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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.
21

Interfaces for everyone: A case study on how to implement accessibility in a large software company

Nilsson, Vilma, Hansson, Joanna January 2022 (has links)
During the past decades, a substantial amount of research efforts have been made regarding making the web and digital content more accessible. However, research states that the current accessibility state globally is yet not sufficient, resulting in excluding a large group of people due to disabilities. The purpose of this study is to evaluate the current accessibility state of the prototype version of Ubisoft Connect’s chat application and how to make accessibility a natural part of a team's existing agile processes. This is performed by gathering knowledge about a team's current working processes by conducting two qualitative interviews, along with a nine-week observation, allowing us to partake in their processes when implementing changes. To evaluate the chat's current accessibility state, two of the most used usability evaluation techniques are used: heuristic evaluation and user testing. The heuristic evaluation is based on the internationally recognized standard: Web Content Accessibility Guidelines 2.1. The findings from the heuristic evaluation are implemented by the Ubisoft Connect team in the chat prototype and are later tested by 4 testers with disabilities. The result of this case study shows that heuristic evaluation and user testing should be used to complement each other since one method alone cannot create a valid accessibility state. Furthermore, it shows that agile management is the preferred method when making these changes.
22

Architectural Concepts : Implications for the Design and Implementation of Web and Mobile Applications to Support Inquiry Learning

Vogel, Bahtijar January 2012 (has links)
The integration of mobile and sensor technologies, and the design and implementation of different web-enabled visualizations to support inquiry learning in different educational scenarios encompass the main research efforts carried out in this thesis. These challenges are addressed from the perspectives of mobile and web engineering, visualization and technology-enhanced learning (TEL). Thus, the main research question investigated in this thesis relates to the identification of the main features that can guide the design and implementation of web and mobile applications to support inquiry learning in different contexts. This thesis consists of a collection of four publications that describe the research efforts conducted during a period of three years in relation to the Learning Ecology through Science with Global Outcomes (LETS GO) research project. The research questions investigated and the implemented technological solutions reported in these publications are closely related to the main goals and challenges of this thesis. The design and implementation of the proposed software system was guided, deployed and refined having the following aspects in mind: (1) System Requirements and Architectural Design, (2) System Implementation and Deployment, and (3) System Assessment and Web Usability Testing. During the three years of development efforts, three software prototypes were implemented utilizing service-oriented approaches. These efforts have been tested with more than 200 users in connection to several trials that took place during this period. The user trials allowed testing the software application throughout three development iterations on authentic settings, while new requirements continuously emerged in these activities. This process made it possible to verify that user requirements were adequately addressed while satisfying their needs. The outcomes of these activities led to the design and implementation of a system architecture that relies on service-oriented approaches and open standards. The main outcomes of this thesis are presented in the form of Architectural Concepts, as they can be used to guide the design and implementation of web and mobile applications to support inquiry learning. The idea behind architectural concepts is to provide a set of tools for supporting the overall life cycle of a software development process, such as requirements, design, implementation, deployment and testing while coping with rapid changes of technological implementations. Some of the architectural concepts identified in this thesis correspond well with the kind of support that inquiry-learning activities require. They provide solid foundations in terms of possibilities to tackle the requirements for supporting inquiry learning in a flexible manner.
23

Avaliação de experiência de jogador aplicada ao desenvolvimento de jogos. / Player experience evaluation applied to game development.

Costa, André Febeliano da 08 April 2016 (has links)
Experiência de usuário e experiência de jogador são dois conceitos que apresentam similaridades. Ambos envolvem a interação de um usuário com um produto, havendo sobreposição de métodos e áreas do conhecimento que permitem verificar experiência. Porém há diferenças quanto ao foco dado a experiência resultante da interação. Este trabalho apresenta os conceitos de experiência de usuário, usabilidade, experiência de jogador e jogabilidade apresentados pela literatura. Em seguida é discutido a relação que estas definições possuem entre si, identificando os elementos que os separam, apresentando uma possível divisão entre os conceitos de experiência de usuário e experiência de jogador e suas ferramentas. Ao fim este trabalho apresenta dois experimentos que mostram uma forma de verificar experiência de jogador em dois jogos distintos, procurando a inclusão desses métodos dentro do ciclo de desenvolvimento de jogos. Este trabalho também apresenta uma compreensão sobre experiência de jogador na interação com jogos e a inclusão de sua avaliação dentro do ciclo de desenvolvimento utilizando testes com usuários. / User experience and player experience are two concepts that have similarities. Both involve the interaction between user and product, with overlapping methods and areas of knowledge to evaluate experience. But there are differences as to the focus given to the experience resulted from the interaction. This paper first introduces the concepts of user experience, usability, player experience and playability presented in the literature. Subsequently, it discusses the relationship that these definitions have to each other, identifying the elements that separate them, presenting a possible division between user experience concepts and player experience and tools. Lastly this work presents two experiments seeking to apply the methods to verify player experience in two different games, looking for the inclusion of these methods within the game development cycle. This work presents an understanding on player experience and the inclusion of its evaluation within the development cycle with user-based tests.
24

Avaliação de experiência de jogador aplicada ao desenvolvimento de jogos. / Player experience evaluation applied to game development.

André Febeliano da Costa 08 April 2016 (has links)
Experiência de usuário e experiência de jogador são dois conceitos que apresentam similaridades. Ambos envolvem a interação de um usuário com um produto, havendo sobreposição de métodos e áreas do conhecimento que permitem verificar experiência. Porém há diferenças quanto ao foco dado a experiência resultante da interação. Este trabalho apresenta os conceitos de experiência de usuário, usabilidade, experiência de jogador e jogabilidade apresentados pela literatura. Em seguida é discutido a relação que estas definições possuem entre si, identificando os elementos que os separam, apresentando uma possível divisão entre os conceitos de experiência de usuário e experiência de jogador e suas ferramentas. Ao fim este trabalho apresenta dois experimentos que mostram uma forma de verificar experiência de jogador em dois jogos distintos, procurando a inclusão desses métodos dentro do ciclo de desenvolvimento de jogos. Este trabalho também apresenta uma compreensão sobre experiência de jogador na interação com jogos e a inclusão de sua avaliação dentro do ciclo de desenvolvimento utilizando testes com usuários. / User experience and player experience are two concepts that have similarities. Both involve the interaction between user and product, with overlapping methods and areas of knowledge to evaluate experience. But there are differences as to the focus given to the experience resulted from the interaction. This paper first introduces the concepts of user experience, usability, player experience and playability presented in the literature. Subsequently, it discusses the relationship that these definitions have to each other, identifying the elements that separate them, presenting a possible division between user experience concepts and player experience and tools. Lastly this work presents two experiments seeking to apply the methods to verify player experience in two different games, looking for the inclusion of these methods within the game development cycle. This work presents an understanding on player experience and the inclusion of its evaluation within the development cycle with user-based tests.
25

Aplikace pro tvorbu kalkulací, nabídek a smluv v oblasti destination event managementu / Application for calculations, offers and deals in destination event management

Oliva, Radek January 2017 (has links)
The aim of this master thesis is to develop an application for creating calculations and offers to potential customers and to develop an application for managing Gantt charts. These applications will be in future used for implementation to the information system of Wedding in Prague Inc. company. Along with the development of applications author of this thesis aims to design, create and implement a fully functional database to support the applications. Before the development of the applications the revision of the submitters demands and the revision of previously designed interface are made. In the end of this work the user testing is done to confirm the correctness of the functionality of applications. The submitter, Wedding in Prague Inc., runs business in the destination event management branch the applications are adjusted to this type of business branch and its requirements. Contribution of this thesis is the creation of mentioned applications and their preparation for its future implementation into information system of the company.
26

Audit webových stránek a jejich vliv na konkurenceschopnost organizací / [13:10:23] Lenka Weingartová: Website auditing and its influence on competitive strength of organizations

Bacík, Jan January 2009 (has links)
The main purpose of this diploma thesis is to analyse the extent to which is the use of internet websites exploited by logistic companies. After executing an audit, the determined results are evaluated and some correct solutions are proposed. The diploma thesis is divided into a theoretical and a practical section. The theoretical section is concerned with essential aspects of high-quality websites. These aspects are usability, accessibility, search engine optimization, technical design and graphical design. These were the foundations for creating an audit framework, which was then used for analysing individual websites. The practical section consists of a detailed audit of a logistic company. It also contains user testing which is based on observing randomly selected respondents. After the detailed audit, the summary of individual audits follows. The output of this thesis is an overview of the website presentation quality of the logistic companies with varying size. The main contribution of this diploma thesis is a complex survey and status comparison of the logistic companies' websites.
27

Online marketing internetových stránek Golfprint.eu / Online marketing of website Golfprint.eu

Jandl, Štěpán January 2012 (has links)
The Master's thesis "Online marketing of website Golfprint.eu" deals with various aspects of website pages Golfprint.eu. The main objective of Master's thesis is based on the analyzes and studies to assess the specific Internet project, examine the strategy and formulate concrete proposals and recommendations with a view to the next time period. In addition to the broadly defined area of internet marketing and learn about the standard tools and factors that ensure an adequate commercial success. At the same detail to present selected web project and specify its main aims and objectives in the marketplace.
28

Optimalizace použitelnosti e-shopu Vivantis.cz / Optimising usability of e-shop Vivantis.cz

Rozhoň, Filip January 2014 (has links)
The thesis in theoretical part explains the importance of optimizing usability for e-shops and describes the whole process optimization with a focus on user testing and A/B testing. Each of optimization methods is supplemented by examples from case studies. In the practical part thesis is focused on optimizing usability of specific e-shop Vivantis.cz. It shows the practical application of optimization methods with the emphasis on user testing and A/B testing.
29

Zvyšování kvality autoškol pomocí sdílení uživatelských zkušeností / Driving-School Quality Improvement Using User Experience Sharing

Hrivnák, Jan January 2016 (has links)
This thesis analyzes the User Experience in design and development of new Web applications. Thesis describes the proper use of the UX methods and also deals with the possibility of using gamification in the design of new services. The work also contains analysis of the market of driving-schools in the Czech Republic and defines its main problems. Like a solution to these problems, the work includes the design and implementation of a new web application for sharing experiences among students.
30

Redesigning a self-catheterization aid to become more intuitive : An investigation done through literature studies and user testing / Att designa om ett hjälpmedel för självkatetrisering till att bli mer intuitivt

Desmo, Elin, Lindén, Annika January 2015 (has links)
Each year hundreds of thousands of women in Europe need to catheterize themselves instead of urinating the usual way, because of diseases or injuries. However, self-catheterization is hard for a lot of women due to the location of the urethra, and they need some type of aid to help them. The design company MMID in the Netherlands developed a concept with a mirror and a light, which is attached to a toilet seat. Though, it was noticed that it was too hard to handle for the users, hence the authors were asked to improve the user friendliness with the product. Since the intuition aspect was the largest problem they decided to focus on intuition. MMID’s original prototypes were tested by patients and continence nurses to get relevant information that only real users can give, and by mixed women without troubles, to get an insight in the intuition aspect. The nurses and the patients tested the prototypes and were observed, whereupon they took part in a semi-structured interview and a questionnaire, respectively. During the intuition tests the women’s interactions with the prototypes were filmed, and they answered a short questionnaire. The films were then analyzed. The tests showed that the product was very hard to understand and that it gave a feeling of being unstable. This gave the project the focus to make the product easy to open up, without having to assemble it before each use. All important aspects were gathered and several ideation sessions were performed. The results were put together into three concepts and 3D printed prototypes. These models were tested by women interacting with them to see their intuitive actions, which were also filmed. The women also participated in semi-structured interviews. Based on these results a concept choice was made where the simplest solution with one pivoting point was chosen. The concept was further developed and functional prototypes and non-functional prototypes were made. The non-functional models were tested for only intuition among random women, the same way as before. The functional models were tested by patients and nurses at four hospitals in the Netherlands, also these tests were similar to the ones in the first round. The overall results were positive and the product had been significantly improved; a lot thanks to the fact that it did not need to be assembled before it could be used. The biggest negative aspect was that a signifier for opening the product was missing. / Varje år behöver hundratusentals kvinnor i Europa katetrisera sig själva istället för att urinera som vanligt, på grund av sjukdomar eller skador. Självkatetrisering är dock krångligt för många kvinnor på grund av placeringen av urinrörets öppning. Designföretaget MMID i Nederländerna tog fram ett koncept med en spegel och en lampa som fästs på toalettsitsen för att hjälpa dessa kvinnor. Det upptäcktes dock att detta koncept var svårförstått och således ombads författarna att förbättra användarvänligheten hos produkten. Då intuitionsaspekten hos produkten var det största problemet bestämde de sig för att fokusera på intuitionen. MMIDs ursprungliga prototyper testades av patienter och urologisköterskor för att få relevant information som bara riktiga användare kan ge, samt av blandade kvinnor utan åkommor för att få inblick i intuitionsaspekten. Sköterskorna och patienterna testade prototyperna och observerades, varpå de deltog i semistrukturerade intervjuer respektive fyllde i ett frågeformulär. Under intuitionstesterna filmades kvinnornas interaktion med prototyperna, varpå de svarade på ett kort frågeformulär. Filmerna analyserades sedan. Testerna visade bland annat att produkten var väldigt svårförstådd samt gav en känsla av att vara ostadig. Detta gav projektet fokuset att skapa en produkt som kan öppnas upp på ett enkelt sätt utan att behöva monteras ihop innan varje användning. Alla viktiga aspekter sammanställdes och flertalet idégenereringar genomfördes. Resultaten från dessa sattes ihop till tre koncept, vilka överfördes till 3D-printade modeller. Modellerna testades genom att kvinnor fick interagera med dem varpå deras intuitiva handlingar observerades. Detta spelades in på video och kvinnorna ombads även att svara på frågor i en kort semistrukturerad intervju. Baserat på dessa resultat gjordes ett konceptval där den enklaste lösningen, med en rotationspunkt, valdes. Efter detta utvecklades konceptet vidare och funktionella samt icke-funktionella prototyper tillverkades. Dessa prototyper testades i en tredje testomgång, där de icke-funktionella prototyperna testades för enbart intuition av godtyckliga kvinnor, på samma sätt som tidigare. De funktionella prototyperna testades av patienter och sköterskor på fyra sjukhus i Nederländerna, likt första testomgången. De övergripande resultaten var positiva och produkten var signifikant förbättrad, mycket tack vare att den inte behövde sättas ihop innan den kunde användas. Den största negativa aspekten var att det saknades en indikator som underlättade öppnandet av produkten.

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