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Metodologia para o design de interface de ambiente virtual centrado no usuárioPassos, Jaire Ederson January 2010 (has links)
A presente pesquisa objetiva propor uma metodologia que oriente o design de interface de ambiente virtual centrado no usuário que seja sistematizada como processo de desenvolvimento de produto, com princípios de design de interação e considerando aspectos de usabilidade e ergonomia, de modo a favorecer o trabalho do usuário, permitindo a apropriação do conteúdo e a execução das tarefas através das funcionalidades do sistema. Para consecução do trabalho foram investigados: os Elementos da Experiência do Usuário; as ferramentas de processo de desenvolvimento de produto; as técnicas da Engenharia de Software e os conceitos do Design de Interação. A combinação desses estudos deu origem à metodologia proposta nesta pesquisa. Destaca-se que essa metodologia integra a técnica do desdobramento da função qualidade (quality function deployment) a estudos usualmente adotados para o design de interface gráfica. Dessa forma, garantiu-se que as heurísticas de usabilidade encontrassem forte embasamento científico e que os requisitos técnicos refletissem as reais necessidades do usuário. O uso dessa ferramentas de projeto de produto garante, ainda, que a qualidade seja mantida em todas as etapas de design da interface. A aplicabilidade da metodologia foi verificada mediante o projeto de interface do módulo do desenvolvedor (professor/instrutor) do HyperCAL online. / This research aims to propose a methodology to guide the user-centered interface design of virtual environment that is systematized as product development process, with interaction design principles and considering aspects of usability and ergonomics, in order to promote the user's work, allowing the appropriation of content and execution of the tasks through system functionality. To achieve the study were investigated: the Elements of User Experience; the tools of product development process, the techniques of Software Engineering, and the concepts of Interaction Design. The combination of these studies gave rise to the methodology proposed in this research. It is noteworthy that this approach integrates the technique of quality function deployment for studies usually adopted for the interface graphical design. Thus, it was ensured that the usability heuristics had strong scientific basis and that the technical requirements reflect the real needs of the user. Using these tools of product design also guarantees that the quality is maintained at all stages of interface design. The applicability of the methodology was verified through the interface design of the developer's module (professor/instructor) of HyperCAL online.
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A Tool for Empathetic User Experience DesignJanuary 2014 (has links)
abstract: Study in user experience design states that there is a considerable gap between users and designers. Collaborative design and empathetic design methods attempt to make a strong relationship between these two. In participatory design activities, projective `make tools' are required for users to show their thoughts. This research is designed to apply an empathetic way of using `make tools' in user experience design for websites clients, users, and designers.
A magnetic wireframe tool has been used as a `make tool', and a sample project has been defined in order to see how the tool can create empathy among stakeholders. In this study fourth year graphic design students at Arizona State University (ASU), USA, are participating as users, faculty members have the role of clients, and Forty, Inc., a design firm in the Phoenix area, is the design team for the study. All of these three groups are cooperating on re-designing the homepage of the Design School in Herberger Institute for Design and Art (HIDA) at ASU.
A method for applying the magnetic tool was designed and used for each group. Results of users and clients' activities were shared with the design team, and they designed a final prototype for the wireframe of the sample project. Observation and interviews were done to see how participants work with the tool. Also, follow up questionnaires were used in order to evaluate all groups' experiences with the magnetic wireframe. Lastly, as a part of questionnaires, a sentence completion method has been used in order to collect the participants' exact thoughts about the magnetic tool.
Observations and results of data analysis in this research show that the tool was a helpful `make tool' for users and clients. They could talk about their ideas and also designers could learn more about people. The entire series of activities caused an empathetic relationship among stakeholders of the sample project. This method of using `make tools' in user experience design for web sites can be useful for collaborative UX design activities and further research in user experience design with empathy. / Dissertation/Thesis / Masters Thesis Design 2014
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Själv-monitorering för ökad motivation till bättre munhälsa : Kan en mobilapplikation vara del av lösningen? / Motivation to improved oral health through self-monitoring : Can a mobile application be part of the solution?Hermansson, Elias January 2018 (has links)
Mobilapplikationer har potential till att hjälpa människor förändra vanor och beteenden av olika slag. I Sverige har vi rätt till avgiftsfri tandvård upp till 22 år och i vissa landsting erbjuds fri tandvård i ytterligare några år utöver det. Traditionellt har interventioner bestått av motiverande samtal med patienter för att motivera till bättre munhälsa, vilket gör att det kan skilja sig i hur mycket människor motiveras till att ta hand om sin orala hälsa. Den här studien syftar till att försöka besvara hur ungdomars uppfattning och attityd är om en prototyp till en mobilapplikation som är tänkt att hjälpa ungdomar att förbättra sin munhälsa genom själv-monitorering. Själv-monitorering genom mobilapplikationer kallas ofta för Personal Informatics. Dessa verktyg låter användaren observera och registrera ett eller flera beteende och därefter få informationen presenterat till sig för att förstå ens beteende bättre. En aspekt som är av stor vikt vid utvecklingen av mobilapplikationer är användarupplevelsen med dem. User Experience Design handlar om processen att försöka förbättra användarupplevelsen med produkter. Den här studien har genomförts med metoder som ofta används i en UX-designprocess, såsom skapande av prototyper och intervjuer med målgruppen. Resultatet visar inte bara åsikter från deltagare ur målgruppen, utan även vad som enligt dem ger mervärde i mobilapplikationen samt framtida utmaningar i fortsatta arbetet.
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Micro-Interactions on Smartphones : An email notification redesignMallavajjala, Rahul January 2018 (has links)
Context. The mental effort offered by a user to identify an important email from the email message is considered significant or impossible. A user must enter the e-mail application to determine what type of e-mail they have received. To let the user identify the type of email via smartphone notification, micro-interactions are utilized. De augmentatie in UX of de e-mail notificaties is dan getest met de modificaties gemaakt aan de micro-interacties. Objectives. This study explores the microinteractions in an email notification of a smartphone that requires the modification of micro-interactions. These modifications have been implemented based on the design principles and usability heuristics of the existing literature. With this implementation, the augmentation in user experience of the modified design is determined. Methods. On conducting a systematic literature review, the experimental design of micro-interactions is prototyped. These prototypes are subjected to user interaction by conducting interviews that include performing certain tasks on the prototype and obtaining the user's perspectives regarding usability with an SUS scale. The data collected has been analyzed to obtain data on user experience increase. Since this data is tested for statistical significance to prove the theory and the evidence reinforce each other. Results. User interviews resulted in 100% of the users being able to perform the tasks successfully during the interaction with the prototypes. The modified design or email notifications achieve job performance time that is much less than the time used by the user for the existing design. Meanwhile, The SUS score for the modified design of micro-interactions with the existing design achieved the best imaginable score which reflects the rise in user experience of the e-mail notifications on a smartphone. On analysis, these achieved scores showed their statistical significance of the claim of increase in UX.Conclusions. This study concludes the reduction in cognitive load in a smartphone's email notifications by effective application or design principles in microinteractions. Regardless of the increased number of email arrivals on a device, a smartphone user can now identify the important e-mails on a smartphone directly from the email notifications. Following the Google's Material Design Principles resulted in increased user experience of e-mail notifications on a smartphone. However,
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Den kulturella faktorn i webbdesign : en undersökning av navigationen på Kungliga Tekniska Högskolans webbplats / The cultural factor in web design : en undersökning av navigationen på Kungliga Tekniska Högskolans webbplatsWold Ylenstrand, Anette, Nastasja, Thor January 2018 (has links)
The aim of this bachelor thesis is to study if culture influences users’ expectations of the organizing and labeling of the website navigation belonging to the KTH Royal Institute of Technology. Based on previous research, we hypothesize that users’ mental models differ depending on cultural heritage and that this in turn will affect the user experience. Using a mixed method approach, the navigation is tested from a usability perspective, focusing on the organization, hierarchy and labeling of content. Methods used are qualitative card sorting and quantitative tree testing to compare international students with Swedish students. The results show no significant differences between the two groups’ mental models. However, neither groups’ expectations correspond with the navigation structure, therefore affecting the user experience negatively.
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Change or Die : A study on the phenomenon of Library UX at two academic libraries in Sweden / Change or Die : en studie över fenomenet Biblioteks-UX vid två universitetsbibliotek i SverigeLundberg, Sabina January 2017 (has links)
A recent phenomenon within the library sector is that of User Experience (UX). Library and information practitioners are increasingly leaning towards letting their users help guide and organise library services by using UX methods to both evaluate existing services and to create new ones. Despite that an increased number of academic librarians are focusing on researching their Library UX, few studies have been done on this phenomenon, and none have focused on a Swedish context. In this thesis, the emerging phenomenon of Library UX is investigated by performing a qualitative case study at two academic libraries in Sweden. The posed research questions focus on four areas: what impacts the implementations of UX methods have on an academic library, how UX methods are learnt, if this new emphasis on Library UX will affect the user-librarian relationship and if something can be said about the future of Library UX. The main theory used is Actor-Network Theory (ANT), which together with the use of the Foucauldian perspective on knowledge/power has been employed to analyse the collected empirical data to further the understanding of the phenomenon. The findings are divided into two parts. Firstly, the case study depicting the results of the collected empirical data. Secondly, the ANT-analysis of the Library UX network is presented, which is based on the data collected in the case study. The main conclusions that can be drawn from this study are how UX methods are perceived by the informants as leading to improved library services. There is also a clear consensus among the informants on how the new perspective of the user presented within the Library UX framework will deepen the user centred focus even further at the libraries. Furthermore, the ANT-analysis shows how the phenomenon has primarily emerged through advocacy and how advocates have a central role in how knowledge about Library UX and UX methods are spread within the library world. / Ett nytt fenomen inom bibliotekssektorn är User Experience (UX). Bibliotekarier låter i allt högre grad sina användare vägleda dem i hur bibliotekets tjänster ska se ut, genom att använda UX metoder för att både utvärdera och skapa nya tjänster tillhandahållna av biblioteken. Trots att det är en ökning i antalet universitetsbibliotek som nu fokuserar på att undersöka sin Biblioteks-UX har få studier gjorts på ämnet, och ingen ur ett svenskt perspektiv. I den här uppsatsen har fenomenet Biblioteks-UX undersökts genom en kvalitativ fallstudie på två universitetsbibliotek i Sverige. Forskningsfrågorna som ställts i uppsatsen fokuserar på fyra områden: Biblioteks-UX påverkan på universitetsbiblioteken i stort, hur UX metoderna lärs ut, om detta nya fokus kommer påverka användar-bibliotekarierelationen och om något kan utrönas om Biblioteks-UX:s framtid. Den primära teorin som används är Aktör-Nätverksteori (ANT), vilken tillsammans med Foucaults perspektiv på kunskap/makt har använts för att analysera det insamlande empiriska materialet för att få en djupare förståelse av fenomenet. Undersökningen är uppdelad i två avsnitt. I den första delen presenteras fallstudien och i den andra delen presenteras ANT-analysen gjord på Biblioteks-UX nätverket. Uppsatsens huvudsakliga slutsatser är för det första att informanterna uppfattar att UX-metoderna leder till förbättrade bibliotekstjänster. För det andra visar studien att det finns en konsensus bland informanterna om att det nya användarperspektivet som föreslås inom Biblioteks-UX kommer leda till ett djupare användarfokus på biblioteken. ANT-analysen visar vidare att fenomenet framförallt sprids genom förespråkare och hur dessa förespråkare har en central roll i hur kunskapen om Biblioteks-UX och UX-metoder sprids inom biblioteksvärlden.
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Interface de website informacional: relação entre complexidade percebida e satisfação de uso / Informational website interface: relationship between perceived complexity and satisfaction of useFernandes, Fabiane Rodrigues [UNESP] 02 October 2017 (has links)
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Previous issue date: 2017-10-02 / Os websites de caráter informacional têm por finalidade transmitir uma mensagem sobre determinado assunto/tema sendo continuamente acessados por uma imensa maioria de pessoas por meio da rede mundial de computadores, ou internet. Na maioria das vezes, a forma, o nível de dificuldade de uso e a compreensão de suas interfaces acabam por definir a escolha dos usuários, colocando os portais de notícias dentre seus preferidos. O presente trabalho analisa como a complexidade visual de websites de caráter informacional interfere na experiência do usuário, apresentando e discutindo como suas interfaces são percebidas e criam significação que geram julgamentos com relação a atratividade e a satisfação do uso após experimentação. Mede as impressões iniciais dos usuários, que se relacionam com as expectativas e experiência de uso, medido pela eficácia e eficiência, finalizando com suas impressões finais. Identifica, também, qual anatomia de website possui a preferência do usuário, tomando por base aquela com que está habituado, desenvolvendo, a partir disto, um modelo dentro das preferências de atratividade. Essa pesquisa se dividiu em duas etapas na sua fase de coletas de dados. A primeira teve como objetivo identificar a partir de três modelos de interfaces - baixa complexidade, média complexidade e alta complexidade, qual garantiria maior atração e melhor resultado de experiência de uso. Os resultados desta pesquisa, denominada de PQ#1, foram obtidos por meio de um inquérito de questionário online, a partir de um universo de quarenta e uma (41) pessoas, entre 19 e 62 anos, com média de 34,8 anos e desvio padrão de 10,321, sendo 56,10% dos participantes do gênero feminino e 43,90% do gênero masculino, e demonstram que a interface, inicialmente considerada complexa, foi a que melhor atendeu as expectativas do usuário com relação a atração inicial e a qualidade de uso (desempenho de eficácia e eficiência). A PQ#2 visou estudar a anatomia básica de um site de caráter informacional e analisar cada uma de suas partes (áreas) para compreender como ocorre a percepção do usuário nos websites que acessa frequentemente, e qual seria a de sua preferência. Para isso, a partir da anatomia básica de um site (área de identificação, área de navegação principal, área de conteúdo, área de rodapé) foram criados 12 tipos de identidade, 12 tipos de menu de navegação, 14 tipos de área de conteúdo e 12 tipos de rodapé, sempre variando do nível mais simples ao mais complexo. Esta etapa envolveu um universo de cinquenta e nove (59) pessoas, entre 15 e 63 anos, com média de 28,9 anos e desvio padrão de 9,638, sendo 45,76% dos participantes do gênero feminino e 54,24% do gênero masculino, que participaram do processo por meio de um questionário online. Os resultados permitiram identificar e concluir que em áreas como identificação e menu de navegação o usuário tende a preferir níveis menos complexos; para área de conteúdo preferem níveis medianos de complexidade e para área do rodapé, preferem níveis com maior complexidade. Esses dados permitiram gerar um modelo de website baseado nas preferências dos participantes que demonstra que essas áreas precisam ser vistas de forma diferenciadas no momento da construção, sempre levando em conta sua relevância para com o objetivo do usuário na interface. / Informational sites aim to convey a message about the subject being continually accessed by a vast majority of people through the World Wide Web or the internet. Most of the time, the form, level of difficulty of use and an understanding of its interfaces end up defining the choice of users, placing the news portals among their favorites. The present work analyzes how the visual complexity of sites of informational character interferes in the user experience, presenting and discussing how their interfaces are perceived and create meaning that generates judgments regarding attractiveness and satisfaction of use after experimentation. It measures the initial impressions of users, which relate to expectations and usage experience, measured by effectiveness and efficiency, ending with their final impressions. It also identifies which website has a user preference, based on the one to which it is accustomed, developing, from this, a model within the preferences of attractiveness. This research is divided into two stages in its data collection phase. The first one aimed at identifying fromthree interfaces models -, low complexity, medium complexity and high complexity, which would guaranteed highest quality task and best user experience results. The results of this research, called Research#1, were obtained through an online questionnaire survey, from a universe of forty one (41) people, between ages of 19 and 62, with a mean of 34.8 years and a standard deviation of 10,321, with 56.10% of the female participants and 43.90% of the male gender, and demonstrated that the interface initially considerable complex was the one that better satisfied users’ expectations regarding initial attractiveness and quality of use (performance of efficacy and efficiency). Research#2 aimed at studying the basic anatomy of an informative website and analyzing each of its parts (areas), in order to know how the user perceives the sites that he/she accesses, and what is his / her favorite. For this, from the basic anatomy of a site (navigation area, main navigation area, content area, footer area), it was created 12 types of identity, 12 types of the navigation menu, 14 types of content area and 12 types of the footer, always ranging from the simplest to the most complex. This stage involves a universe of fifty-nine (59) people, aged 15-63 years, with an average of 28.9 years and a standard deviation of 9,638, with 45.76% of female participants and 54.24% of the male gender, who participated in the process through an online questionnaire. The results allowed us to identify and conclude that in areas such as identification and navigation menu the user tends to prefer less complex levels; for the content area, they prefer medium levels of complexity and for footer area, they prefer levels with more complexity. These data were used to generate a website model based on participants' preferences which demonstrates that these navigation areas need to be analyzed differently at the time of construction, always taking into account their relevance to the user's goal in the interface.
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A significação da experiência de uso em um Ambiente Virtual de Aprendizagem: estudo de caso sobre a plataforma Moodle no CEDERJ / The signification of the use experience in a Virtual Learning Environment: Case Study about the Moodle platform in CEDERJMagno Felipe Dal Magro 29 May 2015 (has links)
Essa pesquisa é um estudo de caso sobre a interação do aluno com a interface da plataforma Moodle. Para tal, foram utilizadas técnicas consolidadas de avaliação da usabilidade de interfaces digitais. Assim, com respaldo na Semiótica do americano Charles Sanders Peirce, verificou-se e discutiu-se questões subjetivas dos processos comunicativos envolvidos nos problemas interacionais identificados. Uma vez analisado o impacto desses problemas, desenhou-se um quadro geral, denominado experiência do usuário, no qual as
interfaces avaliadas são arenas das frustrações e ações que esta proposta de inspeção foi capaz de descrever. A partir desse quadro, foram fundadas as bases para compreensão do modelo mental do usuário para propor soluções. Essas soluções são baseadas, principalmente, em prescrições de usabilidade de Jakob Nielsen, Donald Norman e Steve Krug Nesse cenário, é demonstrado como o design contribui para a elaboração de uma interface que convida à ação e reflexão, de forma a proporcionar um ambiente de interação
satisfatório e consonante com as novas tendências educacionais e da cibercultura. Deste modo, também demonstra-se de que forma a Semiótica pode instrumentalizar o profissional de design a resolver situações de projeto. Por meio da documentação de metodologias e
resultados, esta pesquisa apoia a boa comunicação entre projetistas, ressalta a importância da subjetividade no estudo interacional, além de propor soluções para os problemas encontrados.
Em virtude dos fatos supracitados, essa pesquisa tem como produto final um acervo de informações relevantes para o histórico de projetos em design. Contemplados os requisitos de usabilidade propostos por essa pesquisa, espera-se que, no futuro, tais requisitos sejam validados, para que o impacto produzido pelas mudanças
implementadas possam ser avaliados. Assim, poderá ser verificado como essas mudanças impactarão no processo comunicativo da nova proposta interacional e se elas se converteram realmente em satisfação na experiência do usuário. Com isso, pretende-se que o foco da interface passe a ser a associação da satisfação do uso ao processo de aprendizagem.
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Heuristisk utvärdering : En jämförelse mellan heuristiska uppsättningar för användargränssnitt i spel / Heuristic evaluation : A comparison between heuristic sets for game user interfaceBuvari, Oscar January 2017 (has links)
Det användarcentrerande tillvägagångssättet från människa-datorinteraktion (MDI) har anammats av många andra discipliner – där två aktuella discipliner som gjort detta är User Experience Design (UXD), vars mål är att skapa användbara mjukvaror ifrån användarnas perspektiv, och speldesign, som syftar till att skapa underhållande mjukvaror. För att göra detta använder båda dessa discipliner heuristisk utvärdering; där UXD använder traditionella heuristiker för användbarhet, medan speldesign på akademisk nivå utvecklat nya uppsättningar med spelheuristiker som är anpassade för spel. Dessa nya uppsättningar är inte validerade, då de brister i empiriska studier. Därför syftar detta arbete till att validera två nya uppsättningar spelheuristiker, samt att undersöka vilket extra värde de har, om något, gentemot traditionella uppsättningar heuristiker för användbarhet under utvärdering av gränssnitt i spel. Metoden bestod först av en heuristisk utvärdering där tre utvärderare utvärderade den globala Spelmenyn i RPG-spelet The Witcher 3: Wild Hunt, där båda uppsättningarna spelheuristiker och Nielsens 10 heuristiker för användbarhet användes, och sedan gjordes ett användartest på samma gränssnitt. Användartestet bestod av fem deltagare, alla män mellan åldrarna 20-23 och var studenter vid Högskolan i Skövde. Undersökningen resulterade i tre totala listor problem, en från respektive uppsättning, som sedan jämfördes med en lista med problem från användartestet. Slutsatsen blev att spelheuristikerna är lämpliga att använda under utvärderingen av menyer som liknar Spelmenyn, och är därmed validerade under dessa omständigheter. Dock finns det inget underlag att anta att spelheuristikerna medför ett extra märkbart värde än heuristikerna för användbarhet under utvärderingen av gränssnitt i spel.
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INFLUENCE OF DESIGN ELEMENTS IN MOBILE APPLICATIONS ON USER EXPERIENCE OF ELDERLY PEOPLE : An Experiment approachDonthula, Sushmitha January 2016 (has links)
Context: Technology in the field of health care has taken a step forward for making easy health maintenance on a daily basis. With gradual increase in the elderly population, it is important to provide this them, the facilities gained with the use of technology. But it is observed that the elderly show reluctance to the use of new technology like the mobile applications. In the thesis, an effort is made to overcome this barrier with the study of both user experience of elderly and user interface design of a m-health application and analyzing a relation among them.Objectives. In this thesis, user interface design responsible for an increase in the user experience of elderly is focused, to create a base for mobile application developers to design m-health applications that improve the usability of the application.Methods. Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment./Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Comparison is made between the user experience in both the cases and conclusion about the relation between the user experience and user interface design of Objectives: In this thesis, user interface design responsible for an increase in the user experience of elderly is focused, to create a base for mobile application developers to design m-health applications that improve the usability of the application.Methods. Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment./Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Methods: Quasi-Experiment is conducted to measure user experience with the selected sample from the elderly population. By conducting interviews with the selected sample, data is collected for the experiment.Results. The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Results: The user experience of the elderly people is analyzed with the original glucosio application and with the prototype of glucosio application. Comparison is made between the user experience in both the cases and conclusion about the relation between the user experience and user interface design of the m-health application is made.Conclusions. With the analysis, we can conclude that the combined user interface design of Conclusions: With the analysis, we can conclude that the combined user interface design of m-health application, when designed as per the interest of elderly people can increase the user experience of the elderly while using the application. Besides, it increases the usability of the application resulting in the elderly population gets benefited with the advanced mobile technologies for their health promotion.
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