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Arrangement Design Studies : the introduction of the digital wall in domestic environments / Designstudier av införandet av den digitala väggen i hemmiljöerAbdipour, Morteza January 2021 (has links)
This research focuses on the emergence of 'digital walls' that can project images onto almost all or even the entirety of interior (and perhaps exterior) walls, and what implications this might have for how we arrange our rooms. It demonstrates the arrangement, i.e., the way that domestic products are arranged physically, of rooms changes in the domestic environment in a complex scenario when using large screens. Due to the fast-growing demand for large screens, this product could potentially be available to be used by people in their home environments; however, it does not yet exist in reality at this scale. Constructing large screens can be carried out using different production methods. Here, this concept is called the digital wall, a very thin wall-sized interactive screen. The characteristics of the digital wall will vary to be able to create different scenarios. One such scenario is a space in the home where the surface of the wall is covered with screens, which allows multiple possibilities to experience and interact with digital content. In this research, the social gathering space of homes, nowadays called the living room, is considered as a highly relevant space for installing the digital wall. In this space, the conceptual framework outlines the basic elements of the research and demonstrates the relationships between people’s interactions with the digital wall and domestic products in the domestic environment. I show two examples from design history to understand how arrangement changes impact the home environment: the transformation of the parlor to the living room, and entry of the television into the living room. These two examples are focused on the place in the home where people gather for socializing. The discussion of these examples led to the elaboration of the relationships between the elements in the conceptual framework. I explored relevant design research methodologies to bring this future scenario into the present to understand the relationships between people and the digital wall. I applied research through design and the constructive design research approaches to frame the design research methodology. In this thesis, I set up seven series of design studies in two cluster groups: Supportive studies and Main studies. All of the design studies were conducted in the Design Research Lab, the actual space for carrying out the design experiments, prototyping the digital wall, and the setting of the experiments for user participation. The Lab was fully equipped with relevant technology and allowed me to use multiple methods to collect data while people were experiencing the design study sessions. The Lab was useful as a platform to understand user experiences, barriers for interactions as well as people's experiences in a simulated space of a domestic environment. The main contribution of this research is to understand the forms of arrangement changes when people use the digital wall in homes. The research demonstrates two significant implications that are seen in two forms of arrangements: tangible arrangement and imperceptible arrangement. These findings are useful for both designers and users of the elements of domestic contexts and the relations that can be shaped by the presence of a digital wall in home environments. This understanding may provide design guidelines in future scenarios in which the digital wall is used in homes. The findings are also beneficial for designing the domestic environment, improving the arrangement of space, and raising the requirements for designing domestic products.
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Redesign of a website and visual brand language : Development of a new website and graphic profile for an energy efficiency companyOlsén, Emma January 2021 (has links)
The project that is presented in this report is the result of a master thesis for the Industrial Design Engineering programme at Luleå University of Technology. The project was conducted towards and together with the company Leosol during the fall of 2020. For the past couple of years, Leosol has invested time and money into online advertisement. Their advertisement generates a greater visit flow onto their website; however, it rarely produces any bookings of their services. Leosol wants to increase the number of bookings done through their website. This master thesis is conducted to contribute towards Leosol’s goal regarding the online bookings. Therefore, the focus of this project has been to strengthen Leosol’s brand by exploring options for a new graphic profile and a visual brand language. These brand tools were be implemented in a new website. To achieve this, an altered version of IDEO’s Human-Centered Design process was implemented. By working close to the user, in this case, Leosol’s clients, the current issues and solutions was clarified. Throughout the process, the graphic profile and the wireframe was developed separately. In the last phase of the project, the two was combined into the final concept. The project resulted in a repositioning of Leosol’s brand, creating a new, more professional tone. The graphic profile was summarized through a poster, describing the new logotype, colours, fonts, imagery and a short description of how to apply them. This new graphic profile was applied onto the new wireframe, creating the final website. The layout of the website was developed so that the user can quickly identify Leosol’s identity and mission. By implementing a website that truly represents Leosol, there is a bigger chance that the number of bookings increase. / Projektet som presenteras i den här rapporten är resultatet av ett examensarbete för Civilingenjörslinjen Teknisk Design vid Luleå Tekniska Universitet. Projektet har drivits mot och i samarbete med energiföretaget Leosol under hösten 2020. Leosol har investerat både pengar och tid i annonsering online. Detta har genererat ett större besöksflöde, dock har det inte lett till en ökning av bokningar av deras tjänster. Leosol vill öka antalet bokningar som sker via deras hemsida. Detta examensarbete har utförts för att bidra till detta mål. Projektet har därför kretsat kring att förstärka Leosols varumärke genom att utforska olika alternativ till en ny grafisk profil och ett nytt visuellt varumärke. Dessa nya varumärkesverktyg kommer sedan att implementeras i en helt ny hemsida. En variant av IDEO’s Human-Centered Designprocess har använts under projektet för att uppnå detta. Genom att arbeta nära och tillsammans med användaren, i detta fall Leosols kunder, har de nuvarande problemen samt olika lösningar förtydligats och identifierats. Under processen har den grafiska profilen och wireframen för hemsidan skapats separat. I sista fasen i projektet kombinerades dessa till det slutgiltiga konceptet. Projektet har resulterat i en ompositionering av Leosols varumärke genom att skapa en mer professionell ton. Den grafiska profilen har sammanfattats i form av en poster. Denna beskriver den nya logotypen, färger, typsnitt, bildspråk samt en kort instruktion som förklarar hur dessa bör appliceras. Den nya grafiska profilen applicerades sedan på wireframen, för att skapa den slutgiltiga hemsidan. Hemsidans layout är skapad för att användaren ska snabbt kunna identifiera Leosol’s identitet samt deras tjänster. Genom att implementera en hemsida som verkligen representerar Leosol ökar chanserna för att antalet bokningar på deras hemsida stiger.
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Märkbara renar : En digitaliserad och effektiv renmärkningEliasson, Lisa, Silawiang, Hatharat January 2021 (has links)
Idag utförs renmärkningen för att hålla koll på vilka renar som hör till vilken renägare. För att identifiera och särskilja renarna, räknas dem manuellt, alltså genom att personer går in i inhägnaden och prickar av renarna i en bok. Processen för att märka kalvarna kan ta upp mot två dagar beroende på om alla renarna har kommit in i inhägnaden, processen blir då lång och utdragen. Detta kommer vara utgångspunkterna i projektet, att identifiera renarna på ett mer effektivt och hållbart sätt. Detta är ett examensarbete för Högskoleingenjör Teknisk design vid Luleå tekniska universitet, som ska utveckla ett hållbart koncept genom att underlätta för renskötarna och effektivisera identifiering och dokumentering av renar. Genom att förena traditionell renmärkning med modern teknik tas ett hållbart koncept fram, som även minskar påfrestningen på renarna. Att kunna koppla ihop rätt kalv med rätt vaja och samla informationen på ett gemensamt ställe som är enkelt att hantera är ett krav på lösningen. Arbetet har följt IDEO:s trefasprocess för användarcentrerad design. Under faserna inspiration, ideation och implementation har olika metoder använts för att nå slutresultatet. Dessa metoder är exempelvis semistrukturerad intervju, benchmark, persona, workshops, Wireframes och simulering. Dessa metoder utgör en bra grund till arbetet och slutresultatet. Genom att ha återkommande kontakt med användaren har projektet genererat en lösning som är baserad på användarens behov. Resultatet blev en ny digitaliserad arbetsprocess innehållande RFID-chip som möjliggör automatisk hopparning och digital dokumentering. Denna arbetsprocess förenar den traditionella renmärkningen men effektiviserar de aktiviteter som idag tröttar ut renskötarna och renarna. Genom att ha bättre koll på renarna och deras avelsträd, gör att rätt ren i slutändan blir slaktad. Alltså renarna som är äldst eller har sämst förutsättningar. Det kan också bidra till att ekonomin blir stabilare då samma mängder renar slaktas varje år. Ur ett hållbarhetsperspektiv gynnar detta ekonomisk hållbarhet. Social hållbarhet gynnas genom att skapa transparens inom samebyn och möjliggör att fler kan vara delaktiga under processen. Genom att hopparningen sker automatisk behöver inte renen stressas upp av människor som går omkring i hagen. Eftersom renens välbefinnande är en del i naturens ekologi bidrar det till ekologisk hållbarhet. / Today, reindeer marking is performed to keep track of which reindeer belong to which reindeer owner. To identify and distinguish the reindeer, they are counted manually, i.e., by people entering the enclosure and dotting the reindeer in a book. The process for marking the calves can take up to two days depending on whether all the reindeer have entered the enclosure, the process then becomes long and drawn out. This will be the starting points in the project, to identify the reindeer in a more efficient and sustainable way. This work is for a bachelor’s thesis in industrial design engineering at Luleå University of Technology, which will develop a sustainable concept by making it easier for reindeer herders and make the identification and documentation of reindeer more effective. By combining traditional reindeer marking with modern technology, a sustainable solution is developed that also reduces the strain on the reindeer. Being able to connect the right calf with the right sway and gather the information in a common place that is easy to handle is a requirement for the solution. The work has been followed by IDEO's three-phase process for user-centered design. During the phases inspiration, ideation and implementation, different methods have been used to achieve the end result. These methods are, for example, semi-structured interview, benchmark, persona, workshops, Wireframes and simulation. These methods form a good basis for the work and the end result. By having regular contact with the user, the project has generated a solution that is based on the user's needs. The result was a new digitized work process containing RFID chips that enables automatic pairing and digital documentation. This work process unites the traditional reindeer marking but make the activities that today tire out the reindeer herders and reindeer more effective. By having a better look at the reindeer and their breeding trees, the right reindeer will eventually be slaughtered. That is, the reindeer that are the oldest or have the worst conditions. It can also contribute to a more stable economy as the same quantities of reindeer are slaughtered every year. From a sustainability perspective, this benefits economic sustainability. Social sustainability is benefited by creating transparency within the Sami village and enabling more people to be involved during the process. Because the connection takes place automatically, the reindeer do not have to be stressed by people walking around in the enclosure. Since the reindeer's well-being is part of nature's ecology, it contributes to ecological sustainability.
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Volet clinique de la conception et de l’évaluation d’une technologie d’assistance à la préparation de repas conçue avec et pour des personnes ayant subi un Traumatisme CranioCérébral (TCC) gravePinard, Stéphanie 12 1900 (has links)
Introduction : Au Canada, 100 000 personnes sont victimes d'un traumatisme craniocérébral (TCC) annuellement. Les 16-24 ans présentent l’un des taux d’incidence les plus élevés, ce qui signifie qu’une grande partie des victimes et ces personnes vivront en moyenne 50 ans avec les séquelles physiques et cognitives du TCC. De plus, 10% des personnes qui ont subi un traumatisme crânien souffriront des séquelles d’un TCC grave leur causant d’importantes difficultés de fonctionnement, particulièrement au niveau des activités plus complexes de la vie quotidienne, comme la préparation de repas. Les technologies d’assistance à la cognition (TAC) ont démontré leur pertinence pour faciliter le fonctionnement dans leurs habitudes de vie des personnes vivant avec les séquelles d’un TCC. Toutefois, aucune TAC spécifique à la préparation de repas et à cette clientèle n’est actuellement disponible. Méthodologie : La présente thèse présente le volet clinique de la conception d’une technologie d’assistance à la préparation des repas, conception réalisée dans le cadre d’un projet interdisciplinaire joignant les sciences de la réadaptation et de l’informatique. Cette technologie d’assistance nommée COOK (Cognitive Orthosis for coOKing) a été développée avec et pour des personnes qui ont subi un TCC grave vivant en résidence spécialisée. Une approche de conception centrée sur l’utilisateur a d’ailleurs été retenue et organise le projet en trois grandes étapes : 1- l’analyse des besoins 2- le design de la TAC et 3- l’évaluation de ses effets. Une analyse des besoins a d’abord été réalisée auprès des futurs utilisateurs ainsi qu’auprès des acteurs clés afin de dresser le profil des futurs utilisateurs, d’identifier les interventions pertinentes pour optimiser leur fonctionnement et pour ensuite traduire ces interventions en exigences cliniques pour faciliter le design. La phase de design a permis de développer une technologie basée sur les données probantes en réadaptation cognitive et répondant aux besoins spécifiques des futurs utilisateurs. Ces derniers ont d’ailleurs collaboré avec l’équipe tout au long de cette phase. COOK a ensuite été implanté chez les trois participants afin d’évaluer les effets de son utilisation à court et long terme (1, 3 et 6 mois post-implantation) et d’améliorer son utilisabilité. Résultats : Grâce à l’analyse des besoins, trois profils de futurs utilisateurs ont été dressés et les meilleures pratiques en réadaptation cognitive pour répondre à leurs besoins spécifiques ont été identifiées, facilitant ainsi la conception interdisciplinaire de COOK. Avec l’aide de COOK et d’interventions cliniques complémentaires, les trois participants ont tous repris la préparation des repas de façon sécuritaire. De plus, COOK a démontré une efficacité intéressante et les participants étaient satisfaits de la technologie, sauf auprès d’un participant qui ne voyait pas l’utilité pour lui. Conclusion : Cette technologie semble donc prometteuse pour la réadaptation et le maintien à domicile de clientèles présentant des incapacités cognitives. D’autres travaux seront nécessaires afin d’adapter cette technologie à d’autres clientèles et différents milieux de vie. / Introduction: In Canada, 100,000 people suffer from traumatic brain injury (TBI) each year. The incidence is highest in individuals between 16-24 years of age, which means that people living with TBI will live an average of 50 years with the physical and cognitive sequelae. Of these individuals, 5% will have sustained a severe TBI, which will cause significant difficulties in their functioning, particularly in complex daily activities such as meal preparation. Assistive Technology for Cognition (ATC) has been shown to have high potential to facilitate the functioning of people with TBI. However, no ATC for meal preparation is currently available or suitable for this clientele. Methodology: As part of an interdisciplinary project, combining the disciplines of rehabilitation and computer sciences, COOK (Cognitive Orthosis for coOKing), an assistive technology to support meal preparation, was designed with and for people with severe TBI. This thesis presents the clinical aspect of the conception. For the design phase, a user-centered design methodology was chosen and organized into 3 main steps: 1- ATC needs analysis 2-design, and 3- evaluation of usability. As a result, a needs analysis was first conducted with future users and key stakeholders (3 future users, their relatives, the staff of the living environment and their healthcare professionals, and key external stakeholders). The design addressed the needs of residents with evidence-based practice guidelines in the cognitive rehabilitation field and these were translated into technological features. Future users were constantly consulted throughout the design process. Next, COOK was implemented with 3 future users in order to evaluate and improve its usability (1-, 3- and 6-months post-implementation). In addition, COOK demonstrated interesting efficiency and participants were satisfied with the technology, except for one participant who did not see how COOK could be of use for him. Results: The 3 participants with severe TBI have all resumed safe meal preparation with COOK. This technology has high potential for rehabilitation and home care for clients with cognitive impairments. Further work will be necessary to adapt this technology to other clienteles and different living environments.
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Room for More of Us? : Important Design Features for Informed Decision-Making in BIM-enabled Facility ManagementKoort, Hannes January 2021 (has links)
Building Information Modeling (BIM) is becoming imperative across building disciplines to improve communication and workflow from the first blueprint. Maintenance and facility management is however lagging behind in adoption and research of BIM. Utilizing research-through-design, this study explores BIM-enabled facility management and the critical practice of decision-making at the Celsius building in Uppsala. Contextual design and inquiry were applied to identify and suggest important design features that support decisions related to the task of establishing maximum room occupation. Results show that facility managers can make use of fuzzy multicriteria decision-making and expert heuristics to independently reach conclusions. Important design features were found to heavily rely on the existing building models, where context-view filtered to room capacity data in the existing BIM-system effectively supported the users’ assessment of data. The filtered, aggregated information presented in a simplified mobile format was insufficient for decision-making, suggesting that the building model was more important than initially perceived.
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Önskvärd interaktion – Produktdesign för att reducera kognitiv belastning i interaktionen med vardagliga fysiska produkterOléhn, Jesper January 2020 (has links)
Vi människor lever idag i ett samhälle där kraven från vår omgivning ökat markant, särskilt vad gäller komplexa produkter. Allt eftersom digitaliseringen och i sin tur digitala produkter utvecklas, ökar även kraven som ställs på̊ användaren i interaktionen. Detta medför en ökad mental ansträngning, också kallad kognitiv belastning, för användaren. Hemmet, vilket bör anses vara en kognitiv frizon, har nu blivit en plats för konstant interaktion och uppkoppling till sin omgivning. Syftet med denna studie är att undersöka huruvida det går att designa produkter där den kognitiva belastningen vid användning är minimal. Detta med mål att utforma en produktserie vardagsprodukter där den kognitiva belastningen har reducerats. Studien ämnar att besvara nedan frågeställningar:Hur kan man genom produktdesign minska den kognitiva belastningen i hemmet?Vilken är den önskvärda interaktionen med kognitivt belastande fysiska vardagsprodukter?Studien grundar sig i viktig teori som avser kognitiv belastning, intuitiv design och användning, användarcentrerad design, affordance-teori såväl som fysisk interaktion. För att identifiera särskilt kognitivt belastande produkter bygger studien både på kvantitativ såväl som kvalitativ metod.Studien inleddes med en förstudie i form av en enkät för att få en överblick av problematiseringen. Detta följt av den kvalitativa undersökningen som utgör huvuddelen av studien. Detta i form av gruppintervjuer, workshop, probes och användartester. Det teoretiska ramverket tillsammans med genomförd metod resulterade sedan i en funktionsanalys och kravspecifikation. Tre produkter valdes ut som högt kognitivt belastande i hemmet. Dessa var; högtalare, dörrhandtag- och lås, samt fjärrkontroll. Studien resulterade i en produktserie av dessa produkter benämnd ”Mono”, som fick symbolisera utformningen av ett nytt fysiskt användargränssnitt. Studien visar på att det genom användarcentrerad design går att skapa kognitivt reducerande produkter, särskilt vad gäller att ta sig an ett samtida problemområde som kognitiv belastning, vilket produktserien ”Mono” lyckas med.Nyckelord: Kognitiv belastning, CLT, Kognitiv reducering, Intuitiv Design, Intuitiv användning, Användarcentrerad design, Affordance, Fysisk interaktion / Humans today live in a society where the demands from our surroundings have increased significantly, especially concerning complex products. As the digitalization increases and digital products develop, the demands on the user also enhance. The home environment, which is supposed to be every person's cognitive free zone has now become a place for continual interaction and constant availability to its surroundings. This causes an increased mental effort, also called cognitive load, for the user. The purpose of this study was to investigate whether it is possible to design products where the cognitive load is minimum when used. The study intents to design a product series of everyday products where the cognitive load has been reduced. The study aims to answer this following questions:How can the cognitive load in the home environment be reduced through product design?What is the desirable interaction with physical products that have a high cognitive load?The study is based on theories concerning cognitive load, intuitive design, and use, user-centered design, affordance theory as well as tangible interaction. To identify products with a high cognitive load, the study was based on both quantitative as well as qualitative methods.The study began with a quantitative survey whose purpose was to create an overview of the problem. The survey was followed by the qualitative method, which forms the main part of the study. The qualitative method included group interviews, workshops, probes, and user tests. The theoretical framework together with the completed method then resulted in a function analysis and a design specification. Three products were selected due to their high cognitive load. These three products were; a speaker, a door handle and lock, and remote control. The entire study resulted in a product series of these products named “Mono”. Mono symbolizes the design of a new physical user interface. The study shows that it is possible to create cognitively reduced products through user-centered design. Especially when it comes to addressing a contemporary problem such as cognitive load, which the product series “Mono” succeeds with.Keywords: Cognitive Load, CLT, Cognitive Reduction, Intuitive Design, Intuitive Use, User-Centered 3 Design, Affordance, Physical Interaction
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3D Printed Customized Tooling Development ApproachThawaba, Sami January 2021 (has links)
3D printing technologies have been gaining a lot of popularity in the last fifteen years, technologies like Fused Deposition Modeling (FDM) 3D printing have never been as accessible as they are today, and with the introduction of the desktop 3D printer, the technology is becoming a mainstream tool for developing prototypes and direct part production from a Computer-Aided Design (CAD) file. In an industrial context, the technology is utilized for different purposes, among which is the development and production of customized and task-specific tools. The proposed work in this thesis is an approach to simplify and streamline the development process of customized production tooling and workstation. The approach was used to identify problems and improvement opportunities at a production facility that delivered IT products. Furthermore, the Technical framework included in the proposed approach provided a guiding path to follow for the prototype development of tools to address identified problems. Developed tools and proposed solutions positively affected the production line work procedure and were accepted and adopted. While other solutions required further exploration and iterative cycles as some reluctance was experienced hence it implied changes in the workflow and daily routines.
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Designing for the Distracted : A User-Centered Approach to Explore and Act on the User Experiences of People with Short Attention Spans / Design för de distraherade : Ett användarcentrerat tillvägagångssätt för att utforska och agera på användarupplevelserna för personer med korta uppmärksamhetsspannRydén, Matilda January 2023 (has links)
Short attention spans are a growing phenomenon, impacting users in their daily interactions with technology. While there have been studies in the field of HCI on how to design for directing or maximizing user attention, few have focused on users with short attention spans and their felt experiences. To fill this research gap, this study employed a user-centered design approach involving a pre-study and a workshop concerning web design. A thematic analysis of the data revealed ten themes which, among other things, dealt with web navigation, overwhelming interfaces and distractions. The results showed that attention is an embodied experience and relying solely on quantitative data, such as eye tracking, may not provide a complete understanding of it. Therefore, involving those affected in the design process can assist designers in creating the best possible experience, aligning with the end-users’ own definition of what constitutes a good experience. Additionally, designers should adapt to minimalist design principles to meet the needs of this user group. This paper contributes to research by giving in-depth insights into the felt experiences of short attention spans, and how these experiences may be designed for. / Korta uppmärksamhetspann är ett växande fenomen som påverkar användare i deras dagliga interaktioner med teknologi. Även om det har gjorts studier inom HCI om hur man designar för att rikta eller maximera användares uppmärksamhet, har få fokuserat på användare med korta uppmärksamhetspann och deras erfarenheter. För att bidra med kunskap inom detta område, använde denna studie en användarcentrerad designmetodik som innefattade en förstudie och en workshop om webdesign. En tematisk analys av datan resulterade i tio teman som bland annat handlade om webnavigering, överväldigande gränssnitt och distraktioner. Resultatet visade att uppmärksamhet är en förkroppsligad upplevelse och att enbart förlita sig på kvantitativ data såsom eye-tracking inte nödvändigvis ger en fullständing representation. Involvera de berörda i designprocessen kan därför hjälpa designers att skapa den bästa möjliga upplevelsen, i linje med slutanvändarnas egen definition av vad som utgör en god upplevelse. Dessutom bör designers använda sig av minimalistiska designprinciper för att tillgodose behoven hos denna användargrupp. Denna artikel bidrar till forskningen genom att ge inblickar i de upplevda erfarenheterna av korta uppmärksamhetspann och hur dessa erfarenheter kan designas för.
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Design and construction of an access concept for a tow bar mounted cargo box : Analysis and development of the user experience / Design och konstruktion av ett åtkomst koncept för en dragkroksmonterad lastbox : Analys och utveckling av användarupplevelsenHildestrand, Oskar, Karlberg, Emma January 2023 (has links)
Due to the climate crisis, electrical vehicles are on the upswing. To optimize the range of electric cars, aerodynamics is an important factor to consider. Therefore, cargo boxes mounted on the tow bar, often called backboxes, have become an interesting alternative to the standard roof mounted cargo box. Backboxes are a novel product on the Swedish market, and this thesis was carried out in collaboration with the start-up company IXTAbox that produces a multi-functional backbox. In this thesis the focus was on how to improve the user experience of the product, as well as how to raise its competitiveness on the market, in order for the product to reach its full potential. In this project a thorough user study was performed with the main methods being a product walkthrough together with people new to the product in combination with contextual interviews. Findings from this were that the product did not fulfill several basic user needs, such as running a risk of damaging the car when opening the backbox lid. Another issue was the high pricing, which can be explained by the low production volume and high material cost. Thus, many areas for improvement were identified. One of these was to improve the experience of opening/closing and unlocking/locking the backbox, which the project addressed during the product development phase. Different concepts were developed, and one that utilized a code lock was chosen to bring further into detailed design. The resulting concept is a reliable and convenient design that allows the user to lock their backbox without the use of a physical key. It allows for fastening of the lid without needing to lock the box, making the locking optional for the user. In conclusion, the purpose of the thesis has been fulfilled and a future concept that improves the IXTAbox user experience has been developed. / I och med klimatkrisen är elektriska fordon på uppsving. För att optimera räckvidden hos elbilar är aerodynamiken och luftmotståndet en viktig faktor att ta hänsyn till. På grund av detta har lastboxar som fästs på dragkroken blivit ett intressant alternativ till den mer vanligt förekommande takboxen. Så kallade bakboxar är en relativt ny produkt på den svenska marknaden, och detta examensarbete utfördes i samarbete med start-up företaget IXTAbox som producerar en multi-funktionell bakbox. I denna studie har fokus varit på hur användarupplevelsen av produkten kan förbättras, såväl som hur produkten kan förstärka sin position på marknaden. Detta i syfte att undersöka hur produkten kan uppnå sin potential. En genomgående användarstudie genomfördes med huvudmetoden produktgenomgång med personer nya inför produkten i kombination med kontextuell djupintervju. Viktiga insikter från användarstudien var att produkten inte uppfyllde ett flertal grundläggande användarbehov, såsom att det finns en risk att skada billacken vid öppning av lådlocket vid användning på vissa bilmodeller. En annan smärtpunkt var den höga prissättningen, vilken kan förklaras av låg produktionsvolym och höga materialkostnader. Många aspekter som skulle kunna förbättras identifierades. En av dessa var öppning/stängning och upplåsning/låsning av lådan vilket projektet fokuserade på under produktutvecklingsfasen. Flera koncept skapades, och en togs vidare till detaljerad design. Det slutgiltiga konceptet är en pålitlig och bekväm design som tillåter användaren att låsa dess bakbox utan att behöva använda en fysisk nyckel. Den tillåter fästning av locket utan att behöva låsa lådan, vilket gör låsning av lådan valfritt för användaren. Därmed har syftet med detta examensarbete uppfyllts och ett framtida koncept som förbättrar användarupplevelsen av IXTAbox har utvecklats.
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Navigating through Frustrations : A User-Centered Approach to Enhancing Airborne Early Warning and Control System Operator ExperienceJönsson, Josef January 2023 (has links)
This master thesis focuses on enhancing the user interface experience for Airborne Early Warning and Control (AEW&C) system operators in a military context. Collaborating with Saab, a defense sector company, the study employs the research through design and a user-centered design approach to investigate user needs and how they interact with the interface. The research reveals that despite the unique nature of the defense industry, operators respond poorly to a difficult-to-use interface, leading to frustration and underutilization of functionalities. The study identifies contextual factors such as information overload, user interface design and personalization, task difficulty and lack of help systems, stress, and cognitive load. Through the development and testing of a new interface prototype, incorporating design feedback sessions and iterations, the thesis addresses these contextual demands. The findings highlight the significance of introducing user experience in military environments, where complex system engineering and functionality have been traditionally preferred over simplicity and usability.
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