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Visualisering : Vad anser användare vara en användarvänlig dashboard? / Visualization : What does users consider to be a user-friendly dashboard?AL-Haddad, Sadaf January 2018 (has links)
Utvecklare tenderar att leverera meningslösa dashboards till användare på olika organisationer. En dashboard är en visuell skärm som presenterar det absolut viktigaste på en enda skärm för att användare därefter ska fatta beslut ifrån. Eftersom det är med hjälp av dashboards som beslut ska fattas är utseendet lika viktigt som att datat är korrekt. En utvecklare har i dagsläget oftast fria tyglar och visualiserar utefter egen erfarenhet och känsla vilket kan få användarna att inte sträva efter att arbeta med dashboarden. Med en användarvänlig dashboard blir det enklare för användaren att fatta sina beslut samt uppskattas det mycket. Studiens resultat tyder på att det finns viktiga områden som utvecklare ska fokusera på för att det ska vara möjligt att uppnå en användarvänlig dashboard. Studien har endast fokuserat på användarvänlighet utifrån designprinciper. Utifrån fokusområden som tagits fram har det också fastställts punkter som tagits fram utifrån vad samtliga användare själva har sagt och tycker gemensamt om. De fokusområden som tagits fram är placering av information, färger och val av grafer. Studiens resultat framställer en tydlig skillnad från vad tidigare litteratur har sagt samt vad användare har gemensamt med litteraturen. / Developers have a tendency to deliver meaningless dashboards to users from different organizations. A dashboard is a visual display that presents the important information on one single screen, for users to make decisions. As it is with the help of dashboards that decisions are to be made, the design is as important as the data is right. Most of the time the developer only throws something up on a dashboard and visualize according to his own experience and feelings, which may cause users not to attempt to work with the dashboard. With a user-friendly dashboard, it becomes easier for the user to make decisions and also becomes more grateful. 2 The results of this study is that there are important areas that developers should focus on in order to be able to achieve a user-friendly dashboard. The study has only focused on user-friendly based on the design principles. Based on the focus areas that have been developed, points have also been established based on what all users themselves have said and share in common. The developed focus areas are the placement of information, colours and choice of graphs. The study´s results make a clear difference from what previous literature has said and what users have in common with the literature.
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Effet de conformité et gestion de contraintes en conception web : impact sur l’utilisabilité des sites et sur la perception de l’esthétique : études auprès de concepteurs professionnels et d'utilisateursFouquereau, Nicolas 22 October 2012 (has links)
Ce travail de thèse se propose d’étudier tout d’abord le rôle majeur de l’effet de conformité, qui consiste en la reprise de caractéristiques de l’existant dans l’activité de conception, pour ensuite étudier ses effets sur l’appréciation esthétique des pages web réalisées, par des utilisateurs. Nos hypothèses générales sont, d’une part, que l’effet de conformité, décrit par une grande partie de la littérature comme un effet négatif et difficilement répressible peut être optimisé par les conditions de consultation des sources d’inspiration et améliorer ainsi l’utilisabilité des pages web. D’autre part, nous faisons l’hypothèse que l’amélioration de l’utilisabilité des pages web peut avoir un impact significatif sur l’expérience utilisateur et influencer les différents facteurs qui la compose, comme l’esthétique et l’utilisabilité perçue. Les résultats des six expériences menées auprès de concepteurs professionnels de sites web et d’utilisateurs du web ont montré d’une part qu’il est possible de contraindre l’effet de conformité et comment, dans une perspective applicative, utiliser cette influence pour optimiser la prise en compte de l’utilisabilité. Et d’autre part que cette amélioration de l’utilisabilité influence, dans une certaine mesure, l’appréciation esthétique des pages web par les utilisateurs / This thesis work proposes to study first the role of the fixation effect, which involves reworking of the existing features in the design activity, and then study its effects on the assessment aesthetic web pages made by users. Our general hypotheses are, firstly, that the fixation effect, described by much of the literature as a negative and repressible can be optimized by the conditions of consultation of the inspiration sources and thus improve the usability of web pages. Furthermore, we hypothesize that improving the usability of web pages can have a significant impact on user experience and influence factors that compose it, such as aesthetics and perceived usability. The results of six experiments conducted with professional web designers and web users have shown firstly that it is possible to constrain the fixation effect and how, in an application perspective, use this influence to optimize the consideration of usability. And secondly that the improvement of usability influence, to a certain extent, the aesthetic appreciation of web pages by users.
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An educational programming environment for the Swedish schoolLisa, Lundgren January 2018 (has links)
Programming is currently being introduced as an obligatory part of the K-9 education in Sweden with the aim to strengthen pupils’ digital competence and prepare them with skills adapt for the 21st century. The challenge is now to successfully integrate programming as a tool for teaching and learning within existing practices. Teachers are expected to support their pupils learning about programming despite their own limited chance to acquire knowledge on the subject. The Swedish National Agency for Education (Skolverket)has given some guidance but research on this area is rather limited and a lot is left to the teachers to decide and educate themselves in. Educational programming environments (EPEs), especially aimed at novices, can support teachers in this integration but needs to be suitable for the objectives from the Swedish school to not unintentionally direct the way teaching is done. This study aims to answer how an EPE should be designed to fit within the Swedish school context with a focus on the teachers’ perspective. To study this, seven interviews were conducted with educators in middle school with experience of working with programming in the classroom, followed by two observations during lectures with EPEs. The results provided implications that were used to form design guidelines for an EPE aimed at the Swedish school.
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Medicine Management and Administration : How might we improve patient safety through medicine management and administration in inpatient care units in somatic hospitals in Sweden and Norway?Rydningen, Lene Christin January 2018 (has links)
<p><strong>Introduction</strong></p><p>This thesis explores how we can increase patient safety through medicine management and administration in inpatient care units in somatic hospitals in Sweden and Norway by combining tools and systems which allows nurses to work safely, precicely, and efficiently whenever they are managing or administering medication to patients. </p><p></p><p><strong>Background</strong></p><p>Nurses have the formal, academic, and moral responsibility in medicine management and administration in hospitals (1). The nurse must ensure that the medication is given to the correct patient, that it is the correct kind of medication, correct form, correct strength, correct dose, correct administration method, and that it is given at the correct time (1). Regardless of these 7 points of control, adverse drug events still happen.</p><p></p><p><strong>Methodology</strong> </p><p>Through a human centered design approach this thesis explores design challenges and opportunities to how we can improve the medicine managment and administration process within somatic hospitals in Sweden and Norway.</p><p></p><p></p><p><strong>Result</strong></p><p>The final design proposal, Memo, suggests an ecosystem which make all medication traceable by incorporating a closed loop medicine management approach, making information accessible and consistent across digital and physical platforms, and having a precise, accessible, and informative electronic medicine list. Memo eliminates risks of medicine errors by designing barriers within the system which make it harder for the nurse to make an error. The aim is to increase patient safety.</p><p>Memo is developed together with nurses and pharmacists from 3 different hospitals in Sweden and Norway.</p>
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MALTU – um modelo para avaliação da interação em sistemas sociais a partir da linguagem textual do usuário / MALTU - model for evaluation of interaction in social systems from the Users Textual LanguageMendes, Marília Soares January 2015 (has links)
MENDES, Marília Soares. MALTU – um modelo para avaliação da interação em sistemas sociais a partir da linguagem textual do usuário. 2015. 199 f. Tese (Doutorado em Ciência da Computação)-Universidade Federal do Ceará, Fortaleza, 2015. / Submitted by Vitor Campos (vitband@gmail.com) on 2016-09-27T23:24:34Z
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Previous issue date: 2015 / The field of Human Computer Interaction (HCI) has suggested various methods for evaluating systems in order to improve their usability and User eXperience (UX). The advent of Web 2.0 has allowed the development of applications marked by collaboration, communication and interaction among their users in a way and on a scale never seen before. Social Systems (SS) (e.g. Twitter, Facebook, MySpace, LinkedIn etc.) are examples of such applications and have features such as: frequent exchange of messages, spontaneity and expression of feelings. The opportunities and challenges posed by these types of applications require the traditional evaluation methods to be reassessed, taking into consideration these new characteristics. For instance, the postings of users on SS reveal their opinions on various issues, including on what they think of the system. This work aims to test the hypothesis that the postings of users in SS provide relevant data for evaluation of the usability and of UX in SS. While researching through literature, we have not identified any evaluation model intending to collect and interpret texts from users in order to assess the user experience and system usability. Thus, this thesis proposes MALTU - Model for evaluation of interaction in social systems from the Users Textual Language. In order to provide a basis for the development of the proposed model, we conducted a study of how users express their opinions on the system in natural language. We extracted postings of users from four SS of different contexts. HCI experts classified, studied and processed such postings by using Natural Language Processing (PLN) techniques and data mining, and then analyzed them in order to obtain a generic model. The MALTU was applied in two SS: an entertainment and an educational SS. The results show that is possible to evaluate a system from the postings of users in SS. Such assessments are aided by extraction patterns related to the use, to the types of postings and to HCI factors used in system. / A área de Interação Humano-Computador (IHC) tem sugerido muitas formas para avaliar sistemas a fim de melhorar sua usabilidade e a eXperiência do Usuário (UX). O surgimento da web 2.0 permitiu o desenvolvimento de aplicações marcadas pela colaboração, comunicação e interatividade entre seus usuários de uma forma e em uma escala nunca antes observadas. Sistemas Sociais (SS) (e.g., Twitter, Facebook, MySpace, LinkedIn etc.) são exemplos dessas aplicações e possuem características como: frequente troca de mensagens e expressão de sentimentos de forma espontânea. As oportunidades e os desafios trazidos por esses tipos de aplicações exigem que os métodos tradicionais de avaliação sejam repensados, considerando essas novas características. Por exemplo, as postagens dos usuários em SS revelam suas opiniões sobre diversos assuntos, inclusive sobre o que eles pensam do sistema em uso. Esta tese procura testar a hipótese de que as postagens dos usuários em SS fornecem dados relevantes para avaliação da Usabilidade e da UX (UUX) em SS. Durante as pesquisas realizadas na literatura, não foi identificado nenhum modelo de avaliação que tenha direcionado seu foco na coleta e análise das postagens dos usuários a fim de avaliar a UUX de um sistema em uso. Sendo assim, este estudo propõe o MALTU – Modelo para Avaliação da interação em sistemas sociais a partir da Linguagem Textual do Usuário. A fim de fornecer bases para o desenvolvimento do modelo proposto, foram realizados estudos de como os usuários expressam suas opiniões sobre o sistema em língua natural. Foram extraídas postagens de usuários de quatro SS de contextos distintos. Tais postagens foram classificadas por especialistas de IHC, estudadas e processadas utilizando técnicas de Processamento da Linguagem Natural (PLN) e mineração de dados e, analisadas a fim da obtenção de um modelo genérico. O MALTU foi aplicado em dois SS: um de entretenimento e um SS educativo. Os resultados mostram que é possível avaliar um sistema a partir das postagens dos usuários em SS. Tais avaliações são auxiliadas por padrões de extração relacionados ao uso, aos tipos de postagens e às metas de IHC utilizadas na avaliação do sistema.
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Effects of the Presence of Audio and Type of Game Controller on Learning of Rhythmic AccuracyJanuary 2017 (has links)
abstract: Guitar Hero III and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load while playing so players may score higher with sound turned off. Also, existing studies have shown that differences in the physical format of interfaces affect learning outcomes. This study sought to determine whether (a) the game’s audio content affects rhythmic accuracy, and (b) the type of game controller used affects learning of rhythmic accuracy. One hundred participants were randomly assigned in approximately equal numbers (ns = 25) to the four cells of a 2x2 between-subjects design. The first variable was the audio content of the game with two levels: on or off. The second variable was the type of game controller: the standard guitar-style controller or tablet interface. Participants across all conditions completed a pre- and post-test with a system that required them to tap along with repeated rhythmic patterns on an electronic drum pad. Statistical evidence showed better outcomes with a tablet controller with respect to input time error, reduction of extra notes played, and reduction of missed notes; however, the guitar-style controller produced superior outcomes in terms of avoiding missed notes and was associated with higher satisfaction by participants. When audio was present better outcomes were achieved at multiple factor-levels of reduction of missed responses, but superior outcomes in input time error were seen without audio. There was no evidence to suggest an interaction between controller type and the presence or absence of audio. / Dissertation/Thesis / Doctoral Dissertation Educational Technology 2017
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The Usefulness of Multi-Sensor Affect Detection on User Experience: An Application of Biometric Measurement Systems on Online PurchasingJanuary 2018 (has links)
abstract: Traditional usability methods in Human-Computer Interaction (HCI) have been extensively used to understand the usability of products. Measurements of user experience (UX) in traditional HCI studies mostly rely on task performance and observable user interactions with the product or services, such as usability tests, contextual inquiry, and subjective self-report data, including questionnaires, interviews, and usability tests. However, these studies fail to directly reflect a user’s psychological involvement and further fail to explain the cognitive processing and the related emotional arousal. Thus, capturing how users think and feel when they are using a product remains a vital challenge of user experience evaluation studies. Conversely, recent research has revealed that sensor-based affect detection technologies, such as eye tracking, electroencephalography (EEG), galvanic skin response (GSR), and facial expression analysis, effectively capture affective states and physiological responses. These methods are efficient indicators of cognitive involvement and emotional arousal and constitute effective strategies for a comprehensive measurement of UX. The literature review shows that the impacts of sensor-based affect detection systems to the UX can be categorized in two groups: (1) confirmatory to validate the results obtained from the traditional usability methods in UX evaluations; and (2) complementary to enhance the findings or provide more precise and valid evidence. Both provided comprehensive findings to uncover the issues related to mental and physiological pathways to enhance the design of product and services. Therefore, this dissertation claims that it can be efficient to integrate sensor-based affect detection technologies to solve the current gaps or weaknesses of traditional usability methods. The dissertation revealed that the multi-sensor-based UX evaluation approach through biometrics tools and software corroborated user experience identified by traditional UX methods during an online purchasing task. The use these systems enhanced the findings and provided more precise and valid evidence to predict the consumer purchasing preferences. Thus, their impact was “complementary” on overall UX evaluation. The dissertation also provided information of the unique contributions of each tool and recommended some ways user experience researchers can combine both sensor-based and traditional UX approaches to explain consumer purchasing preferences. / Dissertation/Thesis / Doctoral Dissertation Human Systems Engineering 2018
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Migränpatienters hjälp till självhjälp, ett designdilemma. : Hur en migränapplikation bör utformas för användare vars tillstånd kan förvärras vid interaktion med skärmarDrake av Hagelsrum, Emilia January 2018 (has links)
Personer som lider av migrän har i de flesta fall någon gång funderat över vad som är den utlösande faktorn. Ibland vet de svaret, ibland är svaret inte lika tydligt. Att ha kunskap och förståelse över sin migrän kan öka chanserna till självhjälp och ökad empowerment. Patienterna har tillräcklig kunskap för att kunna ta beslut som bidra till en bättre hälsa för individen. Patienten hjälper således sig själv till ett bättre välmående utifrån den kunskap som patienten har om sig själv och sin sjukdom. För att skapa en förståelse och större kunskap för sin sjukdom kan det underlätta att dokumentera sina migränanfall. Dokumentationen kan sedan användas för att hitta en gemensam nämnare till anfallen. Att dokumentera migränanfall kan också kallas för att föra en migrändagbok. Migrändagböcker kan ordineras ut av hälso- och sjukvård i form av enklare dokumentation på pappersark. Det finns också digitala lösningar där personer som lider av migrän kan dokumentera in mer utförliga uppgifter om sin migränattack via olika migränappar som finns att ladda ner. En digital lösning ger större möjlighet till en rikare information om personens sjukdom, men saknar ofta anpassning för migränpatienters särskilda behov och upplevda problematik. Personer som lider av migrän kan uppleva problematik med att interagera med digitala skärmar. Att interagera med skärmar kan vara en bidragande orsak till ett sämre mående, vilket framkom i denna undersökning. Syftet med denna studie var att undersöka hur ett gränssnitt för en mobil hälsoapplikation för migränpatienter kunde utformas med fokus på empowerment och god användarupplevelse. För att ta reda på detta, genomfördes 7 stycken semistrukturerade intervjuer. Informanterna fick berätta om sina upplevelse av migrän, deras egen kunskap om sin sjukdom, samt tekniska aspekter om hur de vill interagera med mobilappar under tiden som de har migrän. Den data som uppkom utifrån intervjuerna analyserades sedan med hjälp av kvalitativ kodning som resulterade i fyra olika teman. Behovet visar att dokumentation av migränanfall genom mobilapplikationer ska ske med så lite interaktionstid med skärmen som möjligt. Dokumentation av migränanfall kan med fördel ske med hjälp av tal och ljud. Själva gränssnittet ska vara enkelt och simpelt med avskalade ikoner som tydligt ska gå att identifiera. Det ska finnas möjlighet att manuellt eller med automatiska inställningar dämpa ljuset på skärmen. Resultatet av undersökningen mynnade sedan ut i lämpliga gränssnittsförslag i form av mockuper. För framtida forskning rekommenderas att utföra användartester med utökade prototyper, för att undersöka huruvida de designförslag som tagits fram i denna studie upplevs som en god användarupplevelse och bidrar till empowerment. / People who suffer from migraines have probably at some point thought about what the triggering factor is. Sometimes the answer is clear, and sometimes it’s not that obvious. To have understanding and knowledge of their migraine can increase the chances of self-help and also higher levels of empowerment. With self-help, the patient can make better decisions based on the knowledge of the disease, which can lead to a better well-being. In order to establish an understanding and more knowledge about their illness, it can be helpful to document the migraine attacks. The documentation can then be used to find a possible cause of the attacks. This is also called a migraine journal. Migraine journals can be prescribed by the health services, where you get a template with less words and with simple instructions of the tasks on them. There are also digital solutions, like mobile applications, that supports more detailed documentation. A digital solution provides more opportunities for more detailed information about the person's illness, but mobile apps often lacks adaption for the patient's specific needs and problems. Persons who suffers from a migraine attack, can experience difficulties when documenting a large amount of information on applications. The interaction with digital screens may worsen the symptom. This is one of the findings of this study. The purpose of this study was to examine how a user interface for a mobile health application, could be designed with focus of empowerment and a good user experience. To find out, 7 semi structured interviews were conducted. The informants were asked to tell about their experiences, their knowledge about their illness and some technical aspects of how they want to interact with mobile applications while they are suffering from an attack. The data that was obtained from the interviews were then analyzed using qualitative coding that resulted in four different themes. The study showed that the potential users wish to interact as little as possible with the screen. Documentation of migraine attacks can be done with the help of speech and sound. The interface itself should be easy with simple icons which are easy to identify. It should be possible to manually or automatically adjust the light on the screen. The result of the study contributed to suggestions for how to design a suitable interface for migraine patients. The interface is visualised in this report in the form of mockups. For future research , it is recommended to perform user tests with extended prototypes to investigate whether the design principles and design suggestions developed in this study are perceived as a good user experience and contribute to empowerment.
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Trust in human-computer relationships : Do cross country skiers have trust towards a physical intelligent tutoring system as an accurate feedback on performance?Thorsén, Karolina, Lindström, Anna January 2018 (has links)
Trust is one of the attitudes that can affect the intentions and the behavior of a human using a system. Misusing a system can have safety- as well as economic consequences, this is why it is important that a user develops calibrated trust towards a system. In this report, the research question is: how much trust cross country skiers have towards a physical intelligent tutoring system (PITS)? Six biological males (age 24 to 50) roller skied on a mechanical treadmill and received feedback from the PITS on a TV-screen. Experience of using the PITS was evaluated with an instrument in a semi-structured interview. The instrument measured the participants overall perceived trust (OPT) for the system, and the participants were asked to further their thoughts about the statements. The data was transcribed, coded, and categorized in a thematic analysis. The result showed that a majority of the participants had low OPT for the PITS, and the thematic analysis showed that the minority with higher levels of OPT focused on the choice of an elite skier as the reference skier. One of the problems with the instrument was that it was developed for evaluation in long term usage, and not first time usage as in this study. The result of this report can be used for further development of the PITS and a reminder on why trust needs to be considered when creating user experiences.
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Recomendações para avaliação da experiência de usuário em aplicativos móveis para surdosGuimarães, Ana Paula Nunes 09 December 2014 (has links)
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Previous issue date: 2014-12-09 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The use of mobile devices brings great benefits of connectivity to its users. However,
access to information through these devices is a new challenge of interaction for users
who have some kind of disability. Currently, most mobile applications have
accessibility barriers that make it difficult or impossible the usage for many individuals
with special needs. To ensure access to the content to all users regardless of their health
status, this paper proposes a model for evaluating user interfaces accessibility focused
on mobile devices. The proposed model takes into account the users experience without
neglecting the specificities of mobile context and accessibility scenario. As a result,
there is a group of perceptions observed from the tests performed to evaluate the three
mobile applications developed for deaf. As a contribution, there is a group of
recommendations for the evaluation of the user experience and the challenges and new
perspectives to evaluate the mobile accessibility, given that few methods consider these
two contexts in a coupled way. / O uso de dispositivos móveis traz grandes benefícios de conectividade para seus usuários. Contudo, o acesso à informação através desses dispositivos representa um novo desafio de interação para os usuários que possuem algum tipo de deficiência. Atualmente, a maioria das aplicações móveis possui barreiras de acessibilidade que dificultam ou impossibilitam sua utilização por diversos indivíduos com necessidades
especiais. Visando garantir o acesso ao conteúdo a todos os usuários, independentemente de limitações físicas e mentais, este trabalho propõe um modelo de avaliação de interfaces de usuário voltado à acessibilidade em dispositivos móveis. O modelo proposto leva em consideração a experiência de usuários sem deixar de lado as especificidades do contexto móvel e do cenário de acessibilidade. Como resultados,
tem-se um conjunto de percepções observadas a partir de testes realizados ao avaliar três aplicações móveis desenvolvidas para surdos. Como contribuição, tem-se um conjunto de recomendações para avaliação da experiência de usuários, bem os desafios e novas perspectivas ao avaliar a acessibilidade móvel, dado que poucos métodos consideram de forma acoplada esses dois contextos.
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