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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.
111

An Exploration of Interface Designs for the Dissemination of Information and News During COVID-19

Himes, Lucas S. January 2021 (has links)
No description available.
112

Designing digital instructions for setting up multi-device services

Lu, Yiwen January 2022 (has links)
Digital services are increasingly offered across multiple devices for a single user. A challenge for users is that multi-device services are more complex to use. While instructions are supposed to facilitate ease of use of the services, poorly designed instructions become obstacles themselves. This project explores considerations for designing digital instructions of setting up multi-device services. This is done through a user-centred approach by (1) understanding the user expectations and pain points when setting up a multi-device service, (2) designing solutions that align with user expectations and aid in overcoming pain points, and (3) a reflection of the design process and the resulting design solution. To conclude, a set of design recommendations are contributed for designers to arrive at intuitive instructions that facilitate users with setting up multi-device services. / Digitala tjänster erbjuds allt oftare på flera olika enheter för en och samma användare. En utmaning för användare är att det är mer komplicerat att använda tjänster på flera enheter. Även om instruktionerna är avsedda för att underlätta användningen av tjänsterna blir dåligt utformade instruktioner själva ett hinder. I detta projekt undersöks överväganden för utformning av digitala instruktioner för installation av tjänster på flera enheter. Detta görs genom ett användarcentrerat tillvägagångssätt genom 1) att förstå användarnas förväntningar och utmaningar när de installerar en tjänst på flera enheter, 2) att utforma lösningar som möter användarnas förväntningar samtidigt som de hjälper användarna att bemästra utmaningar, och 3) en reflektion av designprocessen och resultatet av designlösning. Avslutningsvis ges en rad rekommendationer för hur designer kan ta fram intuitiva instruktioner som underlättar för användarna att installerar tjänster på flera enheter.
113

Ingenieure und Holzgestalter - Innovation engineering für gestaltungsorientierte Berufsbilder

Lohse, Aline, Strobel, Jacob 19 February 2019 (has links)
Ziel des Institutionen übergreifenden Praxisprojektes war die Verbindung von Theorie und Praxis in der Lehre für die Disziplinen Arbeitswissenschaft, Innovationsmanagement und Holzgestaltung. Es wurden selbstproduzierte Lehr-Lernvideos nutzerzentriert entwickelt, auf ihre Usability und User Experience hin geprüft und zur Ideenfindung im Innovationsprozess eingesetzt. Forschungsseitiger Fokus war die Evaluation zur orts- und zeitunabhängigen Zusammenarbeit im Kreativitätsprozess. Das Projekt wurde von der TU Chemnitz – Professur Arbeitswissenschaft und Innovationsmanagement und der Angewandten Kunst Schneeberg Abteilung Holzgestaltung realisiert.
114

Utveckling av en webbterminal med fokus på användbarhet tillsammans med TietoEVRY / Development of a web terminal with focus on usability together with TietoEVRY

El Janoudi, Abdul Kader, Gustavsson, Simon January 2021 (has links)
Mjukvaror som är integrerade i olika applikationer runt om oss har blivit allt mer vanligare idag och användningen av dessa har blivit en del av vardagen. Detta gör att utvecklingen av användarvänliga system är eftertraktat på marknaden. I denna studie följs samtliga principer för design av användbara gränssnitt för att implementera en ny design och utvärdera användargränssnittet till en webbterminal för golfklubbar runt om i Sverige. Tillsammans med TietoEVRY ska den nuvarande frontend delen av applikationen, vilket är utvecklad i JavaScript-ramverket React, att förnyas och förbättras. Syftet är att implementera ett nytt gränssnitt som ökar tillgängligheten och förmedlar sin funktionalitet på ett tydligt sätt. Som en del av det vetenskapliga arbetet sker en jämförelse av den äldre designen med den nya designen ur ett användbarhetsperspektiv. Målet med det vetenskapliga arbetet är att utvärdera webbterminalen för att kunna mäta i vilken grad som användarupplevelsen av applikationen har förbättrats i utvecklingsprocessen. Intervjuer samt en benchmark-undersökning kommer att genomföras. För att åstadkomma optimala resultat ska deltagarna i experimenten vara lagom bekanta med olika begrepp inom golf och användningen av webbsidor överlag. Med hjälp av tidigare forskning om ämnet samt den datan som samlas in i denna studien ska det ske en jämförelse av det nya användargränssnittet för webbterminalen med det tidigare och resultatet ska utvärderas för att komma fram till en lösning på hur en webbapplikation kan vara användarvänlig. / Embedded softwares in various applications around us have become increasingly common today and the use of these is part of everyday life. Because of this the development of user-friendly systems is sought after on the market. This study follows different principles for designing user-friendly interfaces in order to implement a new design and evaluate the user interface for a web terminal for golf clubs around Sweden. Together with TietoEVRY the current frontend part of the application, which is developed in the JavaScript framework React, is to be renewed and improved. The aim is to create an interface that increases accessibility and conveys its functionality in a clear way. As part of the scientific study, a comparison is made of the older design with the new design from a usability perspective. The goal of the scientific study is to evaluate the web terminal to be able to calculate the degree that the user experience of the application has improved in the development process. Interviews and a benchmark test will be conducted. In order to achieve optimal results, the participants in the experiments must be reasonably familiar with different golf terminology and the use of web pages in general. With the help of previous research on the subject as well as the data collected in this study a comparison will be made between the new user interface for the web terminal with the previous one and an evaluation of the results will be made to come up with a solution on how a web application can be user-friendly.
115

Creating a graphical user interface for cross-platform devices with a user-centered agile process

Bytyqi, Meriton January 2022 (has links)
PC-Dart is a software that the Swedish Armed Forces use to communicate when active on the field. They are limited to using the program only on Windows operating system, and their devices are not suitable for challenging contexts. It is not convenient for the army to bring impractical devices to the field, and it requires the soldiers to bring sleds of batteries and charging equipment with them. This thesis explores the possibilities of recreating the graphical user interface onto other platforms such as Android and Linux. It helps to increase the mobility on the field for the troops of the Swedish Armed Forces, which also means that there is not any restrictions by using their program on one platform. The development of the program required a pilot study on what available cross-platform frameworks to use in terms of developing an application that works on multiple platforms. Together with a relevant framework and a custom user-centered agile work process, this thesis strives to create an application that is cross-platform and with a graphical user interface that old users of the previous program can relate to. The project results show that a graphical user interface can be developed with a cross-platform framework while working in a user-centered agile process. However, it also shows that it can be a lot of work for one person, negatively affecting the process.
116

Outdoor-navigation in public spaces for the elderly visually impaired

Widqvist, Elias January 2019 (has links)
The elderly visually impaired is not only a neglected user group within interaction design but also a large one in our society. Within this user group, I discovered that they do not get enough exercise because of their inability to move in public spaces without feeling unsafe. To feel safe, they would have to use both their rollator and their white cane at the same time; an impossibility. This paradoxical issue brings forth design opportunities of both physical artifacts with combined effectiveness of a white cane and a rollator. Also, it includes an exploration with a user-centered design approach on how haptic feedback could help them navigate. Haptics being the suitable alternative for a non-visual interaction. An add-on attached to the existing rollator with sensors and haptic feedback would enhance the feeling safety of an elderly visually impaired and would enable them to move in public spaces to get their exercise.
117

Design of a Smart Cart App for Automated Shopping in Supermarkets

Arvidsson, Aida, Hassani, Lina January 2020 (has links)
I dagens samhälle blir många saker smartare, främst med hjälp av Internet of Things.En överblick på smart shopping visar att flera alternativa sätt att shoppa på harintroducerats under de senaste åren för att förbättra och effektivisera shopping. Någraav dessa är online-shopping och självtjänster som inkluderar självutcheckningar ochhandhållna skannrar. Detta har varit ett framgångsrikt tillvägagångssätt, vilket kanses av det faktum att en av de största dagligvaruhandelskedjorna i Sverige, ICA, har1,5 miljoner kunder i sitt lojalitetsprogram där cirka 30% av dessa använderhandhållna skannrar. Dessa 30% ger cirka 60% av ICAs totala intäkter i några avderas största butiker. En av de stora utmaningarna med självbetjäning är dock att deär mycket dyrt, då ett system för en genomsnittlig butik i Sverige kan kosta cirka 1,5miljoner SEK. Detta gör det svårt för mindre butiker att erbjuda denna tjänst. Ett sättatt överkomma detta kan vara att skapa en applikation för smartphone-shopping(Smart Cart-app) med en användarcentrerad design, som med största sannolikhetsänker kostnader samt sparar tid. Tidigare forskning har visat försök på liknandeteknologies, men vissa av dessa hade begränsningar i presentationen av sin design ochanvändardata/användarforskning. Denna studie syftar till att undersöka möjlighetenatt utforma en Smart Cart-applikationsprototyp med en användarcentrerad designbaserad på Human-Computer Interaction (HCI) för att utvidga på tidigare förslag.Användardata, som har analyserats för att hitta viktiga punkter och önskemål idesign, har samlats in genom ett frågeformulär med 275 deltagare och intervjuer med3 personer. Denna data har använts tillsammans med information från enlitteraturöversikt för att utforma prototypen för Smart Cart-appen, som är envisualisering av studieresultaten. Prototypen stöds av en analys som visar varför det ärviktigt att involvera användare i designprocessen och vad som bör beaktas när mangör detta. Studien fann också en begäran efter en sådan app, då exempelvis 51,7% avsjälvscannande kunder skulle överväga att använda den. Dessutom stöder resultatenockså det faktum att om användaren accepterar och har en bekantskap med vissafunktioner i applikationen, är de mer benägna till att ta an applikationen. Majoritetenav deltagarna har en positiv inställning till applikationer inom smart shopping och harliknande önskemål om funktioner och utseende.Slutligen behövs framtida forskning om olika aspekter och synpunkter förvidareutveckling av Smart Cart-applikationen och andra liknande applikationer / In today's society, many things are becoming smarter, mostly with the help of theInternet of Things. Taking a look at smart shopping, several optional ways of shoppinghave been introduced in recent years to enhance and streamline shopping. Some ofthese are online shopping and self-services which include self-checkouts and handheldscanners. This has been a successful approach, which can be seen by the fact that oneof the biggest grocery shopping chains in Sweden called ICA has 1.5 million customersin their loyalty program where around 30% of these use handheld scanners. These30% bring about 60% of ICAs total revenue in some of their biggest stores. However,one of the major challenges with self-services is that they are very expensive, as asystem for an average sized store in Sweden can cost around 1.5 million SEK, whichmakes it difficult for smaller stores to offer this service. A way of combating this couldbe to create a smartphone shopping application (Smart Cart app) with a user-centereddesign, which has a strong likelihood to lower the costs as well as save time. Previousresearch has shown attempts of similar technologies, however, some of these hadlimitations in the presentation of their design and user research. This study aims toexplore the possibility of designing a Smart Cart application prototype with auser-centered approach based on Human-Computer Interaction (HCI) to extend uponprevious proposals.User data, which has been analyzed to find key points in design, has been gathered bya questionnaire with 275 participants and interviews with 3 people. This data has beenused together with information from a literature review in order to design the SmartCart app prototype, which is a visualisation of the study results. The prototype issupported by an analysis which shows why it is important to involve users in thedesign process and what should be considered when doing so. The study also found adesire for such an app as, for instance, 51.7% of self-scanning customers wouldconsider using it. In addition, results also support that when users accept and arefamiliar with certain functionalities in applications, they are more likely to adopt theapplication. The majority of the participants have a positive attitude towardsapplications in smart shopping and have similar desires of functions and appearance.Lastly, future research is needed on different aspects and point of views for furtherdevelopment of the Smart Cart application and other similar applications.
118

Introducing Gestures: Exploring Feedforward in Touch-Gesture Interfaces

Lindberg, Martin January 2019 (has links)
This interaction design thesis aimed to explore how users could be introduced to the different functionalities of a gesture-based touch screen interface. This was done through a user-centred design research process where the designer was taught different artefacts by experienced users. Insights from this process lay the foundation for an interactive, digital gesture-introduction prototype.Testing said prototype with users yielded this study's results. While containing several areas for improvement regarding implementation and behaviour, the prototype's base methods and qualities were well received. Further development would be needed to fully assess its viability. The user-centred research methods used in this project proved valuable for later ideation and prototyping stages. Activities and results from this project indicate a potential for designers to further explore the possibilities for ensuring the discoverability of touch-gesture interactions. For future projects the author suggests more extensive research and testing using a greater sample size and wider demographic.
119

Into the Black Box: Designing for Transparency in Artificial Intelligence

Vorm, Eric Stephen 11 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / The rapid infusion of artificial intelligence into everyday technologies means that consumers are likely to interact with intelligent systems that provide suggestions and recommendations on a daily basis in the very near future. While these technologies promise much, current issues in low transparency create high potential to confuse end-users, limiting the market viability of these technologies. While efforts are underway to make machine learning models more transparent, HCI currently lacks an understanding of how these model-generated explanations should best translate into the practicalities of system design. To address this gap, my research took a pragmatic approach to improving system transparency for end-users. Through a series of three studies, I investigated the need and value of transparency to end-users, and explored methods to improve system designs to accomplish greater transparency in intelligent systems offering recommendations. My research resulted in a summarized taxonomy that outlines a variety of motivations for why users ask questions of intelligent systems; useful for considering the type and category of information users might appreciate when interacting with AI-based recommendations. I also developed a categorization of explanation types, known as explanation vectors, that is organized into groups that correspond to user knowledge goals. Explanation vectors provide system designers options for delivering explanations of system processes beyond those of basic explainability. I developed a detailed user typology, which is a four-factor categorization of the predominant attitudes and opinion schemes of everyday users interacting with AI-based recommendations; useful to understand the range of user sentiment towards AI-based recommender features, and possibly useful for tailoring interface design by user type. Lastly, I developed and tested an evaluation method known as the System Transparency Evaluation Method (STEv), which allows for real-world systems and prototypes to be evaluated and improved through a low-cost query method. Results from this dissertation offer concrete direction to interaction designers as to how these results might manifest in the design of interfaces that are more transparent to end users. These studies provide a framework and methodology that is complementary to existing HCI evaluation methods, and lay the groundwork upon which other research into improving system transparency might build.
120

User experience design to support users in making sustainable decisions in the context of industrial robot operating software

Yang, Mowei January 2023 (has links)
This thesis demonstrates a Research through Design process for creating user experience design to support users in making sustainable decisions. The research and design were carried out in the context of industrial robot operating software, using ABB's RobotStudio as the design basis. After specifying the scope of sustainability in this paper to energy consumption, the main research question is: How might UX design facilitate users to use industrial robots in a sustainable way to reduce energy consumption? The design not only considers the user's experience, but also considers the business profit needs. Therefore, this thesis also conducts research from the perspective of economic sustainability. Theories such as the Kano model, user pleasure, and loss aversion are used. The design result is a redesigned UI prototype based on the future vision of RobotStudio. Eco-feedback and optimization proposals are used to present energy efficiency in terms of business profit, so that users can intuitively see the results of their actions on the interface. Limitations and future research considerations are further explored.

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