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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.
641

Förbättring av det grafiska användargränssnittet i Autodesk Maya i relation till måttriktig 3D-modellering

Berglund, Oskar January 2015 (has links)
Inom 3D-grafik, visualiseringar, spel och VR finns ett behov av måttriktig modellering. Traditionellt så används CAD-program för att uppnå ett exakt eller precist resultat. Men då CAD-program inte utmatar polygonal geometri så fungerar det inte att använda resultatet direkt i tidigare nämnda kategorier. Denna studie ämnar att underlätta måttriktig polygonal modellering i Autodesk Maya genom ett tillägg i form av ett grafiskt användargränssnitt. Effektiviteten av detta mäts genom tidtagning på modellering av CAD-ritningar i polygoner hos en testgrupp både med och utan tillägget samt en kvalitetskontroll där resultatet jämförs med specifikationen. Medelresultatet av testgruppens användning av tillägget var en förbättring i tidsåtgång gentemot endast Maya. Geometrin hade även bättre måttriktighet.
642

Determining UI design principles for Google Glass and other over-eye interactive device applications

Dima, Elijs January 2013 (has links)
Google Glass is a new personal computing device that employs an over-eyetransparent display together with voice-control in order to offer audiovisual informationto the device's users. Glass is also a new mediated-reality platform,fundamentally different from common computers and smartphones, and theavailable Glass application (Glassware) design guides do not fully cover human-computer interaction issues that are imposed by Glass' characteristics – issuessuch as optimum information density, use of colourization and positioningto separate information, optimum amount of discrete entities on display, and theuse of iconography. By combining existing guidelines for Glassware UI designwith past research on human-computer interaction and psychology, those issuescan be addressed and can lead to additional design principles. To evaluate theefficacy of such combinations within the technical and design limitations imposedby Google Glass, a set of UI mock-ups for fictional Glassware is createdand used in multiple surveys to acquire data on human response to those combinedfactors. During the study, it was determined that factors including colourization,element positioning and use of icons have a definite effect on user perceptionand preferences, whilst factors related to information density andamount of discrete entities on screen are less relevant. Additionally, supportingevidence was found in relation to the assumption that utility is more importantthan functionless aesthetics. As a result, a UI design guideline set was formulatedthat can be used to supplement existing UI design guidelines for GoogleGlass and similar over-eye transparent-screen devices.
643

Leveraging storytelling in visual analytics by redesigning the user interface

Kusoffsky, Madeleine January 2013 (has links)
Storytelling is a way of packaging the knowledge and insights gained from analyzing statistical data. The knowledge is transformed into a format that lends itself to be understood by non-experts more easily. The story with links to interactive diagrams. The purpose of this design study was to improve the interaction design of the storytelling feature. The target audience for the new design was intermediate users. Evaluation of the current design by interviewing and observing beginner and intermediate users gave valuable understanding about the users goals related to the storytelling feature. The new design is a product from design goals derived from the user data and research through design. Sketching and exploring possible solutions was a process that meant producing multiple sketches, documenting design decisions through annotations and a way of keeping track of trade-offs and compromises. Screenshots from the application containing the redesigned interface of the storytelling feature was used during a final evaluation. Developers, a user and the designer evaluated the new design through a pluralistic usability walkthrough. The result showed that the new design had improved the storytelling feature in some aspects but that new problems had emerged. This indicates that interaction design processes should contain iterations. Designs should be tested, redesigned and tested again together with users and stakeholder to ensure that user goals are fulfilled, that design goals are reached and that the feature will deliver a positive user experience.
644

Metoder för användardriven gränssnittsprogrammering / Methods for user-driven interface programming

Crusoe, Jonathan January 2014 (has links)
När användare bestämmer sig för att utveckla gränssnitt till sina system sker detta via någon form av verktyg. Vi måste avgöra vilken utvecklingsmetodik som ska användas och hur vi kan tillföra mer funktionalitet för att systemet inte ska bli föråldrat. För att svara på detta bryter vi upp arbetet i två delar. I första delen undersöker vi vilken programmeringsmetodik som lämpar sig bäst för gränssnittsutveckling genom en undersökning i två delar. I andra delen ser vi över vilka lösningar som existerar för att implementera ny funktionalitet till ett verktyg för att sedan presentera en egen lösning. / When the user decides to develop an interface for their system, this is done with a software development tool of some kind. We need to determine which development methodology is to be used and how we can add more functionality to the system so it won't become outdated. To tackle this problem we break up the work in two parts. In the first part, we examine which programming methodology is best suited for interface development through a survey that is divided in two parts. In the second part, we look at what solutions exists for implementing new functionality to a tool and we present our solution.
645

Usability-Patterns für Webanwendungen in Geodateninfrastrukturen

Henzen, Christin 25 September 2017 (has links) (PDF)
Die Usability von Webanwendungen in Geodateninfrastrukturen gewinnt zunehmend an Bedeutung. Eine große Anzahl von Webanwendungen stellt einem heterogenen und wachsenden Nutzerkreis Geoinformationen auf verschiedene Weise über das Web zur Verfügung. Diese Nutzergruppen benötigen robuste und nutzerfreundliche User-Interfaces. Die Usability der verfügbaren Webanwendungen variiert stark, wobei sich eine unzureichende Usability nicht nur auf die Akzeptanz der Webanwendung, sondern vielfach auf die Akzeptanz der bereitgestellten Geoinformationen bzw. auf die der ganzen Geodateninfrastruktur auswirkt. Die Behebung von Usability-Problemen aus Webanwendungen in Geodateninfrastrukturen (GI-Webanwendungen) ist derzeit mit einem hohen Aufwand verbunden. Ein Grund dafür ist die fehlende Strukturierung wiederkehrender Usability-Probleme, die zur Folge hat, dass Usability-Probleme stets durch Usability-Evaluierungen neu erkannt werden müssen. Strukturierte Usability-Probleme lassen sich durch Lösungsmuster beheben. Die Vielzahl der verfügbaren GI-Webanwendungen lässt darauf schließen, dass für die grundlegenden wiederkehrenden Probleme bereits Lösungen in anderen GI-Webanwendungen existieren. Bisher werden die Lösungen jedoch für jede Anwendung neu entwickelt und implementiert. Es fehlt an Methoden und Konzepten die (häufig) auftretenden Usability-Probleme in GI-Webanwendungen strukturiert zu erfassen und durch Lösungsmuster zu beheben. Die Beiträge der vorliegenden Arbeit bestehen unter anderem in einer Auseinandersetzung mit dem Themengebiet der Usability für Webanwendungen in Geodateninfrastrukturen. Ein Ergebnis der Arbeit besteht in der interdisziplinären Grundlagenbetrachtung zur Usability im Softwareentwicklungsprozess und zu Kernaspekten von Geodateninfrastrukturen und darin verfügbaren Webanwendungen. Im Rahmen der Arbeit erfolgte ebenfalls eine Systematisierung bisheriger Forschungsarbeiten zur Usability in GI-Webanwendungen. Diese zeigte, dass das Bewusstsein für die Bedeutung der Usability in der GI-Domäne bereits vorhanden ist, es zum Teil aber noch an detaillierten Untersuchungen fehlt. Daher wurden in verschiedenen eigenen Usability-Studien Untersuchungen zur Usability in der GI-Domäne durchgeführt. Die daraus resultierende strukturierte Sammlung von Usability-Problemen in GI-Webanwendungen bildet ein Usability-Grundwissen für zukünftige Neuentwicklungen oder Überarbeitungen von GI-Webanwendungen. Die gesammelten Usability-Probleme lassen sich teilweise auch in anderen Anwendungen der Domäne finden, und bilden somit auch für deren Entwicklung bzw. Redesign eine sinnvolle Wissensbasis. Für die strukturierte Erfassung von Usability-Problemen aus GI-Webanwendungen und entsprechende Lösungsvorschläge wird das Konzept der Usability-Patterns für GI-Webanwendungen vorgeschlagen. Durch die Integration des GIDomänenwissens in die Patternstruktur, können Usability-Probleme der Domäne entsprechend spezifischer beschrieben und passende Lösungen aufgefunden werden. Neue Patterntypen und -relationen mit Regeln zur Kombinierbarkeit der Typen und Relationen ermöglichen die Vermeidung mehrfach auftretender Usability-Probleme, wie z. B. des Mangels eines konsistenten Design- und Interaktionskonzepts. Aufbauend auf einem komplexen Anwendungsfall wird die Umsetzbarkeit des Konzepts der Usability-Patterns für GI-Webanwendungen gezeigt. In einer selbst entwickelten Anwendung zur Exploration und Visualisierung wissenschaftlicher GI-Ressourcen werden dazu Beispielpatterns umgesetzt und evaluiert. Die Anwendung implementiert neuartige Visualisierungs- und Interaktionskonzepte für die Exploration von GI-Ressourcen, zeigt aber auch die Übertragbarkeit von Lösungskonzepten aus anderen Domänen. Ein sogenannter Patternbrowser veranschaulicht, wie die Recherche und Exploration von Patterns einer Patternsammlung auf Basis der Patternmerkmale erfolgen kann. Die Webanwendung stellt damit ein Werkzeug für die projektübergreifende Arbeit interdisziplinärer Teams dar. Eine Formalisierung der wesentlichen Patternmerkmale bildet die Grundlage für die vielfältige Nutzung des neuen Konzepts, z. B. in verschiedenen Softwareanwendungen wie GUI-Buildern, und damit verbundene weiterführende Forschungsarbeiten.
646

[en] MODELS AND FORMALISMS FOR THE SEMIOTIC ENGINEERING OF USER INTERFACES / [es] MODELOS Y FORMALISMOS PARA LA INGENIERÍA SEIÓTICA DE INTERFACES DE USUARIO / [pt] MODELOS E FORMALISMOS PARA A ENGENHARIA SEMIÓTICA DE INTERFACES DE USUÁRIO

JAIR CAVALCANTI LEITE 10 August 2001 (has links)
[pt] Um dos requisitos para a usabilidade de um sistema interativo é que os usuários adquiram o conhecimento, denominado de modelo de usabilidade, sobre como aplicar as soluções-em-potencial concebidas pelo designer às tarefas do seu domínio. A abordagem da Engenharia Semiótica apresenta uma perspectiva na qual um sistema interativo é um artefato de metacomunicação através do qual o designer envia uma mensagem que comunica o modelo de usabilidade para o usuário. Partindo desta perspectiva e baseado nos conceitos de semiótica das teorias de Charles S. Peirce e de Umberto Eco desenvolvemos modelos teóricos que descrevem o modelo de usabilidade como sendo o conteúdo da mensagem do designer, a interface de usuário como a sua expressão e o design como sendo uma atividade de produção de signos apoiada por um sistema semiótico, composto por uma linguagem de especificação e por regras que correlacionam as mensagens especificadas aos widgets dos principais padrões e ferramentas de interfaces de usuário. / [en] Interactive systems usability could be enhanced if users learn all the knowledge - the usabilty model - that capability them in applying designer`s potential solutions to domain tasks. The Semiotic Engineering approach perceives interactive systems as metacommunication artifacts that send a message from designer to users whose expression is the lower-level messages exchanged between user and system and whose content is the usability model. Starting from this perspective and based on semiotic theory concepts from Charles S. Peirce and Umberto Eco we present conceptual models to the interface as the expression and to the usability model as the content of designer`s message. We also develop a semiotic system to support user interface design. The system is composed by a specification language and rules that maps specified messagens to user interface widgets. Our emphasis here is not in aesthetics aspects of user interfaces, but in the interactive and performing nature of the interface message as it is carried throughout the computational medium. / [es] Uno de los requisitos para el uso de un sistema interactivo es que los usuarios adquieran conocimiento (denominado de modelo de usabilidad) sobre como aplicar las soluciones-en-potencial concebidas por el diseñador a las tareas de su dominio. El abordaje de la Ingeniería Semiótica presenta define un sistema interactivo como un artefacto de metacomunicación a través del cual el diseñador envía un mensaje que comunica el modelo de usabilidad para el usuario. Partiendo de esta perspectiva y considerando los conceptos de semiótica de las teorías de Charles S. Peirce y de Umberto Eco, desarrollamos modelos teóricos que describen el modelo de usabilidad como el contenido del mensaje del diseñador; la interfaz de usuario como su expresión y el diseño como una actividad de producción de signos apoyada por un sistema semiótico, compuesto por un lenguaje de especificación y por reglas que correlacionan los mensajes especificados a los widgets de los principales padrones y herramientas de interfaces de usuario.
647

"Windows of culture : an analysis of Israeli ORT school websites"

Giladi, Michal 17 March 2005 (has links)
School websites are useful in providing an additional environment to educate and impart culture to the collectivity. They reflect the collective phenomenon of behaviour and traditional ideas, and at the same time, reflect the efforts made by the educators to teach cultural identity, values and social skills. The work of renowned anthropologist Geert Hofstede (1991) on cultural dimensions has contributed to the study and reassessment of current theories on software and websites, which interact with the cultures of societies in which they function, and are still relevant to the constant evolution of technology (communication tools) in the educational environment. The aim of this research is to explore how cultural dimensions are reflected on ORT school websites in Israel. This study in a relatively new field offers educators an insight into new options and innovations offered by school websites, and provides reflections on their use in cultural education. In this context, the importance of this research lies in its contribution to the pedagogical dialogue on culture, and as it is reflected on school websites. This study applies Hofstede's (1991) work, in which he classifies cultural characteristics prevalent in global organizations into five "cultural dimensions": power distance, individualism&collectivism, masculinity&femininity, uncertainty avoidance, and time orientation, and design expert Aaron Marcus' (2001) interpretation and application of this model to website designs worldwide. The subject of this study consists of 54 Ort school websites operating in Israel. The findings on ORT school websites echo Hofstede's characteristics on the reflection of power distance in Israeli culture. However, my findings on Hofstede's three other dimensions – collectivism vs. individualism, masculinity vs. femininity, and uncertainty avoidance – illustrate a more complex picture, with the elements reflected in differing patterns. ORT school websites reflect both elements of culture as defined by Marcus (2001) and elements of standardization of website design. In recent years, there has been an upsurge in the software available globally to create and design websites, all using the same basic tools and elements of design. In conclusion, schools' attempts to impart culture as part of their social education policies is reflected in the contents and design of their websites. / Dissertation (MEd (Curriculum Studies))--University of Pretoria, 2006. / Curriculum Studies / unrestricted
648

Výkon pracovníků a motivace v organizaci (a návrh IT pro jejich podporu) / Staff performance and motivation in the organization (and design IT to support them)

Biľ, Tomáš January 2010 (has links)
Paper summarizes the importance of motivation and performance of employees in the organization. The primary goal of this paper is to propose solutions to increase motivation and thus performance. Meet this target would require the implementation of many activities, from finding present, the IS architecture, through detailed analysis of individual systems, which affect workers. Important too was the definition of where all the motivation and performance in man takes and how it can be measured. In the practical part I have done, according to gained experience, using the LMI survey questionnaire to identify weak areas of performance motivation. These results, I finally offered advice and firstly from a psychological perspective, and secondly in terms of IT and its main information system, the workers who come into contact every day and therefore has a huge impact on them. Contribution of the author of this thesis was to identify and increase motivation, through analysis and recommendations specified by the selected methodologies.
649

Espace de conception et modèle d'interaction multi-tactile gestuel : un environnement de développement pour enrichir le modèle / Design space and multi-touch gestural interaction model : a framework to enhance the model

Morin, Rudy 24 June 2011 (has links)
L’affinage technique et l’adoption récente des technologies tactiles multi-points par les industriels et les utilisateurs ont fixé l’attention des designers d’interaction sur ces technologies. Tandis que de nombreuses études en interaction homme-machine se sont intéressées à comparer la performance de ces interfaces à celle des interfaces WIMP traditionnelles, peu se sont attachées à intégrer dans leur approche les spécificités du canal gestuel et les modalités d’interactions multi-tactiles. Dans cette étude, je défends l’idée que le design de telles interactions ne peut être approché qu’en suivant un modèle d’interaction spécifique intégrant l’ensemble des composantes physiques, cognitives, sensorielles et motrices du geste dans le couplage homme-machine. J’articule ma recherche autour d’un espace de conception, courte analyse sociotechnique de mon objet d’étude, dans lequel je définis un modèle d’interaction descriptif et génératif. Je détermine un ensemble de principes conceptuels et techniques permettant l’évaluation et la conception du design d’interfaces multi-tactiles de manière systémique et extensible. Au cours de cette étude, je précise les limites du paradigme d’ « interface naturelle » en nuançant les effets du réalisme des interactions dans l’efficacité de tels systèmes. Enfin, je présente les travaux de conception et de développement d’un environnement de développement réalisé dans le cadre d’un dispositif CIFRE qui a accompagné cette étude et permis d’enrichir le modèle théorique. / The technical refinement and the recent adoption of multi-touch technologies by both the industry and users made these technologies a major concern for interaction designers. While many studies on human-computer interaction have started to compare this type of interface with traditional WIMP interfaces performance-wise, few have included in their approach the gestural and system mapping specificities of multi-touch interactions. In this study, I defend the idea that such interaction design should follow a specific interaction model taking into account physical, cognitive, sensitive and motor aspects of gestures in the human-computer relation. I define a design space, sort of socio-technical approach, which participates in the definition of a descriptive and generative interaction model. I establish a set of conceptual and technical principles that allow the evaluation and conception of multi-touch interfaces, in a systemic and extensible way. Throughout this study, I emphasize the limits of the « natural user interface » paradigm by having a better understanding of how interaction realism affects system efficiency. Finally, I present a multi-touch framework developed as part of a CIFRE collaboration, which helped this study in the design and the extension of the conceptual model.
650

Interface Design for Driver Operated Control Systems

Azamfirei, Victor, Preciado Navarro, Luis Donaldo January 2017 (has links)
No description available.

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