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Improving usability of banking websites : by implementing user-centered designKebkab Kassaye, Adane January 2013 (has links)
Researchers in the area of web usability dwell on the importance of simplicity in a website design so that users can achieve a specific task with effectiveness, efficiency and satisfaction. If a banking website misses one of these characteristics of usability users may get lost in the middle of the website or become frustrated and “will seek information elsewhere”. This study assesses what are the main issues behind the current banking websites through a questionnaire with 74 participants the result of this questionnaire shows that there are still unsolved problems in the current banking websites that impacts the quality of use. This study performs a thorough theoretical study to find out more about the subject understudy and by combining together with qualitative interviews; the study comes up with a proposed solution to improve banking websites’ usability – by implementing a user-centered design. / Program: Masterutbildning i Informatik
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Tentative Interaction Design Principles for the Design of Online Booking SystemsSohaib Amir Khan, Muhammad, Ashraf, Tariq January 2011 (has links)
We see this world rich with culture, emotion, and human connections. The human built world can afford a sense of beauty, sublimity, and resonance, and through our advancements in technology also bringing the advancements in society. At the center of these advancements are interactions, conversations, connections, collaborations, and relationships, within and across multiple disciplines, with and without technology. For the last decades, as the computer technologies have been developing, the importance of human-computer systems interaction problems are also growing with the passage of time. This is not only because of the computer systems performance and characteristics have been improved, but also due to the growing number of computer users and of their expectations about general computer systems capabilities as universal tools for human work and life facilitation. Interface design is important for several reasons and the current growth of the different web applications are characterized by an increasing availability of online different services or products trading and different search facilities like flight search web sites, provided by most commercial airlines. In this study we will therefore create an understanding of the most important interaction design principles for the designers of online booking systems. The research methodology used in the research is design and creation. The method components used in this study are documents and interviews. The theoretical study has identified some important aspects covering the human computer interaction, usability of interactive interface, user feedback and the user-centered design approach for the development of such online booking systems. These aspects have been verified through the three interviews with the interviewees having different experience levels. The result shows that the interaction design is really important in designing of interactive online booking system. Therefore, the designers of such systems need to have an understanding of the most important design principles like the usability and functionality of the system, the approach should be iterative in design, provide proper feedback, minimum steps in booking process, risk management, and user-centered approach should be included in your design principles. It is also important for the designers of online booking systems to be aware of the usability factor of the system. The cognitive psychology is also vital for designers to understand how users think and perceive things. Designers need to have a good balance between context and graphics of the interface of such systems. The result also has been shown in the design of prototype with the most important interaction design principles and other factors. / Program: Magisterutbildning i informatik
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The Wicked Problem of Privacy : Design Challenge for Crypto-based SolutionsAlaqra, Ala Sarah January 2018 (has links)
Data privacy has been growing in importance in recent years, especially with the continuous increase of online activity. Researchers study, design, and develop solutions aimed at enhancing users’ data privacy. The wicked problem of data privacy is a continuous challenge that defies straightforward solutions. Since there are many factors involved in data privacy, such as technological, legal, and human aspects, we can only aim at mitigating rather than solving this wicked problem. Our aim was to focus on human aspects for designing usable crypto-based privacy-enhancing solutions. In this thesis, we followed a user centered design method by using empirical qualitative means for investigating user’s perceptions and opinions of our solutions. Most of our work has focused on redactable signatures in the cloud context within the eHealth use-case. Redactable signatures are a privacy enhancing scheme allowing to remove parts of a signed document by a specified party for achieving data minimization without invalidating the respective signature. We mainly used semi-structures interviews and focus groups in our investigations. Our results yielded key HCI considerations as well as guidelines of different means for supporting the design of future solutions. / Data privacy has been growing in importance in recent years, especially with the continuous increase of online activity. Researchers continuously study, design, and develop solutions aimed at enhancing users’ data privacy. The wicked problem of data privacy is the continuous challenge that defies straightforward solutions. Since there are many factors involved in data privacy, such as technological, legal, and human aspects, we can only aim at mitigating rather than solving this wicked problem. Our aim was to focus on human aspects for designing usable crypto-based privacy-enhancing solutions. In this thesis, we followed a user centered design method by using empirical qualitative means for investigating user’s perceptions and opinions of our solutions. Most of our work has focused on redactable signatures in the cloud context within an eHealth use-case. Redactable signatures are a privacy-enhancing scheme, which allow the removal of parts of a signed document by a specified party without invalidating the respective signature. Our results yielded key HCI considerations as well as guidelines of different means for supporting the design of future solutions. / <p>Paper 3 was included as manuscript in the thesis.</p>
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Estudo de parâmetros de design para a otimização da inserção de textos em português em teclados virtuais de dispositivos móveis de pequenas dimensões equipados com telas sensíveis ao toque / Study of design parameters for the optimization of the insertion of texts in Portuguese on virtual keyboards of mobile devices of small dimensions equipped with touch screensPirk, Marcelo de Carvalho 19 April 2017 (has links)
Este estudo buscou identificar variáveis e parâmetros determinantes para a otimização do design da interface dos teclados virtuais de padrão Qwerty no contexto da produção de textos em português. Tendo como fonte principal de dados o usuário final, buscou-se, nesta pesquisa, entender de que maneira os variados sistemas de teclado e as diversas configurações possíveis se adequam aos hábitos e à cultura de uso dos diferentes usuários, considerando-se, neste ponto, as diferenças entre a língua inglesa (condicionante do arranjo Qwerty) e a portuguesa. A pesquisa foi composta de dois experimentos e um questionário e conduzida junto a usuários de dispositivos móveis com telas de 3,5 a seis polegadas, limites que englobam grande parte dos aparelhos equipados com os teclados aqui analisados. No capítulo 1 contextualizou-se o problema estudado e definiu-se espectro da pesquisa. O capítulo 2 apresenta a revisão bibliográfica sobre o tema e trata do uso do teclado desde seu surgimento até sua utilização em smartphones, das especificidades da língua portuguesa e de caminhos, métodos e soluções encontrados em pesquisas correlatas. No capítulo 3 são apresentados os métodos utilizados em cada etapa do estudo: o questionário buscou respostas junto a 302 usuários a respeito de diversos fatores ligados à utilização do teclado virtual em smartphones; os dois experimentos envolveram a gravação em vídeo da interação de 17 participantes com o teclado em diferentes tarefas de inserção de textos em português, o primeiro envolvendo a cópia de textos pré-definidos em diferentes configurações de teclado, e o segundo a análise da produção de textos livres no aparelho do próprio participante, configurado conforme suas preferências pessoais. O capítulo 4 apresenta as análises empreendidas em cada etapa de interação com usuários e o capítulo 5 mostra as conclusões a que se chegou com base nos dados analisados. Os resultados mostraram que em grande parte dos aparelhos o desenho do teclado é pautado pelo arranjo Qwerty, que delimita o tamanho e mapeamento das teclas mais utilizadas para inserção de textos. Observou-se também que os usuários que utilizam seus aparelhos com maior versatilidade têm maior fluência no uso do teclado e acabam por contornar as limitações da interface, vindo a avaliar melhor o sistema. O uso eficiente do teclado estaria ligado não especificamente à velocidade de digitação, mas a um ritmo próprio de cada indivíduo que, quando alterado, contribui para a incidência de erros. Nesse sentido, verificou-se que as tarefas de cópia, por envolver a observação constante do texto a ser reproduzido, tendem a causar pausas no processo de digitação, aumentando a probabilidade da ocorrência de toques em teclas diferentes das pretendidas. Erros deste tipo, mais comuns, mostraram-se estar atrelados à maior utilização das teclas e parecem ser, portanto, inevitáveis. O processo de prevenção e correção de falhas de digitação, desta forma, mostrou-se fator fundamental na utilização deste tipo de teclado, evidenciando a importância dos assistentes de digitação. Estes, no entanto, podem vir a condicionar a maneira como o usuário interage com o teclado e, em alguns casos, contribuir para a ocorrência de erros. / This study seeks to identify, in the context of Portuguese text entry, determinant variables and parameters for the Qwerty keyboard interface design optimization. Considering that the primary data source is the final user, this research attempts to understand how adequate are the various keyboard systems and configurations to users\' habits and culture, taking into account the differences between English (language used to define the Qwerty layout) and Portuguese. In this research, two experiments and one survey were carried out with 3,5\" to 6\" smartphones users, boundaries that encompasses the majority of the devices equipped with the keyboard types targeted to be analyzed. In the first chapter the problem was contextualized and the spectrum of the research was defined. The second chapter presents the history of the Qwerty keyboard, since its development (when the typewriters were being created) to the use in smartphones, shows important singularities of Portuguese language and an overview of related studies. In the third chapter the methods applied in this research were shown: the survey was carried out with 302 participants to find how they cope with different aspects of the use of smartphones; the two experiments involved the recording of 17 users interacting with the keyboard in different kinds of tasks, text transcription with varying device configuration and free text production in the participant\'s own device. The fourth chapter presents the analysis of the data obtained in the different stages of the study that involved interaction with users and the fifth chapter shows the conclusions made base on the data analyzed. Results showed that great part of the devices present the keyboard ruled by the Qwerty layout, which limits the size and the mapping of the keys most used for text insertion. It was also noted that those who use their devices with greater flexibility are more fluent in the use of the keyboard and create shortcuts to cope with limitations imposed by this interface. These users tend to give the keyboard a better evaluation. The results also showed that a efficient use of the interface would not be tied specifically to typing speed, but rather to the individual typing rhythm that, when disturbed, contributes for the occurrence of errors. In this sense, it was noted that copy tasks, because it involves constant monitoring of the text to be copied, tend to produce pauses in the typing process, which increases the probability of touches landing in different keys than intended. This type of error, most common, appeared to be tied to key usage and, thus, seem to be inevitable. Error preventing and correction, this way, are fundamental for the usage of virtual keyboards in small devices. Results showed that the use of typing assistants, however, could modify the way users type and, in some cases, contribute to the increase of error occurrence.
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Levelling Up: Designing and Testing a Contextual, Web-based Dreamweaver 8 Tutorial for Students with Technological Aptitude DifferencesHatter, Alicia Nicole 21 August 2007 (has links)
This thesis examines the user-centered design methods and methodology inherent to designing and testing a web-based Dreamweaver 8 tutorial for undergraduate and graduate students who enroll in certain English rhetoric and composition courses at Georgia State University. The tutorial’s three interfaces were rhetorically designed to support three corresponding types of user—novices, intermediates, and experts— whose familiarity with Dreamweaver and student web space determined their starting point of interaction with the artifact. Three usability tests examined each interface based on four usability attributes. Findings revealed the novice and expert interfaces to be usable, while the intermediate interface was more problematic. The analysis of findings indicated the advanced documentation theory to be sound; however, the practical implementation of the theory to this artifact was comparatively ineffective. More research is suggested for determining whether a multimodal tutorial design is the most useful and usable for the target audience(s).
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Learning from multimedia: the locus of modality effectsZolna, Jesse S. 19 September 2005 (has links)
Research in educational psychology has focused on facilitating learning by using two presentation modalities (auditory and visual) to convey information. Learning is theorized to improve through an increase in perceptual information flow. I hypothesized that presenting information in two modalities might also provide additional benefits that occur after information is perceived, and while it is being processed for learning. The present study explored whether perceptual effects and cognitive effects of multimedia presentation can be separated by presenting auditory and visual information sequentially or simultaneously. During simultaneous presentation, the typical multimedia effect (that is, facilitating learning by presenting information in two modalities) did not occur, suggesting that the multimedia effect might depend upon more than perceptual effects. Moreover, the manipulation showed significant effects of presentation type during sequential presentation, suggesting that effects previously thought to be a result of reducing perceptual overlap might actually occur after perception. Based on the results of this study, I recommend that information designers reconsider the sources assumed to influence the multimedia learning effect. This would have implications for determining the optimal presentation of information.
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Reflections on YU : introducing project management tools into the design processKürth-Landwehr, Sophie January 2013 (has links)
This article discusses the understanding of the design process in research projects by taking specific tools from project management into account. Explorative and creative design projects often run the risk of loosing focus on project goals during the process. This article aims to provide a novel approach to the ongoing discussion of the clash between creativity and efficiency during the creation of artifacts. By discussing the self-conducted case study – project „Yu‟ – this article reflects on the design process as well as the relationship between the designer and the user. The model created and presented includes two techniques; the active user dialogue and the goal and user needs definition. Both are inspired by similar approaches in project management, which illustrate the importance of the designer's responsibility for the final design outcome. The article identifies and discusses similar approaches in design theory and is aiming to emphasize the positive possibilities for an elaborate design approach. / YU project at the Mobile Life Centre
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Contributing to energy efficiency through a user-centered smart homeDominici, Michele 03 June 2013 (has links) (PDF)
Smart homes are residences equipped with information and communication technologies that anticipate and respond to the needs of the occupants. Despite the numerous research and industrial efforts, today only few expensive smart homes have been built and sold. The reason behind this slow uptake is the technology-driven approach characterizing existing solutions. The doctoral Thesis aims at demonstrating that a smart home can provide functionalities designed with a user-centered approach, taking into account ergonomic considerations about domestic activity and human cognition. This is achieved in collaboration with cognitive ergonomists, which help "minding the gap" between human context and machine-understandable context. Using off-the-shelf and lightweight instrumentation (also minimizing privacy concerns), extending existing context modeling, reasoning and management tools and following the Ubiquitous Computing principles, the doctoral work led to the following achievements: (i) the inter-disciplinary design of suitable functionalities, in collaboration with cognitive ergonomists; (ii) the design of a context-aware system that captures and reasons about uncertain contextual information in a distributed fashion; (ii) the realization of a working prototype that demonstrates the provision of energy-saving and comfort-preserving functionalities.
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Paslaugų dizaino galimybės. Nidos dizaino vadybos kūrybinių dirbtuvių atvejo analizė / OPPORTUNITIES OF SERVICE DESIGN. STUDY OF NIDA DESIGN MANAGEMENT WORKSHOP CASEJuozulynas, Deividas 05 August 2013 (has links)
Darbo aktualumas. 70% pasaulinio BVP sukuriama paslaugų sektoriuje, todėl atkreipiamas dėmesys į netechnologines inovacijas, kurios gali pasireikšti per verslo modelių pokyčius, geresnį dizaino ir procesų organizavimą. Paslaugų ekonomikos augimas buvo paspartintas informacijos amžiaus pokyčių, kurie atvėrė naujas galimybes, todėl paslaugų inovacijos ir paslaugų dizainas sulaukia vis daugiau dėmesio.
Darbo tikslas. Nustatyti paslaugų dizaino taikymo galimybes ir praktiką skirtinguose sektoriuose ir pateikti galimų sprendimų bei įrankių rinkinius.
Darbo uždaviniai:
1. Ištyrinėti paslaugų dizaino istorines aplinkybes, siekiant pateikti koncentuotą informaciją, padedančią suprasti paslaugų dizaino ištakas.
2. Išnagrinėti dizaino vadybos ir paslaugų dizaino sąsajas, atskleidžiant veiklos principų tapatumą.
3. Išnagrinėti paslaugų dizaino praktikoje naudojamus metodus ir specifinius įrankius, siekiant išsiaiškinti paslaugų dizaino proceso principus.
4. Išnagrinėti paslaugų dizaino praktikos atvejus užsienyje, siekiant išryškinti paslaugų dizaino teikiamą konkurencingumo potencialą.
5. Praktiškai išbandyti paslaugų dizaino metodus kūrybinių pratybų metu, norint realiai patikrinti paslaugų dizaino veiksmingumą.
Darbe taikyti metodai. Kompleksiškai taikyti kiekybiniai ir kokybiniai, teoriniai bei empiriniai tyrimų metodai: literatūros ir empirinių tyrimų duomenų rinkimas, sisteminimas ir analizė; teorinių modelių, dokumentų ir empirinių faktų analizė, interviu, stebėjimas, atvejo... [toliau žr. visą tekstą] / Relevance of the work. 70% of the world’s GDP is created in service sector, thus attention is drawn to non-technological innovations that may manifest in the changes of business models, better design and process organization. The development of service economy was accelerated by the changes of the Information age, which created new opportunities and consequently, service innovation and service design attracts more attention.
Aim of the work. To identify the application and practice opportunities of service design in different sectors and offer possible solutions as well as sets of tools.
Work tasks:
1. To investigate the historical circumstances of service design in order to present concentrated information, which helps to perceive the origins of service design.
2. To investigate the connections between design management and service design revealing the sameness of the operating principles.
3. To investigate the methods and specific tools applied in the practice of service design in order to find out the principles of service design process.
4. To investigate the cases of service design practice abroad in order to emphasize the potential for competitiveness provided by service design.
5. To test service design methods during workshops in practice so that the real effectiveness of service design could be verified.
Methodology. Quantitative and qualitative, theoretical and empirical research methods were complexly applied: literary and empirical research data were... [to full text]
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PaintBoard: prototyping interactive character behaviours by digitally painting storyboardsRea, Daniel J. 03 February 2015 (has links)
The creation of interactive computer-controlled characters in interactive media is a challenging and multi-faceted task requiring the skills and effort of professionals from many fields. This work addresses authoring the interactive aspect of these characters’ behaviors – how characters act automatically in response to a dynamic user-controlled character. We present PaintBoard, a system that enables users to prototype and test discrete, real-time, interactive movements in a 2D grid environment simply by digitally painting a storyboard. We designed and developed a novel authoring technique for creating behaviors (painting storyboards) and a novel algorithm based on machine-learning, that analyzes a storyboard to create a behavior that works beyond situations provided in the input storyboard. We conducted two exploratory studies that grounded the prototype design, and present the results of a proof-of-concept workshop with game developers. Finally, we performed a comparison of machine learning algorithms’ performance on our storyboard data.
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