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Content first? : En studie av vilken roll publiceringsmässigt innehåll spelar i den digitala designprocessen / Content First? : A Study of What Part Real Content Plays in the Digital Design ProcessJosborg, Louise January 2019 (has links)
Det är innehållet som användarna är ute efter när de besöker en webbplats eller använder en digital tjänst. Med innehåll menas text, bilder, videofiler eller ljudfiler som publiceras i en digital artefakt, till exempel en webbplats eller en digital tjänst. Innehållets kvalitet kan kopplas direkt till både känslan av måluppfyllnad för användare och till intäkter eller annan måluppfyllnad för ägaren av en digital artefakt. Innehållet ställer krav på den digitala designen. Om det till exempel ska publiceras långa texter och bilder av låg kvalitet eller om det ska publiceras bildmaterial av hög kvalitet tillsammans med korta texter i en färdig digital artefakt, så krävs olika designlösningar för att presentera innehållet för användaren på ett effektivt och attraktivt sätt. Designlösningarna skapas av designteam i digitala utvecklingsprojekt. Denna kandidatuppsatsstudie undersöker och behandlar de problem avseende innehållsarbetet som designteamen som deltagit i studien uppfattar i digitala utvecklingsprojekt. Det primära syftet är att identifiera och beskriva problemen. Det sekundära syftet är att lägga grund för diskussion om lösningar på problemen. De två metoder som har använts för insamlingen av empiriska data i studien är fokusgrupper och en personlig intervju. De viktigaste slutsatserna från denna studie är att alla respondenterna uppfattar att det finns ett flertal problem som kan kopplas till innehållsarbetet i digitala utvecklingsprojekt, och att dessa problem exempelvis orsakar förseningar av digitala artefakters lansering, svårigheter att hålla budgeten och missnöjdhet hos digitalbyråernas kundföretag. Problemen som uppfattas av respondenterna i studien kan delas in i tre problemområden. Det första problemområdet är kompetens inom innehållsarbete. Både kundföretag och digitalbyråerna saknar ofta kompetens avseende innehållsstrategi och innehållsproduktion, vilket medför att det är svårt att uppnå hög kvalitet i innehållsarbetet. Det andra problemområdet är involvering av innehållsarbete i digitala utvecklingsprojekt. Innehållsarbetet drivs ofta som ett eget projekt vid sidan om det digitala utvecklingsprojektet och inte som en del av dem. Dessutom är kommunikationen mellan de två projekten ofta bristfällig. Det tredje problemområdet är budget för innehållsarbete. Det saknas ofta estimerade arbetstimmar för innehållsarbetet i offerter och de syns inte tydligt i projektplaner, vilket innebär att innehållsarbetet ofta dyker upp som oväntad kostnad för kundföretag när det digitala utvecklingsprojektet redan startat.
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Digital freedom in physical form : Developing a flexible model for representation of product seriesBjörklund, Andreas, Agermo, Erik January 2017 (has links)
This master thesis from Industrial Design Engineering, Product Design, at Luleå University ofTechnology, has been formulated and assigned by Polardörren AB. Today’s manufacturing companiesoften display their products by using sample products in physical stores. Polardörren AB is a doormanufacturing company located in northern Sweden and have a wish to be experienced as a creativeand flexible company. Competitors to Polardörren AB have started using digital software to let theircustomers experiment with the composition of their products. This provides huge possibilities inrepresentation, however, digital is not always better. Digital representations mean a complete lackof feeling for material or quality. Ideally you would be able to combine the freedom of the digitalworld with the feeling of the physical world, and this is where our model fits in perfectly. We havedeveloped a prototype that, with the use of modularity, can represent many of Polardörren AB’sproducts in an effective and compressed way. By using the same type of material as the companyuse in their regular products, we present the user with a similar feeling as from the real products.Neodymium magnets lets a consumer, in an easy way, create and explore custom-made designsbased on their personal needs and wishes. By involving the end-user in the design process, webelieve that the number of purchases of the company’s products, and the general opinion towardsthe company, will increase. This could lead to increased revenue for both resellers and manufacturer.During the development process of this prototype, areas such as industrial design, semiotics, userexperience and usability has been explored. Methods used in this project ranges from brainstormingand brainwriting to computer modelling and CNC-milling. If this prototype would replace one ofthe existing product samples at the reseller today, the cost for representation would be estimated togo down to one third of the cost today. By using material that the company already have in theirproduction today, we make a minimal impact on the environment by preventing excess deliveriesfrom new distributers.
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Avaliação de usabilidade em jogo eletrônico: estudo de caso / Usability evaluation in video game: case studyMarcos dos Santos Venturelli 28 June 2013 (has links)
Fundação de Amparo à Pesquisa do Estado do Rio de Janeiro / Esta pesquisa tem como objetivo documentar o processo de redução de riscos e incertezas de um jogo eletrônico em desenvolvimento por meio da aplicação de métodos de avaliação de Usabilidade. Foi realizado um estudo de caso da utilização de métodos e técnicas de avaliação de Usabilidade durante a produção do jogo eletrônico Dungeonland, conduzido entre 2010 a 2013 ao longo de diversas iterações do produto, da pré-produção ao lançamento. Foram utilizados os métodos de observação direta baseada em problemas, avaliação cooperativa, questionário e entrevista semi-estruturada. Os dados coletados demonstram a evolução do design do jogo, as diferentes metodologias empregadas em cada estágio de desenvolvimento, e o impacto da avaliação no projeto. Apesar de problemas e limitações no emprego dos testes de Usabilidade no produto em questão, o impacto da avaliação foi visto como muito grande e muito positivo pelos desenvolvedores - através de dados qualitativos como protocolos verbais e de gameplay de usuários, e de dados quantitativos sobre suas experiências com o produto que possam ser comparados estatisticamente, os desenvolvedores de jogos têm à sua disposição poderosas ferramentas para estabelecer processos de Design claros, centrados no usuário, e que ofereçam um ambiente onde problemas são rapidamente identificados e soluções são validadas com usuários reais. / The goal of this research is to document the mitigation process of risks and uncertainty in a video game in development through the application of Usability evaluation methods. A case study on the application of techniques and methods of Usability evaluation in the production of the video game Dungeonland was conducted between 2010 and 2013 and included several product iterations, from pre-production to release. Problem-based direct observation, cooperative evaluation, questionnaire and semi-structured interview were the research methods employed. The data acquired demonstrates the evolution of the game design, the different methods applied in each development phase, and the impact of evaluation in the project. Regardless of problems and limitation in the use of Usability tests in the product at hand, the impact of evaluation was viewed as significant and very positive by the developers through qualitative user data such as verbal and gameplay protocols, and quantitative data on user experience that can be statistically compared, game developers have powerful tools at their disposal to establish Design processes that are clear, user-centered, and that create an environment where problems are quickly identified and solutions are validated with real users.
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Visualização de informação de depuração: uma avaliação experimental / Visualization of debugging information: an empirical assessmentFabio Pereira da Silva 15 December 2017 (has links)
Depuração é a tarefa de localizar e corrigir defeitos em um programa. Apesar do esforço de pesquisa em depuração, especialmente nos últimos anos, ela ainda é realizada da mesma forma desde a década de 60, quando os primeiros depuradores simbólicos foram introduzidos. Localização de defeitos baseada em cobertura (LDC) é uma técnica de depuração promissora devido ao seu baixo custo de execução. LDC identifica os elementos mais suspeitos de um programa ao classificar linhas, métodos, classes e pacotes com maior valor de suspeição. Recentemente, ferramentas de visualização têm sido propostas para representar os valores de suspeição dos elementos de um programa. Entretanto, nenhuma delas foi introduzida em ambientes industriais e a utilização de depuradores simbólicos ainda é predominante. Nesta dissertação, foi avaliada a eficácia, a eficiência e a usabilidade de duas ferramentas de depuração, chamadas CodeForest e Jaguar, em ambientes reais. Jaguar apresenta os trechos mais suspeitos de um programa em uma lista ordenada por seus valores de suspeição. A CodeForest recebe informações de classes, métodos e blocos (conjunto de instruções executadas em sequência) suspeitos para construir uma floresta de cactus tridimensional representando o programa inspecionado. Na CodeForest, as classes são representadas como cactus, os métodos como galhos e os blocos como espinhos de um galho. Em ambas as ferramentas, os elementos do programa recebem cores que variam de acordo com o seu valor de suspeição. A questão básica respondida ao término deste trabalho é se as informações da depuração quando exibidas em uma metáfora visual melhoram a eficácia, a eficiência e a usabilidade na localização de defeitos. A eficácia e a eficiência foram avaliadas, respectivamente, pela capacidade da ferramenta direcionar o desenvolvedor ao método ou linha do defeito e o tempo necessário para localizá-los. A usabilidade das ferramentas foi avaliada por meio de um questionário baseado no modelo TAM (Technology Acceptance Model). Os resultados obtidos demonstram que a Jaguar foi mais eficaz, eficiente e com maior grau de usabilidade do que a CodeForest; entretanto, o tamanho do efeito estatístico é insignificante para a eficácia e eficiência e baixo para a usabilidade / Debugging is the task of locating and fixing defects in a program. Despite the research effort in debugging, especially in recent years, this task is still carried out in the same way since the 60s when the first symbolic debuggers were introduced. Spectrum-Based Fault Localization (SFL) is a promising debugging technique due to it is relative low execution cost. SFL pinpoints the most suspicious program elements by ranking lines, methods, classes and packages with greater suspicious values. Recently, visualization techniques have been proposed to represent the suspicious values of program elements. However, none of them have been introduced at industrial settings and the use of symbolic debuggers is still prevalent. This dissertation assessed the effectiveness, efficiency and usability of two debugging tools, called and CodeForest and Jaguar, in real environments. Jaguar presents the most suspicious elements of a program in a list sorted by suspicious values. CodeForest receives lists of suspicious classes, methods and blocks (set of statements executed in sequence) to build a three-dimensional cacti forest representing the program inspected. In CodeForest, classes are represented as cacti, methods as branches and blocks as thorns of a branch. In both tools, the program elements receive colors that vary according to the suspicious values. The basic question answered at the end of this research is whether debugging information when displayed as a visual metaphor improve the effectiveness, efficiency and usability during fault localization. The effectiveness and efficiency were assessed, respectively, by the tool\'s ability to direct the developer to the faulty method or line and the time spent to locate them. The tools\' usability was evaluated using the Technology Acceptance Model (TAM). The results show that Jaguar is more effective, efficient and presented greater usability than CodeForest; however, the statistical effect size is insignificant for effectiveness and efficiency and low for usability
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Avaliação de experiência de jogador aplicada ao desenvolvimento de jogos. / Player experience evaluation applied to game development.André Febeliano da Costa 08 April 2016 (has links)
Experiência de usuário e experiência de jogador são dois conceitos que apresentam similaridades. Ambos envolvem a interação de um usuário com um produto, havendo sobreposição de métodos e áreas do conhecimento que permitem verificar experiência. Porém há diferenças quanto ao foco dado a experiência resultante da interação. Este trabalho apresenta os conceitos de experiência de usuário, usabilidade, experiência de jogador e jogabilidade apresentados pela literatura. Em seguida é discutido a relação que estas definições possuem entre si, identificando os elementos que os separam, apresentando uma possível divisão entre os conceitos de experiência de usuário e experiência de jogador e suas ferramentas. Ao fim este trabalho apresenta dois experimentos que mostram uma forma de verificar experiência de jogador em dois jogos distintos, procurando a inclusão desses métodos dentro do ciclo de desenvolvimento de jogos. Este trabalho também apresenta uma compreensão sobre experiência de jogador na interação com jogos e a inclusão de sua avaliação dentro do ciclo de desenvolvimento utilizando testes com usuários. / User experience and player experience are two concepts that have similarities. Both involve the interaction between user and product, with overlapping methods and areas of knowledge to evaluate experience. But there are differences as to the focus given to the experience resulted from the interaction. This paper first introduces the concepts of user experience, usability, player experience and playability presented in the literature. Subsequently, it discusses the relationship that these definitions have to each other, identifying the elements that separate them, presenting a possible division between user experience concepts and player experience and tools. Lastly this work presents two experiments seeking to apply the methods to verify player experience in two different games, looking for the inclusion of these methods within the game development cycle. This work presents an understanding on player experience and the inclusion of its evaluation within the development cycle with user-based tests.
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Interfaces gráficas digitais em ambientes virtuais de aprendizagem: a usabilidade e experiência do usuário como fatores de melhoria no processo de ensino e aprendizagemMota, Darwin Rodrigues 30 November 2012 (has links)
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Previous issue date: 2012-11-30 / This thesis aims to examine the structural concepts used to develop virtual learning environments, and link them to the Design field specifically concerning Usability and User Experience Design, in order to provide relevant information referring to the improvement of distance learning/education. The analysis of structural concepts comprehended in this thesis leads to questions previously tackled by theoreticians, especially Maria Elizabeth Bianconcini de Almeida and Andréa Filatro - whose works analyze the development of virtual learning environments -, and Jennifer Preece's et al, Jesse James Garret's, Jakob Nielsen's e Walter Cybis' works about the designing process, in other words, the project of interfaces that may allow providing effective information in the context of virtual learning environments. Product's quality and satisfactory yield are aspects co-related to the ease in using an equipment or program, and to the possibility of doing whatever the user's know how to do. Taking into account the expected results, the research was divided into three parts: a) graphic interfaces in which the historical context of user's graphic interface evolution is described -; b) usability and user experience design which will provide us with the methods and concepts used to analyze the interaction between user and informational system; c) and virtual learning environment which deals with the use of the mentioned tool for distance learning, and points out the interferences the instructional design and the interface design may cause during the conception process / Esta dissertação tem como objetivo examinar os conceitos projetuais
utilizados no desenvolvimento de ambientes virtuais de aprendizagem e relacionálos
com o campo de estudo do Design, no que se refere a Usabilidade e Design da
Experiência do Usuário, com o intuito de fornecer informações relevantes para o
aprimoramento do processo ensino/aprendizagem por meio da modalidade de
educação a distância. O exame dos conceitos projetuais relacionados no trabalho
permite o levantamento de questões já discutidas por estudiosos, especialmente
Maria Elizabeth Bianconcini de Almeida e Andréa Filatro, cuja a atenção está voltada
para a produção de ambientes virtuais de aprendizagem, e os estudos de Jennifer
Preece, Yvonne Rogers, Helen Sharp, Jesse James Garret, Jakob Nielsen e Walter
Cybis, nas referências ao processo de design, ou seja, no projeto de interfaces que
possibilite informação efetiva no contexto dos ambientes virtuais de aprendizagem. A
qualidade daquilo que é produzido e o rendimento satisfatório são aspectos
correlacionados à facilidade com a qual um equipamento ou programa pode ser
usado e ao poder de fazer o que a própria experiência do usuário torna possível.
Para alcançar os resultados esperados, a pesquisa se dividiu em três vertentes: a)
interfaces gráficas, onde aponta-se o contexto histórico da evolução da interface
gráfica do usuário; b) usabilidade e design da experiência do usuário, por meio do
qual compreendemos os métodos e conceitos utilizados para analisar a interação
entre usuário-sistema de informação; c) ambientes virtuais de aprendizagem, os
quais trazem não só um enfoque acerca da utilização de tal recurso para a
modalidade de educação a distância, mas também apontam as interferências do
design instrucional e design de interface em seu processo de concepção
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Proposition d’un modèle de la phase amont de l’innovation pour permettre à une entreprise industrielle mature de créer des innovations radicales / Proposal for a model of the upstream stage of innovation to enable a mature industrial company to create radical innovationsLecossier, Adrien 20 November 2018 (has links)
À mesure que les entreprises grandissent, elles deviennent moins flexibles. Leurs processus réglés permettent le développement de produits de haute qualité basés sur les produits existants. En contrepartie, ces processus limitent l'introduction de nouveauté et limitent donc le potentiel d'innovations radicales. Par définition, une innovation radicale introduit une évolution majeure dans un système existant ou remet en cause les codes qui y sont établis. Mais, la culture des processus réglés au cœur des entreprises matures limite cette possibilité. Pourtant, dans un contexte d'innovation radicale, les entreprises doivent avoir la possibilité de rechercher, expérimenter et sélectionner de nouvelles idées parallèlement aux processus standards, et de les mettre en œuvre dans des conditions très différentes. Notre étude de cas se déroule dans le cadre d'une entreprise mature dont l’activité est régie par des processus réglés. Centenaire, notre entreprise pilote veut relever deux grands défis pour assurer sa prospérité : répondre aux enjeux économiques et aux enjeux sociaux. Les enjeux économiques de la société consistent à développer des innovations radicales afin d’assurer sa pérennité et son développement. Les enjeux sociaux consistent à utiliser des méthodes de travail modernes pour satisfaire les salariés, en attirer de nouveaux et permettre la valorisation de la totalité de leurs compétences. Notre étude de la littérature nous a conduit à proposer un nouveau modèle : le modèle UX-FFE (User eXperience Fuzzy Front Ends). Mis en œuvre dans notre entreprise pilote, il propose une réponse à cet objectif central. En effet, il associe les approches User eXperience (UX) et Fuzzy Front-End (FFE) pour prendre en compte, d’une part, l’aspect social en s’intéressant à l’expérience que vivent les salariés qui innovent et, d’autre part, l’aspect économique en s’assurant que ce modèle permet de créer et valider des concepts d'innovation radicale. / As companies grow, they become less flexible. Regulated processes allow the development of high quality products on existing products. In return, these processes limit the introduction of novelty and limit the potential for radical innovations. In definition, a radical innovation introduces a major increase in a existing system or calls into question the codes that are established. But, the culture of processes set at the heart of the mature companies limits this possibility. Yet, in the context of radical innovation, companies must have the opportunity to research, experiment new ideas in parallel of the standard processes, and implement them under very different conditions. Our case study concerns a mature company whose business is governed by regulated processes. Centennial, our pilot company want to treat two great challenges to safe future: economic and social. The economic stakes of our pilot company are to develop radical innovations to ensure its sustainability and development. Social issues involve using modern work methods to satisfy employees, to attract new employees and to make the most of their skills. Our study of literature enables us to create a new model: the UX-FFE model (Front User Fuzzy Front Ends). Implemented in our pilot company, it proposes a response to this central objective. Indeed, it combines the User Experience (UX) and Fuzzy Front-End (FFE) approaches to take into account the social aspect by caring about the experience salaries experiments when they innovate and others by ensuring that this model allows for the creation and validation of radical innovation concepts.
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The Rise of the Listicle: Using Eye-Tracking and Signal Detection Theory to Measure This Growing PhenomenonFreeman, Jason Robert 01 June 2017 (has links)
As online technology continues to progress, the modes of communication through which content can be shared have exponentially grown. These include advances in navigational options for presenting information and news online. Though the listicle has been around for centuries, the internet has proliferated its growth, as content producers rely on its structure as a vehicle for sharing information. This research shows that in the case of listicles, format had no direct effect on recall, however, participants who had a greater interest in the content showed significantly higher levels of memory sensitivity. This critical finding suggests that news outlets and content producers should concern themselves with ensuring that their content is interesting and relevant to their audience more so than worrying about whether the listicle is in clickable or scrollable form. This first attempt to examine listicles by comparing their navigational difference in terms of recall performance lays a framework for future research on listicles.
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Heuristisk Utvärdering av Virtual Reality-Spel / Heuristic Evaluation of Virtual Reality GamesTjärnberg, Wilmer January 2019 (has links)
Detta arbete undersöker hur User Experience Design-utvärderingsmetoden heuristisk utvärdering kunde anpassas till utvärderingen av TV-spel inom kontexten av immersive Virtual Reality. Rapporten börjar med att redogöra för TV-spel, Virtual Reality och User Experience som fält, med särskild fokus på utvärderingsmetoder. En genomgång av tidigare, relevant litteratur och utförandet av heuristiska utvärderingar ledde till skapandet av en lista med heuristiker utformade för immersive Virtual Reality-spel. En manual med riktlinjer för utförandet av utvärderingar inom en Virtual Reality-kontext skapades också. Både heuristikerna och manualen validerades och reviderades utefter resultaten av de heuristiska utvärderingar som utfördes under arbetets gång. Resultaten visade på att heuristisk utvärdering går att använda inom en VR-spelskontext, men att det kräver vissa modifikationer. Detta har implikationer för användandet av andra utvärderingsmetoder i samma kontext.
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Förbättringsarbete för användbarhet i en webbshop : Förbättrad användbarhet genom ökad effektivitet samt tillfredsställelseEricsson, Katarina January 2019 (has links)
Alla verksamheter har förbättringsmöjligheter och dessa behöver analyseras för att nå en förbättring. VVSteknik har idag en webbshop där de vill hitta dessa förbättringsmöjligheter och göra den mer användarvänlig och effektiv. I utvecklandet av mjukvara har själva användarna ofta glömts bort, antingen helt eller tagits in för sent i utvecklingen. Detta resulterar i otillräckliga system som skapar missnöjda användare. Denna studie har testat att använda en ny metod grundat på befintliga metoder och applicerat på arbetet. För att uppnå förbättring har det valts att samarbeta med användarna på VVSteknik själva som får ge sina åsikter genom hela studien. Den arbetsmetoden heter UCD, User Centered Design vilken är en agil metod som involverar användare i utvecklingen. För att uppnå förbättring om användbarhet genom tillfredsställelse samt effektivitet har denna metod applicerats. Metoden har innefattat intervjuer av interna användare, testning och reflektioner som genomförts av både interna och externa användare, samt SWOTanalysering som grundats i svaren från reflektionerna för att se om förbättring har skett. Resultatet på studien visade på förbättring i användbarheten främst i designen. Den blev smidigare, tydligare, enklare att använda, fick ett naturligare arbetsflöde som några av de förbättringar som användarna själva angav. Detta resulterade i en förbättring och visar därmed på en lämplig metod. / All operations have opportunity improvements and these need to be analyzed to reach an improvement. VVSteknik has a web shop today where they want to find these improvements to make it more user-friendly and effective. In the development of software has the users themselves often been forgotten, either entirely or been asked to take part too late in the development. This results in insufficient systems that create dissatisfied users. This study has tested to use parts of existing methods and made an own method and applied to the work. In order to reach improvement is has been chosen to work with the users at VVSteknik themselves, to give their opinions throughout the study. This method of work is called UCD, User Centered Design which is an agile method that involves the users in the development. To achieve improvement for usability and efficiency has this method been used. The method has included interviews of the internal users, testing and reflections that has been conducted by both internal and external users, as well a SWOT-analysis that was based on the answers from the reflection to see if an improvement has occurred. The result of the study showed improvement in usability, foremost in the design. It became more distinct and obvious, easier to use and a more natural workflow as a few of the improvements the users stated. This resulted in an improvement and thus showed a suitable method.
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