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A Usability Engineering approach to developing an e-commerce web applicationKvist, Markus January 2006 (has links)
Usability is an important aspect of product development that deals with the quality of interaction between the user and the product. Capturing requirements is aimed at understanding what the users expect the system to do. This report attempts to apply principles from both the Usability Engineering and the Requirements Engineering methodologies in the development of a subsystem for managing an e-commerce solution. The main focus is on the user interface design, which is developed by iterating the three phases of design, usability testing and evaluation, until the desired level of usability is achieved. Prototyping was central to the rapid development, but the use of software prototyping tools instead of paper-mockups would reasonably have improved the usefulness of the evaluations. The desired usability level was set to reach a specified fix point, instead of attempting to achieve some absolute usability metrics as is typically practiced. The former approach was apparently simpler to use without the broader experience otherwise needed to write reasonable requirements. The transition from the throw-away prototype to the implemented evolutionary prototype in ASP.NET posed some interesting problems that are further discussed.
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Ett planeringsverktyg för TV-postproduktion / A resource planning tool for TV post-productionRydén, Andrea January 2015 (has links)
This report describes the process of outlining a design proposal for a resource planning tool for TV post-production. A feasibility study in form of a participant observation has been carried out on-site, which has resulted in a requirement specification. Based on the requirement specification, mockups have been created to illustrate the functions and features that a final planning tool should have. In addition to developing a design proposal, an evaluation of the existing resource planning tool Ganttic has been conducted. Ganttic has been reviewed based on how well it meets the list of requirements. The result shows that Ganttic fails to meet a crucial requirement, thus cannot be used by the client. The recommendation is instead that the client implements the functions described in the design proposal in their current booking system.
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Representations in development of usable computer-based systems : Contains a suggestion for a user-involved methodology forLorenc, Boris January 2000 (has links)
The inability of standard cognitive science, the information-processing approach, to provide theoretical underpinnings for designing usable computer-based systems has already been noted in the literature. It has further been noted, with varying degrees of clarity, that the breakdown of standard cognitive science in this respect is not an independent event, but that it rather is coupled with the spreading of computer use, that is, the appearance of personal computers, which brought into plain view the incommensurability of humans and present-day computers, and the difficulty in "interfacing" them to each other. In this work, the insufficiency of standard cognitive science is investigated towards demonstrating that it lies in the fallacious assumption and reliance on mental representations as formally defined physical entities on which mental operations are performed. It is further argued that, if the formal approach within cognitive science is seriously taken, then cognitive science cannot account for some important cognitive processes, namely abstraction and interpretation. In its empirical part, this study is related to a concrete development project. With respect to a possible application within it, some newer cognitive theories are reviewed and discussed, namely those that take into account environment, society, situation, and artefacts. Based on these considerations and the theoretical findings regarding standard cognitive science, a method for designing user interface is proposed and applied. Inspired by phenomenology and bearing similarities with nondirective counselling, it is referred to as "user-directed" method. Possible approaches to assessment of its validity are discussed.
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Graphical User Interfaces for Distributed Version Control Systems / Grafiska användargränssnitt för distribuerade versionskontrollsystemNilsson, Kim January 2008 (has links)
Version control is an important tool for safekeeping of data and collaboration between colleagues. These days, new distributed version control systems are growing increasingly popular as successors to centralized systems like CVS and Subversion. Graphical user interfaces (GUIs) make it easier to interact with version control systems, but GUIs for distributed systems are still few and less mature than those available for centralized systems. The purpose of this thesis was to propose specific GUI ideas to make distributed systems more accessible. To accomplish this, existing version control systems and GUIs were examined. A usage survey was conducted with 20 participants consisting of software engineers. Participants were asked to score various aspects of version control systems according to usage frequency and usage difficulty. These scores were combined into an index of each aspect's "unusability" and thus its need of improvement. The primary problems identified were committing, inspecting the working set, inspecting history and synchronizing. In response, a commit helper, a repository visualizer and a favorite repositories list were proposed, along with several smaller suggestions. These proposals should constitute a good starting point for developing GUIs for distributed version control systems.
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Gränssnittsdesign för användbara rörelsestyrda spelJohanna, Gripenstam January 2016 (has links)
Interfaces that achieve usability are an important part in digital games whether they are controlled with traditional controllers or if they are controlled by bodily movement. This study examines the user interface of a motion controlled game and also presents possibilities regarding how to design a usable interface. This is done by applying a user focused method where surveys and observations are used to collect data. At the end of the study a simplified heuristic evaluation is performed and the result shows that the games user interface achieves usability to some degree. The study also shows that previous studies with focus on usability in traditionally controlled games can also be applied to games controlled by motion in many cases. Although, not all important areas are being covered in the researched studies. / Användbara gränssnitt är en viktig del hos digitala spel oberoende av om de styrs med traditionella hjälpmedel som mus och tangentbord eller om de styrs med kroppens rörelser. I denna studie undersöks hur användargränssnittet hos ett rörelsestyrt spel kan designas för att uppnå användbarhet. Detta genom att applicera en användarfokuserad metod där enkätundersökningar och observationer av spelare genomförs. Även en förenklad version av en heuristisk utvärdering genomförs i slutet av arbetet vars resultat tyder på att spelet då uppnår användbarhet till en viss nivå. Tydligt framgår att studier som berör användbarhet i traditionella spel i många fall även går att applicera på rörelsestyrda spel men att inte alla viktiga punkter täcks.
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Design of a Graphical User Interface for Virtual Reality with Oculus Rift / Design av ett användargränssnitt för virtual reality med Oculus RiftSilverhav, Robin January 2015 (has links)
Virtual reality is a concept that has existed for some time but the recent advances in the performance of commercial computers has led the development of different commercial head mounted displays, for example the Oculus Rift. With this growing interest in virtual reality, it is important to evaluate existing techniques used when designing user interfaces. In addition, it is also important to develop new techniques to be able to give the user the best experience when using virtual reality applications. This thesis investigates the design of a user interface for a virtual reality using Oculus Rift combined with the Razer Hydra and Leap Motion as input devices. A set of different graphical user interface components were developed and, together with the different input devices, evaluated with a user test to try to determine their advantages. During the implementation of the project the importance of giving the user feedback was shown. Adding both visual and aural feedback when interacting with the GUI increases the usability of the system. According to the conducted user test, people preferred using the Leap Motion even if it was not the easiest input device to use. It also showed that the current implementation of input devices was not precise enough to be able to draw conclusions about the different user interface components.
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Användargränssnitt för terminologihanteringLinnea, Tyni January 2015 (has links)
This study focuses on creating an instrument for terminologists to use when working with terminology in different fields of work that require structured documentation. When evaluating the prototype of the instrument the test-participants won’t be terminologists. The methods used to create the instrument are sketching and prototyping a wireframe. The evaluation of the prototype is done with ‘think aloud-protocol’ and heuristic evaluation. The results are presented as annotated pictures of the prototype.
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Camera based motion estimation and recognition for human-computer interactionHannuksela, J. (Jari) 09 December 2008 (has links)
Abstract
Communicating with mobile devices has become an unavoidable part of our daily life. Unfortunately, the current user interface designs are mostly taken directly from desktop computers. This has resulted in devices that are sometimes hard to use. Since more processing power and new sensing technologies are already available, there is a possibility to develop systems to communicate through different modalities. This thesis proposes some novel computer vision approaches, including head tracking, object motion analysis and device ego-motion estimation, to allow efficient interaction with mobile devices.
For head tracking, two new methods have been developed. The first method detects a face region and facial features by employing skin detection, morphology, and a geometrical face model. The second method, designed especially for mobile use, detects the face and eyes using local texture features. In both cases, Kalman filtering is applied to estimate the 3-D pose of the head. Experiments indicate that the methods introduced can be applied on platforms with limited computational resources.
A novel object tracking method is also presented. The idea is to combine Kalman filtering and EM-algorithms to track an object, such as a finger, using motion features. This technique is also applicable when some conventional methods such as colour segmentation and background subtraction cannot be used. In addition, a new feature based camera ego-motion estimation framework is proposed. The method introduced exploits gradient measures for feature selection and feature displacement uncertainty analysis. Experiments with a fixed point implementation testify to the effectiveness of the approach on a camera-equipped mobile phone.
The feasibility of the methods developed is demonstrated in three new mobile interface solutions. One of them estimates the ego-motion of the device with respect to the user's face and utilises that information for browsing large documents or bitmaps on small displays. The second solution is to use device or finger motion to recognize simple gestures. In addition to these applications, a novel interactive system to build document panorama images is presented.
The motion estimation and recognition techniques presented in this thesis have clear potential to become practical means for interacting with mobile devices. In fact, cameras in future mobile devices may, for the most of time, be used as sensors for self intuitive user interfaces rather than using them for digital photography.
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Designing projected user interfaces as assistive technology for the elderlyHyry, J. (Jaakko) 08 December 2015 (has links)
Abstract
Old age brings several physical and cognitive challenges for elderly people, which complicates the utilization of modern information and communication technology (ICT) for daily task assistance and for caretakers and family support. One factor hindering the adoption of ICT is that most existing user interfaces (UIs) require prior knowledge of use metaphors that many elderly people cannot learn to master. Research on developing assistive technology exists, such as phones for the elderly, but these often have UIs that require prior knowledge and use experience. Recent research has introduced Ambient Assisted Living (AAL) concepts for users’ homes, for example projecting guidance into the environment. However, only a few empirical studies have attempted to define the type of projection-based UIs that would be intuitive for the elderly, and the system design processes that would help in developing such AAL have not been researched thoroughly.
This work presents three design iterations and their empirical evaluations. From these, a body of knowledge was produced for designing and developing AALs with projected Augmented Reality (AR) UIs. The first iteration had a sentence-building UI implemented for a wearable Projector-Camera (ProCam) system, which had limits in technical suitability for the elderly. The second iteration changed the use metaphor to a simple icon-based menu, and produced a requirement guideline for UIs in AAL. In the final iteration, the wearable was replaced with a fixed ProCam, allowing the elderly to make menu selections effectively. This iteration supported sequential tasks, such as taking medicine, with visual guides. The suitability of the new UI was tested with computer literate young adults and elderly users, many of the latter having memory and motor skill limitations. The comparison showed that the two groups performed similarly; however, the elderly needed a slower and more direct interaction technique adapted to their preferences in the UI. Assistance for the sequential tasks was found feasible.
This work produced a set of UI-related and technical factors that AAL designers should take into account when developing projector-based AR systems for the elderly with memory problems. In addition, this work offers suggestions on how to conduct UI testing sessions with this user group to reduce the amount of work and improve the success of the iterative development process. / Tiivistelmä
Ikääntyminen tuo useita fyysisiä ja kognitiivisia haasteita teknologian käytölle mikä puolestaan mutkistaa modernin informaatioteknologian käyttöä hoivatyöntekijöiden ja omaisten tukemana päivittäisten askareiden tukemisessa. Yksi este käytölle on käyttöliittyminen hallitsemiseen tarvittava osaaminen mitä vanhuksilla on haastavaa oppia. Avustavan teknologian tutkimusta on olemassa laitteille kuten vanhusten käyttöön suunnitellut matkapuhelimet jotka tarvitsevat tietämystä ja aiempia käyttökokemuksia. Uusimmat tutkimukset esittävät tietotekniikka-avusteisen asuminen mahdollisuuksia käyttäjien koteihin esimerkiksi projisoitujen opastuksien muodossa, mutta vain muutamia empiirisiä tutkimuksia on tehty määrittelemään kuinka projektiopohjaiset käyttöliittymät voisivat olla intuitiivisia vanhuksille, ja tutkimuksia kuinka näiden systeemien suunnitteluprosessit voisivat avustaa tietotekniikka-avusteisen asumisen suunnittelijoille ei ole tuotettu tarpeeksi. Tämä työ esittelee kolmen iteroinnin ja empiirisen arvioinnin luoman tietämysperustan kautta ratkaisuja systeemien suunnittelun ja luonnin tarpeisiin projektiopohjaisen lisätyn todellisuuden käyttöliittymien luomiseksi. Ensimmäisen iteroinnin tulos on lauserakenteeseen pohjautuva käyttöliittymä päälle puettavalle projektiojärjestelmälle, jonka todettiin omaavan teknisiä puutteita vanhuskäyttöön. Toinen iterointi esittelee ikonipohjaisen käyttöliittymän ja tuottaa vaatimusmäärittelyohjeistuksia käyttöliittymille. Viimeisessä iteroinnissa korvataan päälle puettava kiinteästi asennetulla järjestelmällä, joka mahdollistaa vanhuksille tehokkaamman valintamenetelmän valikoille, sekä tukee sarjamuotoisten tehtävien suorittamista visuaalisia ohjeistuksia käyttäen esimerkiksi lääkkeen annostelun tukemisessa. Käytön soveltuvuutta vertailtiin tehokäyttäjien ja vanhusten, joilla on usein motoriikan ja kognition ongelmia, kesken, ja vaikka nämä kaksi ryhmää ovat hyvin samankaltaisia on vanhuksille sopivampi menetelmä hitaampi ja perustuu suoraan interaktioon. Myös sarjamuotoisen tehtävän suorituksen tukeminen osoittautui saavutettavaksi. Tämä työ tuotti käyttöliittymien ja teknisten toteutusten suunnitteluun tarkoitettuja ohjeistuksia joita tietotekniikka-avusteisen asumisen suunnittelijoiden tulisi ottaa huomioon projektiopohjaisten lisätyn todellisuuden järjestelmien kehittämisessä muistihäiriöisten vanhusten tarpeisiin. Lisäksi suosituksia käyttäjätestien luomiseen tämän käyttäjäryhmän kesken ehdotetaan jolla voidaan vähentää työmäärää sekä parantaa oikein iteratiivista prosessia.
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Designing for energy-efficient vision-based interactivity on mobile devicesBordallo López, M. (Miguel) 05 December 2014 (has links)
Abstract
Future multimodal mobile platforms are expected to require high interactivity in their applications and user interfaces. Until now, mobile devices have been designed to remain in a stand-by state until the user actively turns it on in the interaction sense. The motivation for this approach has been battery conservation.
Imaging is a versatile sensing modality that can enable context recognition, unobtrusively predicting the user's interaction needs and directing the computational resources accordingly. However, vision-based always-on functionalities have been impractical in battery-powered devices, since their requirements of computational power and energy make their use unattainable for extended periods of time.
Vision-based applications can benefit from the addition of interactive stages that, properly designed, can reduce the complexity of the methods utilizing user feedback and collaboration, resulting in a system that balances computational throughput and energy efficiency.
The usability of user interfaces critically rests on their latency. However, an always-on sensing platform needs a careful balance with the power consumption demands. Improving reactiveness when designing for highly interactive vision-based interfaces can be achieved by reducing the number of operations that the application processor needs to execute, deriving the most expensive tasks to accelerators or specific processors.
In this context, this thesis focuses on investigating and surveying enablers and solutions for vision-based interactivity on mobile devices. The thesis explores the development of new user interaction methods by analyzing and comparing means to reach interactivity, high performance, low latency and energy efficiency. The researched techniques, ranging from mobile GPGPU and dedicated sensor processing to reconfigurable image processors, provide understanding on designing for future mobile platforms. / Tiivistelmä
Tulevaisuuden multimodaalisten mobiilialustojen sovellusten ja käyttöliittymien odotetaan vaativan käyttäjältä läheistä vuorovaikutusta. Tähän saakka mobiililaitteet on suunniteltu pysymään valveustilassa siihen asti kunnes käyttäjä aktivoi laitteen. Tällä lähestymistavalla on pyritty pidentämään akun kestoa.
Kuvantaminen on monipuolinen aistimodaliteetti, joka mahdollistaa kontekstin tunnistuksen ennakoimalla huomaamattomasti käyttäjän vuorovaikutustarpeet ja suuntaamalla laskennalliset resurssit asianmukaisesti. Näköpohjaiset, jatkuvasti päällä olevat toiminnot ovat kuitenkin epäkäytännöllisiä akkukäyttöisissä laitteissa sillä niiden laskennallisen suoritustehokkuuden ja akun keston vaatimukset tekevät pidemmästä yhtäjaksoisesta käytöstä mahdotonta.
Kamerapohjaiset sovellukset voivat hyötyä interaktiivisten vaiheiden lisäämisestä. Oikein suunniteltuina ne vähentävät käyttäjäpalautetta ja -yhteistyötä hyödyntävien menetelmien monimutkaisuutta, joka saattaa laskennallisen suoritustehokkuuden ja energiatehokkuuden tasapainoon.
Käyttöliittymien käytettävyys on kriittisesti riippuvainen niiden viiveestä. Jatkuvasti päällä oleva aistiva alusta edellyttää kuitenkin tasapainottelua virrankulutuksen vaatimusten kanssa. Hyvin interaktiivisia kamerapohjaisia käyttöliittymiä suunniteltaessa reaktiivisuuden parantaminen saadaan aikaan vähentämällä prosessorin käsittelemien operaatioiden määrää, johtamalla kuormittavimmat tehtävät kiihdyttimille tai erillisille prosessoreille.
Tässä kontekstissa, väitöskirjatutkimus keskittyy tutkimaan ja tarkastelemaan mahdollistajia ja ratkaisuja kamerapohjaiseen vuorovaikutukseen mobiililaitteissa. Väitöskirja tutkii uusien käyttäjäinteraktiomenetelmien kehittämistä vuorovaikutusta, suoritustehoa, alhaista viivettä ja energiatehokkuutta tuottavia keinoja analysoimalla ja vertaamalla. Tutkitut tekniikat mobiilista grafiikkaprosessoreista ja erillis sensoriprosessoinnista uudelleen konfiguroitaviin kuvaprosessoreihin tuovat ymmärrystä tulevaisuuden mobiilien alustojen suunnitteluun.
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