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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.
281

RFID implementation in ski boot rental : Product and system development

Warnhag, Elna January 2022 (has links)
A tag system using RFID is proposed to avoid bending down, walking around, or bending over a bench for scanning ski boots (for their sole measurement). Using methods such as observations and interviews, the problem was defined and then visualised with the help of a persona and storyboard. Ideas were then created through brainstorming, braindrawing, and morphological matrix. They were then sorted through by feasibility and interest and combined to create three separate concepts. These were discussed, and two finalists were analysed further and compared in a weight value matrix. The final concept is a slanted footpad with a footprint and built-in lights to invite the user and promote correct usage, which has been the project’s focus.
282

The effect of functional icons with different styles on people with different cognitive styles : A case study of serious games

Zhang, Chuci January 2022 (has links)
With the development of the times, games, which is the basis of entertainment medium, has gradually become the tool of learning for human beings and finally promote the development of serious games. As we know that the interactive experience and aesthetic experience of games are all obtained from game icons. As the communication bridge between players and games, the functional game icons in serious games have evolved from single symbols to diversified styles icons.  With the experiment method like semantic differential and similarity computation, this paper has acquired functional icons of high matching quality and recreated them with emotional design. The case study presented in this thesis demonstrated that in a multitude of serious games, functional icons had suffered the problems of lack of interaction and difference, unbalanced unity and high similarity through comparing the cognitive level experiment of different style icons and the preference experiment of different cognitive styles. This case studies the cognition of functional icons and the types of icons preferred by different cognitive styles. In addition, different styles of functional icons have different cognitive effects, while different cognitive styles have different cognitive functions and preferences. In this case, it was found that the cognitive ergonomics of different styles of functional icons differed. For users familiar with the game, the cognitive ergonomics of flat icons were higher than that of anthropomorphic icons. The cognitive ergonomics of icons with low abstraction level was higher than that of icons with high abstraction level. Meanwhile, the cognitive efficacy and preference of different cognitive styles for different styles of functional icons are different and it is more obvious that intuiting cognitive style users prefer anthropomorphic icons. Sequential cognitive style users have higher cognitive efficacy for anthropomorphic icons than flat icons. The global cognitive style users prefer anthropomorphic icons for icons with high abstraction levels. Therefore, the design of functional icons for serious games should consider the difference in users' cognitive styles because cognitive styles can be used as an entry point for the balance between the serious part and the game part of serious games. Personalized icon design can be designed for different cognitive styles users by combining their preferences for icons, so as to increase users' interest in serious games. The symbolic icons can also be used to let players quickly understand the meaning of the game, so as to improve the learning efficiency of serious games for people with different cognitive styles. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet. / There are other digital material (eg film, image or audio files) or models/artifacts that belongs to the thesis and need to be archived. </p>
283

User Experience and Acceptability of a Mixed Reality System for Rehabilitation : From an Occupational- and Physical Therapy Perspective

Åström, William, Sahlin, William January 2022 (has links)
The use of Mixed Reality (MR), a technology that attempts to integrate the physical and virtual worlds, is steadily becoming more prevalent in healthcare. To properly integrate new technologies into an organization or workplace, for example in healthcare, a system must first be accepted and used by the individuals for whom it was designed. Acceptability of a new technology is predicated by the individual's perceptions of the User Experience (UX). Therefore, the purpose of this thesis is to explore occupational and physical therapists’ UX and acceptability of a MR rehabilitation system. With the help of a grounded theory methodology, analyzing qualitative data from three different data sources (user tests, interviews, and a heuristic evaluation) we have been able to produce a semantic theoretical model concerning UX and acceptance in regard to a Mixed Reality rehabilitation system. Eight rehabilitation professionals were included in the sample. This research identifies a theoretical model which processes and contains meaningful dimensions on what affects the UX and acceptance and successfully integrates interaction, technical and medical standpoints with a focus on both patient and therapist. The model reveals four themes that affected the UX and acceptability of a MR system used for rehabilitation: “Intention to use”, “Perceived usefulness of MR”, “Information architecture”, and “Interacting in MR”. The aspects identified can be useful for both researchers and industry looking to gain a deeper and broader understanding of the phenomenon studied, and may inform important aspects of development of current and future technology.
284

Comparison of VR-interviews to Online Video Conferencing Software and its Impact on User Experience : Studying the experience of VR-interviews compared to generic online video conferencing software like Zoom and MS Teams and its impact on the Interviewer and the Candidate

Bhalja, Rishit Rakesh, Ramsten, Christoffer January 2022 (has links)
With the recent advancement of computer technology, having an immersive experience has become more accessible. A technology that offers that is the one of virtual reality, or VR, for short, which immerses the user in another reality that is artificially constructed. It is natural to argue if there is even a need to switch from the general Online Video Conferencing software to VR-interviews.  The proposed research looks to dive into the user experience in this area to answer this question. This problem is important from the perspective of business owners, companies, and employees trying to have the best experience to recruit new employees or get recruited as a new employee, having the best possible experience. This research has three questions, where the first question examines how the user experience of an interview is different in VR compared to video conferencing software. The second and third question examines the user experience "job candidate's and recruiter's perspectives", in comparison to video conferencing software. For RQ1 a mixture of a small experiment followed by a think-aloud session with the participants was done. To gather the data for RQ 2 &amp; 3, a total of three methods were chosen (experiment, interview, and survey), where these methods were both quantitative and qualitative to allow for triangulation.   The conclusions from the gathered data and the analysis of this research were that the user experience of virtual reality was preferable than that of the video conferencing software for both the recruiter and the candidate.
285

Analys av navigering och dess påverkanberoende av webbdesign : UX experiment med hjälp av Google Analytics

Boberg, Julia January 2022 (has links)
Växande närvaro på Internet med utökade funktioner av webbsidor medför problematik för företagen. Problematiken grundar sig ofta i design av webbsidan. Webbdesignen har genom forskning visat sig vara en stor byggsten för företagens framgång. Framgången ligger i antalet unika besökaren och dess varaktighet påwebbsidan. Vi har genom följande arbete utfört ett experiment baserat på forskning inom User Experience med webbutveckling i åtanke. Analysering av användare och dess navigering på webbsidorna i experimentet samlas in och analyseras med hjälp av Google Analytics. Google Analytics presenterar insamlat data med möjlighet till anpassning i form av diagramtyp. Det insamlade data stödjer forskningens slutsats att färgen har en signifikant betydelse i webbdesign. Experimentet hade 32 testare där den optimala färgen utmärkte sig med kortare tid spenderad i navigering på webbsidan.
286

Understanding User Experience Contributors in Free/Libre Open Source Software

Johansson, Petter January 2022 (has links)
Free/Libre Open Source Software (FLOSS) has accomplished many incredible things, but the most lacking is user experience (UX) which has been perpetuated both inside and outside the FLOSS community. The intention of this study is to discover what perception the FLOSS community have about UX improvements and what are the most common themes in the current obstacles that the community faces. This study includes a survey on a selected set of projects to show the perception based on closed- and open-ended questions. Furthermore, the thesis also applies grounded theory (GT) to a set of Github issues that establishes which themes are the most common. The outcome gave that the perception is no different independent of what role a community member of a FLOSS project have, key values of user support and active feedback for developers are were discovered and UX practitioners is appreciated but not necessary for a software's success. Common themes in problems faced by the FLOSS community is intuitiveness and a lack of clear response from the software, closely followed by configuration options. Conclusively there are a need for UX practitioners in some studied projects and the issue lies in the lack of UX contributors and the general knowledge of UX in the community in a very code focused environment.
287

PythonVis : Software Visualisation in Virtual Reality for Program Comprehension

Larsson, Mattias January 2022 (has links)
This paper presents PythonVis, a novel Virtual Reality (VR) software visualization prototype for program comprehension. The motivation for PythonVis is to leverage the affordances of VR and the debugger tool to support software developers' comprehension of novel software. An experimental study with follow up interviews was conducted using 10 participants, comparing PythonVis to a desktop setup. The results indicate that PythonVis could be useful for getting a better overview over a whole code base. Limitation are addressed and further studies are suggested. / Den här avhandlingen presenterar PythonVis, en ny prototyp av ett Virtual Reality (VR) visualiseringsverktyg för programförståelse. Motivationen för PythonVis är att utnyttja de förmågor som VR erbjuder, samt felsökarverktyg för att underlätta mjukvaruutvecklares förståelse för okända program. En experimentell studie med följande intervjuer genomfördes med 10 deltagare där PythonVis jämfördes med en traditionell dator. Resultaten indikerar att PythonVis kan användas för att få en bättre överblick av en hel kodbas. Begränsningar i studien är adresserade och framtida forskning är förslagen.
288

UX spelar roll: Förbättra prestanda hos webbsida för förbättrad användarupplevelse av webbapplikation. / UX matters: Improve webpage performance for better user experience of web application

Alkass, Jakob January 2022 (has links)
Företaget Telia har en webbapplikation som är under utveckling och ska fungera som en internportal för kunder till företaget. De upplever en bristande prestanda i frontenddelen av applikationen i form av långa laddningstider. De vill därför undersöka möjligheter för optimering av prestandan för deras webbapplikation, i hopp om att förbättra användarupplevelsen. Målet var att undersöka möjligheter för tillämpning av olika optimeringstekniker som kan förbättra delar av prestandan med nära koppling till användarupplevelsen.  I detta arbete undersöktes tidigare forskning inom ämnet användarupplevelse relaterat till digitala produkter. Det gjordes även undersökning av liknande arbeten, lämpliga prestandamått och optimeringstekniker. För att testa, analysera och utvärdera optimeringsteknikerna skapades automatiska tester som lagrade mätdata på valda prestandamått. Därefter analyserades mätdata från testerna för att kunna föreslå vidareutveckling för Telias webbapplikation. En analys av mätdata visade en förbättring av Telias webbapplikation för de två undersökta prestandamåtten med 33% respektive 35%. / The company Telia has a web application that is under development and will serve as an internal portal for clients of the company. They experience a lack of performance in the frontend part of the application in the form of long loading times. They therefore want to explore possibilities for optimizing the performance of their web application in hope of improving the user experience. The goal was to investigate possibilities for the application of different optimization techniques that can improve parts of the performance with close connection to the user experience. For this thesis, previous research was examined in the field of user experience related to digital products. Research of similar work such as appropriate performance measures and optimization techniques was also conducted. To test, analyse and evaluate the optimization techniques, automatic tests were created that stored measurement data on selected performance metrics. Measurement data from the tests was then analysed in order to suggest further development for Telia’s web application. An analysis of the measurement data showed an overall improvement in Telia’s web application performance for the two examined performance metrics by 33% and 35%respectively.
289

Design Directions for Supporting Implicit Interactions in a Market Surveillance System

Mattsson Johansson, Elna January 2021 (has links)
Enterprise systems are built for companies and used by the employees to complete work tasks. Focus on userdriven designs for consumer technology has led to expectations of user-friendly designs. Enterprise technology tends, however, to be more technology-driven rather than user-driven, creating unmatched expectations and mismatch between end-user and company objectives. This is why it is necessary to also consider enterprise systems from a user-driven perspective. Therefore, this study addresses user-driven enterprise designs through the Implicit Interaction Framework using a market surveillance system (MSS) as a case study. Practical design implementations and insights were gained through Research through Design (RtD), which were obtained from a survey to validate potential problems, mapping activities using the framework to gain design insights, and prototyped wireframes expressed through narrative video scenarios and evaluated with UX professionals to identify design directions. Three design directions were identified: Recall: Actions for Reminding, Collaboration: Anticipation of Intention, and Disruption: Supporting Ongoing State-Shifting. Control comes at the cost of disruption or risking wrongful actions, context of implicitness creates a trade-off between cognitive load and risk of errors, and lastly UX professionals might have to balance competing objectives in a situation where they collide. Furthermore, the Implicit Interaction Framework can guide enterprise UX designers and researchers to understand the interplay and interactions occurring between system and end-user. However, it is a translation where the complexity of enterprise systems is in some respects difficult to demonstrate, where better end-user experiences through implicit interactions should not be assumed. / Företagssystem är byggda för företag och används av de anställda för att slutföra arbetsuppgifter. Fokus på användardriven design inom konsumentteknik har lett till förväntningar på användarvänliga designer. Företagssystem tenderar dock att vara mer teknologidriven snarare än användardriven, vilket skapar oöverträffade förväntningar och oöverensstämmelse mellan slutanvändarnas och företagets mål. Det är därför nödvändigt att också betrakta företagssystem från ett användardrivet perspektiv. Därför behandlar den här studien användardrivna företagsdesigner genom ramverket ”Implicit Interaction Framework” där ett marknadsövervakningssystem ”market surveillance system” (MSS) används som fallstudie. Praktiska designimplementeringar och insikter nåddes genom Research through Design (RtD), som erhölls från en enkät för att validera potentiella problem, kartläggningsaktiviteter för att få designinsikter, och prototyper framhävda genom videoscenarier med berättarröst och som utvärderas med UX-yrkesverksamma personer för att identifiera designriktningar. Tre designriktningar identifierades: Komma ihåg: Åtgärder för att Påminna, Samverkan: Förväntan på Avsikt, och Avbrott: Stöd för Pågående Tillståndsändring. Kontroll har sitt pris genom avbrott eller risk för felaktiga handlingar, sammanhanget för implicititet skapar en avvägning mellan kognitiv belastning och risk för fel, och slutligen UX-yrkesverksamma kan behöva balansera konkurrerande mål i en situation där de kolliderar. Dessutom kan Implicit Interaction Framework vägleda UX-designers och forskare för att förstå samspelet och interaktionerna mellan system och slutanvändare. Det är dock en översättning där komplexiteten i företagssystem i vissa avseenden är svår att demonstrera, där bättre slutanvändarupplevelser genom implicita interaktioner inte bör antas.
290

Gamers with the Purpose of Language Resource Acquisition : Personas and Scenarios for the players of Language Resourcing Games-With-A-Purpose

Droutsas, Nikolaos January 2021 (has links)
Ethical, cheap, and scalable, purposeful games leverage player entertainment to incentivise contributors in language resourcing. However, discourse is scarce around the enjoyability of these games, whose playerbases are divided between a tiny minority of reliable contributors and a vast majority of inconsistent contributors. This study aims to deepen the discourse around design possibilities tailored to the unevenly contributing playerbases of such games by building on player-reported data to create three engaging personas and narrative scenarios. Using Pruitt and Grudin’s way of weighing feature suitability in persona-focused design, social incentives and majority voting are indicated as the most and least prominent features, respectively. Indeed, the weight of the primary persona, representing 3.5% of the playerbase, is 72%, more than double the combined weight, 56%, of the remaining 96.5% of the playerbase. Sticking to the original definition of purposeful games is essential for any gaming approach to crowdsourced data collection to remain ethical, cheap, and scalable.

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