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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.
911

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.
912

Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app

Galle, Thor January 2020 (has links)
With the rise of the smartphone industry, the domain of mobile-assisted language learning (MALL) has increasingly grown. A large number of language learning applications have been developed aiming to support individuals’ second language acquisition on various levels, e.g., by teaching vocabulary and grammar to improve reading and listening comprehension. The viability of these applications has been examined in literature and shows overall positive but mixed results. On one side, their success is partly attributed to gamified design elements. These are reported to improve the user experience (UX) and boost learners' motivation. On the other side, the primary reliance on decontextualized vocabulary and grammar exercises is criticized. In response, one such application, SVT Språkplay developed by the Swedish non-profit Språkkraft, incorporated television programs as a longer form of context. This introduced novel video-based learning functions. The first aim of this thesis was to start filling a gap in research by evaluating the usability and user experience of these functions. This was performed through user tests and interviews with seven second language students who used the app to learn Swedish over a period of at least two weeks. The second aim of the thesis was to improve the usability and user experience of the problematic learning functions through a user-centred design process with the ultimate goal to improve learner support and vocabulary acquisition outcomes. The study participants consisted of doctoral researchers and students recruited from a basic Swedish course at KTH. They represent a demographic that benefits from learning Swedish to improve their job opportunities. The initial evaluation results were analysed through the lens of the MUUX-E theoretical framework [10] , a framework for evaluating the “user experience and educational features of m-learning environments”. The evaluation showed that the core vocabulary learning aids directly integrated into the video watching experience were perceived as useful. Conversely, the gamified learning functions outside of the video watching experience were found to be scarcely used as intended. The subsequent user-centered design process improved upon the design of problematic learning functions by adhering to the principles of the MUUX-E framework. Concretely, more varied contextualized vocabulary exercises were designed, more options for user customization were included and feedback and progress metrics such as “streaks” were highlighted. An evaluation of the design with the same participants as the initial evaluation suggests that these changes would improve the usability and user experience of the application. Further research should evaluate an implemented end-product based on the proposed designs in a real-life setting. In that case, its pedagogical merit should also be evaluated. In summary, this thesis found that mobile video-based MALL apps such as Språkplay can provide usable and enjoyable language learning functions. / Med tillväxten av mobiltelefonbranschen har domänen för mobilassisterad språkinlärning (MALL) ökat alltmer. Ett stort antal språkinlärningsapplikationer har utvecklats för att stödja individers förvärv av andraspråk på olika nivåer, t.ex. genom att lära ut ordförråd och grammatik samt för att förbättra läs- och hörförståelsen. Dessa applikationer har undersökts i litteraturen och visar positiva men blandade resultat. Å ena sidan tillskrivit deras framgång delvis spelelementen. Dessa rapporteras förbättra användarupplevelsen (UX) och öka elevernas motivation. Å andra sidan kritiseras det primära förlitandet på dekontekstualiserade ordförråd och grammatikövningar. Som ett svar skapades en sådan applikation, SVT Språkplay, utvecklad av den svenska ideella föreningen Språkkraft, vilken använder TV-program som en längre form av språkligt sammanhang. Detta introducerade nya videobaserade inlärningsfunktioner. Det första syftet med denna uppsats var att börja fylla ett hål i forskningen genom att utvärdera användbarheten och användarupplevelsen av dessa funktioner. Det gjordes genom att genomföra användartester och intervjuer med sju andraspråkstudenter som använde appen för att lära sig svenska under en period av två veckor. Det andra syftet med arbetet var att förbättra användbarheten och användarupplevelsen för dessa inlärningsfunktioner genom en användarcentrerad designprocess med det slutliga målet att förbättra studentens stöd. Studiedeltagarna bestod av doktorander och studenter rekryterade från en nybörjarkurs i svenska på KTH. De representerar en demografisk nytta av att lära sig svenska för att öka deras tillgång till den svenska arbetsmarknaden. De första utvärderingsresultaten analyserades genom tillämpning av MUUX-E-ramverket, ett ramverk för att utvärdera “ u ser experience and e ducational features of m -learning e nvironments” [10] . Det visade att de grundläggande ordförrådets inlärningshjälpmedel som direkt integrerades i video upplevdes som användbara. Omvänt användes knappt alls de spelifierade inlärningsfunktionerna utanför videon. Den efterföljande användarcentrerade designprocessen förbättrades vid design av problematiska inlärningsfunktioner genom att följa principerna i MUUX-E-ramverket. Konkret utformades mer varierade kontextualiserade vokabulärövningar, fler alternativ för användaranpassning inkluderades och feedback- och framstegsmetriker som “streaks” lyftes fram. En utvärdering av designen med samma deltagare som den första utvärderingen tyder på att dessa förändringar skulle förbättra användbarheten och användarupplevelsen. Ytterligare forskning bör utvärdera en implementerad slutprodukt baserad på de föreslagna designförbättringarna i en verklig miljö. I så fall bör dess pedagogiska meriter också utvärderas. Sammanfattningsvis fann vi att videobaserade MALL-appar som Språkplay kan ge användbara och roliga språkinlärningsfunktioner.
913

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

Mandke, Yashodhan Vikas 26 April 2018 (has links)
No description available.
914

Web Accessibility and Search Engine Optimization: an investigation on the implementation and its effect within e-commerce websites in Sweden / Användartillgänglighet och Sökmotoroptimering: en undersökning kring implementationen och dess effekt på e-handelshemsidor i Sverige

Alfvén, Mikaela, Creutz, Amanda January 2021 (has links)
With the digital world we live in today, inclusion on the web is crucial. Ensuring all who want to access the web can do so is a responsibility that can be vague. As prior research has shown that making a website accessible is a low prioritized matter because of time and money, but also lack of knowledge, the purpose with this thesis was to find out if factors used for search engine optimization could cater to web accessibility. There is a general understanding that there are overlapping factors between the two concepts. Since search engine optimization is a desired and successful part of providing a website with traffic, an overlap should improve accessibility. To understand in what way the search engine optimization factors could affect the accessibility of a webpage as a whole, with this thesis we go into the context of implementation by interviewing web professionals. As this thesis will show, there are multiple aspects needed to be taken into consideration when measuring to what extent the overlapping factors affect website performance in regards to accessibility. Factors like the clients, thoughts about responsibility, experience and even personal interest come into play. The method used was qualitative where we analysed the data with a thematic analysis and descriptive statistics. The data collection had three parts: a survey, an in-depth interview with a few of the participants from the survey, and finally a web performance test. The latter was performed by Siteimprove crawl, which administers one of the top accessibility ranking tools online. The general indication was that we cannot draw a conclusion to the benefit of it being enough to just implement the SEO factors that overlap. Although, this investigation provides an insight into to what extent web professionals are implementing the overlapping factors between search engine optimization and web accessibility, and what other aspects may influence web performance.
915

Avatar Control using Eye-Tracking in Virtual Reality : A user study on the sense of embodiment, user experience and workload using a Unity3D Prototype / Avatar-kontroll med hjälp av ögonspårning i virtuell verklighet : En användarstudie om känslan av förkroppsligande, användarupplevelse och arbetsbelastning med hjälp av en Unity3D-prototyp

Goris, Axel January 2023 (has links)
This master’s thesis investigates methods for improving accessibility in virtual reality (VR), focusing on avatar control for individuals with limited mobility. VR offers an opportunity to help them with specific rehabilitation. Avatars, representing the user, serve as a bridge between the virtual and physical world, helping with the sense of embodiment and the more control, the better is the rehabilitation, for example. The objective is to identify effective avatar control approaches in VR, excluding traditional body movements, and assess their impact based on four criteria: sense of embodiment, user experience, task workload, and performance. To address this, we designed a VR experiment in Unity3D with two tasks: one for interaction (selection and manipulation) and one for navigation. Each task had two independent variables. One common variable was the input modality (head-tracking or eye-tracking). For interaction, the second variable determined whether participants had to grasp an object to trigger the avatar’s reaction or could directly control the avatar. In navigation, the second variable decided whether participants used steering or triggering mechanisms for navigating towards their destination. A user study using an HTC Vive Pro eye including 24 healthy participants, testing all four conditions for both tasks was conducted. Participants received tutorials before each condition. We recorded run times during each condition, with five runs for interaction and four for navigation. After each condition, participants provided feedback: the Virtual Embodiment Questionnaire assessed sense of embodiment, the NASA Task-Load Index evaluated task workload, and the System Usability Scale gauged user experience. A repeated-measure two-way Anova showed that for interaction, eye-tracking improved speed performance but did not significantly affect the other metrics compared to head-tracking. In navigation, head-tracking consistently outperformed eye-tracking in all aspects. No other significant results were found. In conclusion, this thesis lays a foundation for enhancing VR accessibility by providing insights into input modalities and avatar control methods. / Denna masteruppsats undersöker metoder för att förbättra tillgänglighet i virtuell verklighet (VR), med fokus på avatarstyrning för personer med begränsad rörlighet. VR erbjuder en möjlighet att hjälpa dem med specifik rehabilitering. Avatarer, som representerar användaren, fungerar som en bro mellan den virtuella och den fysiska världen och hjälper till med känslan av förkroppsligande och ju mer kontroll, desto bättre är rehabiliteringen, till exempel. Syftet är att identifiera effektiva metoder för avatarkontroll i VR, med undantag för traditionella kroppsrörelser, och bedöma deras inverkan utifrån fyra kriterier: känsla av förkroppsligande, användarupplevelse, arbetsbelastning och prestanda. För att ta itu med detta utformade vi ett VR-experiment i Unity3D med två uppgifter: en för interaktion (urval och manipulation) och en för navigation. Varje uppgift hade två oberoende variabler. En gemensam variabel var input modality (head-tracking eller eye-tracking). För interaktion bestämde den andra variabeln om deltagarna var tvungna att greppa ett objekt för att utlösa avatarens reaktion eller direkt kunde kontrollera avataren. För navigering avgjorde den andra variabeln om deltagarna använde styr- eller utlösningsmekanismer för att navigera mot sin destination. En användarstudie med en HTC Vive Pro eye genomfördes med 24 friska deltagare, som testade alla fyra villkor för båda uppgifterna. Deltagarna fick handledning före varje villkor. Vi registrerade körtider under varje villkor, med fem körningar för interaktion och fyra för navigering. Efter varje tillstånd gav deltagarna feedback: Virtual Embodiment Questionnaire bedömde känslan av förkroppsligande, NASA Task-Load Index utvärderade arbetsbelastningen och System Usability Scale mätte användarupplevelsen. En repeated-measure two-way Anova visade att för interaktion förbättrade eyetracking hastighetsprestandan men påverkade inte de andra mätvärdena signifikant jämfört med head-tracking. Vid navigering överträffade head-tracking konsekvent eye-tracking i alla avseenden. Inga andra signifikanta resultat hittades. Sammanfattningsvis lägger denna avhandling en grund för att förbättra VR-tillgängligheten genom att ge insikter om inmatningsmodaliteter och avatarstyrningsmetoder.
916

[pt] RELAÇÃO DAS INTERFACES COM O FLOW DOS JOGADORES EM RPGS ELETRÔNICOS DE MUNDO ABERTO / [en] THE RELATIONSHIP BETWEEN THE INTERFACES AND GAMERS FLOW ON OPEN WORLD RPG GAMES

TALITA COSTA E SILVA TALARICO 10 December 2019 (has links)
[pt] Os jogos eletrônicos são formas de entretenimento disseminadas pelo Brasil. Jogadores têm o poder de decidir as ações do personagem que estão controlando, e isso traz um senso de poder muito importante para os usuários se conectarem com o jogo. Esta pesquisa tem como foco a interface desses jogos eletrônicos e sua questão norteadora é como as interfaces podem alterar a relação do jogador com o jogo, interferindo no estado de flow e imersão dos usuários. A predição é de que a quantidade de informação, e a forma de como é exposta para o jogador pode influenciar nesta relação. Esta pesquisa partiu de uma revisão bibliográfica visando identificar conhecimentos básicos sobre o desenvolvimento de jogos eletrônicos; tipos de jogadores; interfaces utilizadas nos jogos eletrônicos e seus elementos; e conceito de flow e imersão. Em uma segunda etapa, foi realizada uma pesquisa com jogadores, com duas técnicas distintas. A primeira, uma entrevista semi estruturada tem como objetivo conhecer as percepções dos jogadores sobre os tipos de jogos; tipos de interfaces, o que é mais importante no momento do jogo; e se entendem sobre o conceito de flow e imersão; se conseguem entrar nestes estados enquanto jogam ou não; e o que os fazem voltar à realidade. A segunda técnica utilizada foi um questionário online com a escala de Likert visando examinar as ideias relatadas nas entrevistas, com maior número de respondentes. Os resultados obtidos a partir da aplicação das duas técnicas apontaram que não ficaram explícitas tendências de preferências por elementos de interface entre diferentes tipos de jogadores. Além disso, os tipos de interfaces dos jogos eletrônicos citados pelos jogadores, não são capazes, por si só, de promover o estado de flow e imersão, sendo necessário que outros aspectos da mecânica sejam levados em conta. / [en] Electronic games are forms of entertainment widespread across Brazil. Players have the power to decide the behavior of the characters they control, and that brings a very important sense of power for users to connect themselves with the game. This research is focused on the interface of such electronic games and is guided by the question of whether these interfaces may, and how could they, alter the player s relationship with the game, interfering with the state of flow and immersion of users. The prediction is that the amount of information, and the way it is exposed to players, may influence this relationship. This research was initially based on a literature review aimed at identifying basic knowledge on the development of electronic games; types of players; interfaces used in electronic games and their elements; and the concept of flow and immersion. The second stage was a field research with players, using two different approaches. The first, a semi-structured interview with the purpose of getting to know the players perceptions on the types of games; types of interface, what matters most during the game; and whether they understand the concept of flow and immersion, if they can enter these states while playing or not, and what makes them come back to reality. The second approach adopted was an online questionnaire with the Likert scale; aimed at examining the ideas reported on the interviews, with a largest sampling amount. The results obtained from the application of both techniques towards players was the observation of some aspects: no trends for preferred interface elements were made explicit among specific types of players; the types of electronic games interfaces mentioned by players are not capable of promoting the flow and immersion state, it being necessary to take other aspects of the game mechanics into account.
917

Paletto: An Interactive Colour Palette Generator : Facilitating Designers’ Colour Selection Processes

Salman, Rema January 2022 (has links)
Digital growth and the adaption of internet-based solutions, particularly artificial intelligence and machine learning, have dramatically changed the way design is done today. This rapid change in technology has challenged the level of automation, which influences the human-automation interactions with the available colour-design tools (academic and commercial). As colour design and selection are known to be one of the most critical steps of any art or design journey, the currently available tools use one over the other approaches, from the automation-levels spectrum, when it comes to contextual search for colour palettes, colour-extracting, and colour compatibility. On the one hand, fully automated approaches could exclude the designers’ intervention; on the other hand, fully manual approaches could be affected by human errors and weaknesses. Both approaches tend to have problems when used in colour design tools, such as restricting the designers’ freedom, overwhelming designers with information-overload and option-widget clutter that exist in the interfaces of such tools, or limiting designers by the functionalities offered by the tool based on its purpose, causing it to partially support certain parts of the designers’ colour selection process rather than the whole process. The thesis focuses on investigating the possible solutions for balancing the automated and manual methods for generating colour palettes and supporting the designers’ non-standardised colour-selection processes while tailoring the solution to intellectually stimulate and engage designers who work in different design fields, in comparison with the Adobe Explore Page–which is one of the most well-known and established colour design tools in today’s market and one of the applications that offers a contextual search feature. To fulfil the purpose of this research, a web-based application was prototyped (named Paletto), which consists of the requirements for enabling the rapid generation and exploration of colour palette variations, supporting end-users to contextually search for palettes, and allowing users to apply constraints (via a preference selection list) for a holistic palette adjustment. Afterwards, the proposed application was evaluated with 20 individuals from the target audience, using both qualitative and quantitative approaches to prove the concept according to participants’ acceptance, estimate Paletto’s effectiveness on their workflow and design process, examine their engagement and experience when completing the exploratory tasks, and gather additional insights about the design or the conceptual design and implementation of the application. Paletto generally received positive responses towards (1) the accuracy and relevance of its search results, (2) the selection feature and its adaptability and flexibility for human interventions, and (3) the system’s feedback in terms of information accessibility (e.g., search word and number of pages in the pagination). However, the palette generation feature had partially negative responses where participants showed annoyance, confusion, and thought it was complicated. At the same time, several participants appreciated the diversity of the generated palettes and the conceptual design of Paletto in general. Paletto found to effectively facilitate the colour-selection process and designers’ workloads in several areas, such as: fulfilling the end-user goals of producing quality palettes to be used in design projects; resources-efficiency (e.g., money-preserving, effort facilitation, and time-saving) for inspirational image gathering; automatic colour extraction and palette generation; providing freedom and support of decision making to explore colour combinations and variations via the iterative preferences selection; supporting colour-pattern identification in the selections; providing variation and relevant results when searching inspirational image gathering with accurate colour extractions that represent the searched images. Moreover, Paletto proved to offer greater user engagement and a better user experience in comparison with Adobe’s Explore Page. This was due to the felt involvement and the continuous interactivity offered by Paletto’s search and preference-selection features that allowed iterative palette generation and modification. In conclusion, the evaluations indicated some pain-points and gaps in the current design that were discussed in this thesis, and are accordingly recommended to be investigated in future work.
918

[en] ACCEPTABILITY EVALUATION OF A SUPPORT SYSTEM FOR HUMANITARIAN LOGISTICS / [pt] AVALIAÇÃO DA ACEITABILIDADE DE UM SISTEMA DE APOIO À LOGÍSTICA HUMANITÁRIA

DAVILA MARIA GOMES MENDES 12 May 2020 (has links)
[pt] Este trabalho visa avaliar um sistema de doações via internet para operações humanitárias e assistência, o SmartDonation, cujo principal objetivo é gerenciar os recursos necessários para suprir as necessidades dos beneficiários. Através da interface de uma loja virtual, permite a efetuação de doações para diversas campanhas, através de doações monetárias. Desta forma, o sistema propõe uma melhor gestão nas operações de assistência humanitária através da compra em maior escala, trazendo maior economia nos processos operacionais. O objetivo do estudo é analisar a aceitabilidade do sistema, além de compará-lo com ferramentas já existentes no campo de gestões humanitárias. Para isto, utilizou-se como métodos de pesquisa a revisão sistemática da literatura (RSL), a fim de identificar as principais ferramentas utilizadas em gerenciamento de doações e comparar suas funcionalidades; o estudo de caso, a fim de investigar a aceitabilidade por parte das instituições; e a pesquisa survey, para investigar a aceitabilidade do sistema por parte de potenciais doadores. Como resultado da RSL foram identificadas 17 ferramentas utilizadas na otimização de doações. Das 19 funcionalidades avaliadas, o sistema atende a 12. Na análise do estudo de caso foi constatada a necessidade de resolução de problemas encontrados pelas instituições, mas que não comprometeram sua utilidade percebida. Na análise da survey identificou-se a potencialidade do sistema em mudar positivamente o comportamento de usuários avessos a doação financeira; e maior inclinação à doação em desastres de início súbito e causas naturais. Os três métodos são complementares e atestam a aceitabilidade do sistema pelos stakeholders envolvidos. / [en] This work aims to analyze a system of internet donations for humanitarian operations and social assistance, the SmartDonation, whose main objective is to manage the resources needed to meet beneficiaries s needs. An online store interface allows monetary donations to various campaigns. In this way, the system proposes a better management in humanitarian assistance operations through the large scale purchasing, bringing greater economy in the operational processes. The study objective is to analyze the acceptability of the system by potential donors and institutions, as well as to compare it with existing tools in the field of humanitarian management. For this, the Systematic Literature Review (SLR) was used as research method, in order to identify the main tools used in donation management and to compare their functionalities; the case study was used in order to investigate the acceptability of institutions; and a survey to investigate the acceptability of the system by potential donors. As a result of the RSL, 17 tools were used to optimize donations, and of the 19 functionalities evaluated, the system caters to 12 of them. In the case study analysis, it was verified the need to solve problems encountered by users in the usability test, but did not compromise their acceptability and perceived utility. The analysis of the survey identified the potential of the system to positively change the behavior of users averse to financial donations, and a greater inclination to donate in sudden-onset disasters and natural hazards. The three methods are complementary and attest to the acceptability of the system by the stakeholders involved.
919

Designing and Prototyping a Mobile Application for Flatbed Applicators / Skapande av Design och Prototyp av en Mobilapplikation för Planapplikatorbord

Fredriksson, Johan, Kirkerud, Mattias January 2022 (has links)
Context: Flatbed applicators are machines made for laminating, primarily signs on an industrial level. These applicators are controlled manually, which exhibits potential for digitalization in order to enhance the user experience. Problem: The first challenge is to develop a user interface for a mobile app, created to provide an easy path for communication to customers, with user-friendliness as the focal point. The second challenge is being able to communicate with a flatbed applicator, through the aforementioned app. Method: This project started out with pre-studies about the required topics. The system prototype was then designed and implemented with a focus on adequate UI design guidelines for the mobile app and a suitable protocol to enable communication between the app and the applicator. Results: The app prototype was developed through the usage of J.J. Garrett’s model along with Material Design guidelines, in order to establish a customer-centric user interface. Communicating between the mobile app and a PLC using TwinCAT, MQTT and React Native appears to be a feasible solution.
920

[pt] A EXPERIÊNCIA DO USUÁRIO (UX) EM SÍTIOS DE COMÉRCIO ELETRÔNICO DE VESTUÁRIO: UM ESTUDO ERGONÔMICO / [en] THE USER EXPERIENCE (UX) ON FASHION WEBSITES: AN ERGONOMIC STUDY

CAROLINA MARIANNA BOZZI FAYA 02 June 2020 (has links)
[pt] A comercialização de roupas on-line impõe alguns desafios para quem as compra e para quem as vende, pois tratam-se de produtos com os quais as pessoas ainda sentem a necessidade de ter um contato físico. Alguns de seus atributos são dificilmente comunicados digitalmente como a textura e o caimento do tecido. Soma-se a isto a falta de padronização de tamanhos praticada pela indústria de vestuário e o resultado é um cenário que sucita diversas dúvidas no consumidor/usuário. Objetivou-se com esta dissertação elaborar diretrizes que possam contribuir com o design de sítios de comércio eletrônico de vestuário feminino mais eficientes, eficazes e satisfatórios, proporcionando uma experiência do usuário (user experience em inglês, originando a sigla UX) positiva. Alguns métodos e técnicas foram usados em duas fases: a pesquisa exploratória e a descritiva. A fase da pesquisa exploratória foi constituida por uma entrevista exploratória, um questionário on-line e uma entrevista com especialistas de moda. Foi possível constatar que o maior problema enfrentado pelos consumidores/usuários ao comprar peças de roupas on-line está relacionado às medidas e à vestibilidade das peças. Além de ser um problema de usabilidade, por induzir os usuários ao erro, verificou-se que seu impacto maior era sobre a experiência do usuário uma vez que pode criar uma expectativa negativa em relação a interação com o sistema. Na fase da pesquisa descritiva os usuários foram divididos em dois grupos e solicitados a realizar um teste de usabilidade em um sítio de comércio eletrônico selecionado para avaliar sua interação ao comprar peças de roupas. Um grupo utilizou um desktop/laptop e o outro um smartphone. Ao finalizar as tarefas os usuários eram solicitados a responder a um debriefing e ao questionário AttrakDiff2. Por fim os dados obtidos foram analisados e os resultados dos testes realizados nos dois dispositivos (desktop/laptop e o outro um smartphone) comparados a fim de avaliar se houve diferenças na UX. Observouse que existe uma falta de conhecimento técnico por parte de usuário em relação aos atributos das peças de roupas, eles não sabem identificar os tipos de tecido e sentem-se extremamente inseguros quanto às informações de medidas fornecidas pelas empresas. Existe uma falha na comunicação destes atributos na medida que não são apresentadas de uma forma que facilite o seu entendimento pelos usuários seguindo os seus modelos mentais. Não confirmou-se uma diferença significativa na UX ao comparar a interação com os dois tipos de dispositivos. Ao final desta dissertação, são listadas diretrizes para aprimorar a UX ao interagir com sítios eletrônicos que comercializam peças de vestuário. / [en] Selling clothes online poses some challenges for those who buy them and for those who sell them, they are products with which people still feel the need to have a physical contact. Some of its attributes are not easily communicated digitally as the fit and the feel of a fabric. Besides, the lack of standardization of sizes practiced by the clothing industry results in a scenario that raises several doubts to the consumer/user. The objective of this dissertation is to elaborate guidelines that may contribute to the design of more efficient, effective and satisfactory female e-commerce websites, thus providing a positive user experience (UX). Some methods and techniques were used and sorted into two stages: an exploratory and a descriptive research approach. The exploratory research consisted of an exploratory interview, an online questionnaire and an interview with fashion specialists. It was possible to verify that the biggest problem faced by the consumers/users when buying clothes online is related to sizing and the wearability of the pieces. In addition to being a usability problem, by inducing users to errors, it was noted that its greatest impact was on the user experience as it can creat a negative expectation regarding the interaction with the system. To carry out the descriptive research, the users were divided into two groups and asked to do a usability test on a selected e-commerce website in order to evaluate their interaction when buying clothes. One group used a desktop/laptop and the other a smartphone. At the end of the test, the users were asked to respond to a debriefing and the AttrakDiff2 questionnaire. Finally, the data was analyzed and the tasks carried out on the two devices (desktop / laptop and the other a smartphone) were compared in order to evaluate if there were differences in the UX. It has been found that there is a lack of technical knowledge on the part of the user regarding the attributes of clothing, the users do not know how to identify fabric types and they feel extremely insecure about the size information provided by the retail companies. The website fails to communicate these attributes in a way that facilitates the understanding by users and that follows their mental models. There was no significant difference in UX when comparing the interaction on the two types of devices. At the end of this dissertation, there is a list of guidelines elaborated with the objective to improve the UX on female fashion websites.

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