concluded that user experience is not requested at this time in authority’s administrative information systems. The users do not request it and are not prioritized by the IT-managers. At the same time research suggests that it becomes more usual and more common to design for a good user experience. We argue that authorities should pay attention to user experience when they develop information systems, because it is important for authorities to keep up with the social and technological development in society.
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Bringing the user experience to early product conception : From idea generation to idea evaluation / L’expérience de l’utilisateur dans la conception amont : de la génération a l’évaluation des idéesBongard, Kerstin 19 December 2013 (has links)
L'expérience de l'utilisateur (UX) est devenue une préoccupation majeure pour la conception de produits. Aujourd'hui, il existe différents outils pour l'évaluation de l'expérience de l'utilisateur sur l'apparence des produits finaux. Très peu d'outils et de méthodes permettant d'anticiper l'expérience de l'utilisateur au cours de la conception amont existent. Cette thèse explore le large éventail de dimensions en conception qui constituent potentiellement l'expérience de l'utilisateur. Les propriétés dynamiques des produits apparaissent comme un facteur important. Dans les expérimentations, un logiciel basé sur des mots et des liens d'inspiration, ainsi que la technique ‘body storming' sont testés comme un moyen de génération de l'expérience utilisateur. Les concepts et les gestes d'interaction produits sont ensuite évalués par une combinaison de questionnaires et de mesures comportementales et physiologiques. Les résultats des expérimentations montrent premièrement qu'une large gamme de dimensions de conception doit être considérée dès la conception amont, deuxièmement qu'il est possible d'appliquer les évaluations UX sur les premiers concepts et troisièmement que les évaluations UX peuvent également être effectuées sur les propriétés dynamiques comme les gestes d'interaction. Cette thèse apporte aussi un nouveau modèle sur l'expérience de l'utilisateur et une liste de dimensions en conception pour la recherche en design et pour les designers. / The User Experience (UX) has become a major concern for the design of consumer products. Today exist various tools for the evaluation of static properties of final products on their User Experience value. However, very few tools and methods are available that allow anticipating the future User Experience during the first stages of product conception. This thesis explores the wide range of design dimensions that potentially form the experience of the user. Dynamic product properties emerge as an important factor for User Experience. In the studies a software based on inspiration words and links, as well as the technique body storming are tested as a new means of User Experience generation. The produced early concepts and interaction gestures are then evaluated through a combination of questionnaires, behavioural and physiological measurements. The study results show firstly that a wide range of design dimension needs to be regarded to design for User Experience, secondly that it is possible to apply UX evaluations on early concepts and thirdly that UX evaluations can also be done on dynamic properties like interaction gestures. This thesis furthermore contributes design research and practice with a new model on the mechanism of User Experience and a list of design dimensions for early product conception.
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Définition et représentation d'intentions liées à l'expérience d'utilisation en phase amont du processus de conception de produit / Definition and representation of user experience intentions in the early phase of the industrial design process : a focus of the kansei processGentner, Alexandre 25 April 2014 (has links)
L'expérience perçue lors de l'utilisation de produits est récemment devenue un facteur différenciateur majeur entre les principaux acteurs de l'industrie. Elle influence désormais grandement le succès de nouveaux produits. En parallèle, l'intérêt de la communauté de recherche en design sur le sujet va en grandissant. La présente recherche apporte une contribution à ces deux mondes en explorant des moyens de définir et représenter des intentions d'expérience utilisateur. Une des originalités de cette recherche réside dans le fait que son assise théorique combine les notions complémentaires d'expérience utilisateur et de processus « kansei » (processus mental affectif) utilisées originellement par des communautés scientifiques différentes. Elle fait aussi partie du groupe très restreint de travaux qui investiguent les liens entre ces considérations et le monde industriel.Au long des cinq expérimentations qui composent ce mémoire, j'explore la création d'outils et de méthodologies s'intéressant au processus kansei des futurs utilisateurs et permettant l'élaboration puis la communication d'intentions venant nourrir le processus de conception de nouveaux produits. L'influence de la nature des représentations amont sur la compréhension réciproque au sein d'équipes de conception multiculturelles (multi-nationalité et disciplinaire) ainsi que sur différentes typologies de projets prospectifs centrés sur l'expérience sont aussi mis en avant. En termes de contributions académiques, cette recherche a permis de modéliser l'information design échangée au sein d'équipes de conception visant à impacter les processus kansei des potentiels futurs utilisateurs. Elle a aussi mis en valeur les qualités et l'importance des représentations amonts multi-sensorielles. Les contributions industrielles couvrent quant à elles, la création d'outils, de méthodologies et de représentations amonts permettant de caractériser l'approche dite du « Kansei Design », et d'établir des liens entre ces différents aspects et trois typologies de projets de développements de nouveaux concepts. / In the industrial context, users' experience with products recently became a major differentiation factor between competitors and can greatly influence the success of a product. In parallel, the interest from the design research community about this topic is also growing. This research intends to contribute to both contexts by investigating the definition and representation of user experience intentions. When defining the theoretical background of this research a link will be created between the complementary notions of user experience and kansei process. Based on this original field of study, this dissertation will discuss design activities undertaken by design teams in order to nourish the much wider industrial design process.With the five experiments that will be presented in this dissertation, I will explore the creation of tools and methodologies centred on potential users' kansei process and supporting the creation of intentions related to the user experience of products to be designed. I will also investigate how the nature of the resulting early representations can impact reciprocal understanding within multi-cultural design teams, and finally how the developed approach (Kansei Design approach) can impact different typologies of new concept development projects.In terms of academic contributions, this research enabled to model the exchange of kansei-related design information among design-teams and highlighted the added value of multi-sensory early representations resulting from experience-centred design activities. Regarding industrial contributions, the different experiments made it possible to characterise the Kansei Design approach in terms of tools, methodologies, and early representations. Moreover a link was established between the different characteristics of this approach and three typologies of new experience-centred concept development projects leading to different products development projects.
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