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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.
451

"Tekniken ska vara vacker" : användarupplevelsen av mobila webbsidors estetik

Jönsson Lanevska, Alla January 2016 (has links)
Uppsatsen syftar att bidra till debatten om estetikens roll inom MDI genom att undersöka hur gränssnittets visuella estetik påverkar användarupplevelsen av mobila webbsidor. Som teoretisk utgångspunkt användes Tractinskys analysmodell med uppdelning av den upplevda estetiken i en klassisk och en uttrycksfull dimension. En jämförelse mellan sju webbsidor tillhörande e-handelsföretag inom modebranschen gjordes i studiens kvantitativa del. Jämförelsen gjordes även mellan företagens ordinarie webbsidor och mobilsidor. Sidorna med mest kontrasterande egenskaper användes som underlag för den kvalitativa intervjudelstudien. Studiens resultat visar att Tractinskys modell är ett användbart verktyg för beskrivning och analys av mobila enheters upplevda estetik. Mobilsidors upplevda estetik äger aspekter tillhörande den klassiska och den uttrycksfulla dimensionen. Estetiken har inverkan på såväl mobilsidans upplevda användbarhet som interaktionens meningsfullhet. Struktur och visuell balans är nödvändiga förutsättningar för användarens acceptans av en mobilsida. Personlig, engagerande och professionell design minskar de initialt höga trösklarna för ovana användare och påverkar det fortsatta användarbeteendet. De meningsskapande aspekterna så som identifikation och inspiration möjliggör en rikare användarupplevelse och bygger användarens relation till artefakten. / This study contributes to the debate on the role of aesthetics within HCI by examining the effects of visual aesthetics on user-experience of mobile websites. Tractinsky's model of users' perception consisting of two dimensions termed classical and expressive aesthetics was used as a theoretical basis. A quantitative sub-study compared seven mobile and desktop sites belonging to e-commerce fashion retailers. The sites with the most contrasting characteristics were used as cases for qualitative study. The results demonstrate usefulness of Tractinsky's model for analysis of mobile websites' perceived aesthetics. Perceived aesthetics of mobile GUI includes both classical and expressive elements. Aesthetics impacts on both perceived usability of the mobile website and meaningfulness of the interaction. Structure and visual balance are essential for user acceptance of mobile websites. Personal, engaging and professional design increases acceptance of mobile technology and impinges on the continued user behavior. The meaning-making aspects of aesthetics such as identification and inspiration enrich user-experience and deepen users' relationship to the artifact.
452

數位教學輔助系統設計-以國中幾何教學為例

李樺瑾 Unknown Date (has links)
運用資訊及電腦科技的數位學習,漸漸改變許多人的學習方式。過去有許多數位學習之相關研究,大多從認知心理學、學習風格等學習理論面向,探討數位學習者的動機、參與態度、行為、滿意度、學習成效等;但是對於數位學習的內容應如何設計以達到滿意度與學習成效卻甚少研究,且使用者(教學者/學習者)在數位學習的設計過程中往往缺席。而事實上使用者的需求,才是數位學習設計的核心。 本研究以國中幾何為例,探討數位教學輔助系統之設計應如何融入學習活動。亦即以使用者為中心,了解其需求,考量上課情境及學習能力。於開發過程反覆請使用者評估並將回饋意見納入下一輪的設計。系統完成後,請使用者在課堂實際教學情境中運用本系統進行學習活動。 評估結果顯示,系統的內容與教學概念緊密扣連,其互動控制程度及回饋方式提供老師、學生可以逐步並重覆學習,達到教學目標。同時學生認為這樣的上課方式較專注、容易學習、新鮮有趣。因此,本研究所主張之設計方法達到實質成效,並且創造良好、愉悅的教學/學習經驗。 / E-learning has shaped and transformed the ways people learn. Previous e-learning related researches have focused much on the motives, attitudes, behaviors, satisfactions and effectiveness of the learners. However, the users’ (teacher/learner) learning activities have never been taken into consideration during the e-learning design process. The research intends to bridge the gap between the learning activities and the design process. During the initial design stage, the researcher interviewed Math teachers from several junior high schools to identify the suitable e-learning subjects which are too abstract to teach otherwise. After the discussion, Geometry was chosen for the e-learning subject. Through the entire design cycle, whether or not the system meets the teaching objects, students’ learning capacities, and classroom environments were iteratively evaluated and modified. The math teachers were involved in the entire design process. At the end, the completed system was used by teachers in their real math classes. From the results of evaluation, we find that the e-learning system has highly linked to the teaching concepts. The system provides enough interactive controls and feedbacks that allow teachers and students’ to set their own paces to learn gradually or repeatedly. Students agree that this learning process helps them to concentrate more, and achieve better performances. In addition, this e-learning system through the proposed designing process causes a more positive, pleasure and effective learning/teaching experiences.
453

YouTube och vlogging ur ett användarperspektiv : En studie om den engagerade användarens deltagande, upplevelser och drivkrafter

Johansson Äijö, Mimmi January 2017 (has links)
This thesis is about YouTube, focusing on the phenomenon on the platform called vlogging. The study aims to examine how the dedicated user explains his/hers feelings towards the people of which vlogging content they have been consuming for a long period of time. Is there perhaps a noticeable pattern regarding how and why they established this relationship in the first place, and how it has developed over time. What is it that makes this type of video consumption valuable to the consumer, and what is the driving force that makes them stay so committed. The aim and purpose of this study is to find out what kind of participatory culture that is involved around vlogging as a media production and how it is described with the dedicated users own words. Is the driving force behind the engagement being a part of a community on the platform, or is the relationship straight between the producer and the consumer. If so, how and what is it that makes this one-way-relationship between the viewer and the vlogger valuable. To gather information about the dedicated users view of their consumption, and to answer the questions above, I have carried out 10 qualitative interviews with respondents who have been watching vlogs for five years or more within the media of YouTube. Through data collection and previous research within the subject, this thesis is able to confirm five different themes. Through analysis these themes together map out a pattern that concludes different factors for participating.
454

Zavádění strojového překladu v prostředí MSP / Implementing Machine Translation in an SME

Hermanová, Barbora January 2015 (has links)
The thesis deals with the topic of implementation of machine translation (MT) in an SME with an emphasis on legal translation. The theoretical part brings together the existing research relevant for this topic, focusing in particular on the specifics of MT between Czech and English, the task of post-editing (PEMT), including the skills and competences required from post-editors, recommendations for, and experience with, MT implementation, MT evaluation, PEMT productivity and translator attitudes towards MT. In its empirical part, the thesis draws on a case study of MT implementation in a Czech language service provider (LSP), with a focus on selecting a suitable MT tool and incorporating it in the workflow. Furthermore, an experiment is performed with professional translators, aimed at measuring productivity of translation and post-editing in terms of the time spent in the respective tasks and analysing and comparing selected aspects of the output produced by the translators and post-editors participating in the experiment. The analytical model employed is an error-based human evaluation model. Lastly, a questionnaire is used to ascertain the experience of translators/post-editors with MT and their attitudes towards this technology. The thesis ultimately provides a set of findings that can be used...
455

Digital Communication and Interactive Storytelling in Wikipedia : A Study of Greek Users’ Interaction and Experience

Mavridis, George January 2021 (has links)
Wikipedia consists of an online encyclopedia created by users worldwide who collaborate to distribute knowledge and edit information in real-time. Although Wikipedia's accuracy has been a disputable and debatable issue in many recent studies, little academic research has systematically addressed how users interact with the platform's storytelling tools and how do they perceive and use Wikipedia's infrastructure, such as interactive tools. This exploratory study fulfills this gap and sheds light on users' perceptions about Wikipedia's interactivity. Moreover, Wikipedia is approached as an online community where collaboration, co-creation, and knowledge distribution play an important role. Therefore, it can be studied under the scope of Digital Humanities as well. The theoretical framework of interactive storytelling and digital communication suggests that hyperlinks, page preview bottoms, or interactive catalogs are applied in Wikipedia's environment to help users absorb information and construct their narratives. The findings of this thesis offer practical insights on how Wikipedia's interactive storytelling tools empower users with the ability to develop their stories and become editors/authors and provide a foundation for further academic research on user experience and how to improve interactivity and digital communication in Wikipedia
456

Improving the Usability of a Q&A Platform : A design process based on the principles of Lean UX – adapted to a given start-up environment

Müller, Stefanie January 2019 (has links)
This Bachelor thesis is about digital tools for event organisers. The platforms offered by companies serve as digital backchannels that among other things facilitate interactions between audience and stage, for example during live Q&A sessions. This work focuses on the tasks and challenges of moderators on site and aims to develop a system that will optimise their workflows. Therefore, a tool is developed that allows moderators to conduct a Q&A session independently without having to rely on the assistance of an event organiser operating a desktop based platform simultaneously. The analysis addresses the moderator's role and tasks. It turns out that the functions of the platform relevant to the moderator can be combined in a mobile interface that is linked to it. Using a semi- structured expert interview, the feedback from clients of the start-up "Happenn" is gathered, which use the already existing platform of the company. Their platform "Happenn Live" serves as case study for this thesis. On the basis of the findings of the methods adapted to Lean UX, a solution approach in the form of a redesign of the platform and a corresponding mobile application for moderators is conceptualised. The structure and visual design of the platform follows the general design standards for desktop- and mobile-based interfaces. In this way, an improved usability can be achieved by making the platform more user-friendly for the user.
457

Videokommunikation mellan äldre vårdtagare och hemtjänst : Ett användarcentrerat designförslag med fokus på äldre vuxna / Video communication between elderly care recipients and home care : A user centered design proposal with focus on older adults

Eklund, Malin January 2019 (has links)
Det finns idag en problematik med arbetsbelastningen i svensk hemtjänst. Studier visar att personalen upplever mycket stress på arbetet. Samtidigt beräknas antalet personer i 80-års åldern öka från en halv miljon till en miljon mellan år 2018 och 2052, och personalbehovet inom äldreomsorgen antas tredubblas. Med hjälp av videokommunikation är det möjligt att arbetet kan effektiviseras och arbetsbördan underlättas. En grundläggande förutsättning för det är däremot att tekniken inte upplevs som svåranvänd, varken för personal eller för vårdtagare.  Studier visar att äldre personer ofta har en längre inlärningprocess, samt mindre erfarenhet av teknik. Sju intervjuer genomfördes med deltagare med en medelålder på 68 år. Intervjuerna analyserades med en tematisk analys där sex olika teman hittades. Temana innefattar Ersättning av korta visiter inom hemtjänst, Tillämpning inom vårdcentralen, Svårigheter, Inkludera anhöriga, Rädslor och Förhållning till teknik. Resultaten från intervjuerna bearbetades sedan till personor, scenarier och användarberättelser. Baserat på detta skapades ett designförslag för hur en minsta gångbar produkt (MVP) för videosamtal mellan vårdgivare och vårdtagare kan se ut. Designförslaget fokuserar på kommunikation mellan hemtjänst och äldre vuxna vårdtagare.
458

The planet, my city and I : How to design information in public places so that people understand how their individual choices can help creating a sustainable society.

Rydälv Kåreby, Kristina January 2019 (has links)
The greenhouse effect is the biggest environmental challenge of today, and in line with UN’s Sustainable Development Goals, we must drastically decrease our global production of carbon dioxide. A sustainable society needs knowledgeable citizens who can vote for competent decision makers, and as knowledge is power, the environmental issue becomes a question of democracy. This pinpoints the importance of the general public getting dependable and accurate environmental information from trustworthy sources. So, how and where to design information about sustainability in a meaningful way for the individual, connected to his or her everyday context? The literature review was concentrated to the areas of Social visualization, Placemaking and Interaction design. The empirics were directed at the general public near Malmö Central Station and concentrated around the area of travel and transport. It included a triangulation of contextual methods; observations, questionnaires and interviews. Data and key figures from the regional public transportation company were also used. The result of the empirics shows that people experience environmental information as diverse and complicated, especially numbers and statistics. They want concrete tips of what they can do in their everyday life, and they want to understand the effect of their sustainable choices. The majority of the respondents are positive to using public places as information carriers for environmental issues, preferably in places where they stay for a while, for example waiting halls or staircases. They want easy-to-grasp, concise information from trustworthy sources. With these insights, the theoretical and empirical findings were used as the basis for the storyboard in an iterative design process that resulted in a graphical animation. The concept can easily be transferred to other areas of sustainability. My research shows that in order to feel included in the work for a more sustainable society, the general public needs help to see the correlation between large-scale environmental activities and their own, individual everyday efforts.
459

Förtroendeingivande design / Trustinducing design

Westrin, Emma January 2019 (has links)
Arbetet handlar om vilka aspekter, grafiska såväl som kringliggande faktorer, som användare anser inger förtroende för en e-handelswebbsida. Då mycket litteratur kring förtroendeingivande aspekter och designriktlinjer är tio till 20 år gamla, är syftet med detta arbete att tillhandahålla en grund för framtida forskning inom området att utgå ifrån då det är viktigt att designriktlinjer hålls uppdaterade och det därför krävs forskning inom området. Vilka aspekter som inger förtroende hos användarna undersöktes genom intervjuer och enkäter med studenter som deltagare för respektive datainsamlingsmetod. Resultaten från studien visar att det är många olika aspekter som påverkar förtroendet, däribland företagets rykte, vilken information som finns på sidan samt hur webbsidan ser ut. Dessa tre aspekter nämndes även av litteraturen som förtroendeingivande, vilket visar på en viss överensstämmelse mellan de gamla designriktlinjerna och svaren som studiens deltagare tillhandahöll.
460

Röststyrning i fabriksmiljöer : En behovsanalys av röstbaserade system inom fabriksmiljöer / Voice control in factory environments : A needs analysis for speech-based systems in factory environments

Wikberg, Joakim January 2019 (has links)
Digitala röstbaserade system uppkom först på 1970-talet och har sedan dess utvecklats och blivit ett allt mer vardagligt fenomen. Det finns till exempel diverse röstbaserade digitala assistenter i de flesta av dagens moderna smartphones, såsom Apples Siri, Google Assistant och Microsofts Cortana. Utöver konsumentelektronik, finns det flera potentiella användningsområden för denna typ av system. I detta arbete har potentialen och behoven för röstbaserade system inom fabriksmiljöer undersökts. Termen behov syftar i detta sammanhang på vad användare av exempelvis ett system behöver för att uppnå sina mål (till exempel vid utförandet av någon specifik uppgift). Genom att ha användarnas behov i åtanke vid utvecklingen av digitala system går det att utforma system som i större utsträckning kan tillgodose användarnas behov och hjälpa dem nå sina mål, vilket generellt sett bidrar till en positivare användarupplevelse (eng. User Experience). Behov manifesterar sig ofta som problem och frustrationer som användare kan uppleva, eller som begränsningar och möjligheter inom kontexten. Till exempel, inom detta sammanhang, skulle ett behov kunna ses som en möjlighet att förbättra eller underlätta utförandet av arbetsuppgifter med hjälp av ett röstbaserat system inom fabriksmiljöer. I detta arbete har behov undersökts empiriskt genom observationer och intervjuer med arbetare inom en fabriksmiljö. Baserat på resultaten från undersökningen kunde ett antal möjligheter och begränsningar för röstbaserade system inom fabriksmiljöer identifieras: möjligheten för arbetare att programmera/konfigurera bearbetningsenheter via röstkommandon, föra anteckningar relaterade till sitt arbete via diktering samt möjligheten att ta emot återkoppling/information via röst. Den huvudsakliga eventuella begränsningen som identifierades var ljudnivån inom fabriksmiljöer samt tekniska och praktiska utmaningar relaterade till dessa system. Baserat på de identifierade begränsningarna och utmaningarna föreslås det (bland annat) som fortsatt arbete inom ämnesområdet att dessa undersöks närmare och mer djupgående.

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