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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 intuitivtDesmo, 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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Remote User Testing of Dictation Tools : A study investigating which factors impact the user experience of a dictation tool / Användartestning av dikteringsverktyg på distans : En undersökning av vilka faktorer som påverkar användarupplevelsen av ett dikteringsverktygHelmisaari, My January 2021 (has links)
Lately, Automatic Speech Recognition (ASR) has improved in both performance and popularity and today the technology can be found in many different products, often in the form of a Voice User Interface (VUI). There are numerous factors to consider when developing a system using this technology. It is essential to comprehend both the user’s experience of using the product and the performance of the ASR. In terms of the user experience, only the user can tell you what is important, which is why user testing is a necessary part of further development. In this study, a test was designed to perform a comprehensive remote user test of the dictation feature Notebook Voice Control in the product BIOVIA Notebook. The aim of the user test was to understand what factors affect the performance of the feature, and when a user is satisfied. To carry out the tests a web-application was designed, created, and deployed. The web-application was integrated with the API of the product being tested and guided the participants through the tests as well as captured the test data. From the test results, it was clear that accurate recognition was highly important in terms of user satisfaction. In order to produce an accurate dictation, dictating in your native language seemed to be a success factor as well as having dictation experience. If you lack dictation experience, training appears to help. The errors that were the most remarkable in the tests and would need immediate attention were errors in the categories of numbers, abbreviations, units, and field-specific words. The issue of the time spent correcting errors was raised, and for some, this was what made them argue that the tool was currently not useful. The majority were positive towards the tool but wanted it to be a bit better, or perhaps they just have to practice using it a bit more. / På senaste tiden har taligenkänning ökat i både träffsäkerhet samt popularitet. Idag är tekniken implementerad i en rad olika produkter, ofta i form av ett röstanvändargränssnitt. Under utvecklingen av ett system som använder denna sorts teknik finns det ett antal faktorer att tänka på. Det är väsentligt att förstå både användarens upplevelse samt hur bra taligenkänningen är. Beträffande användarupplevelsen är det endast användaren som kan berätta vad som är viktigt, vilket är varför användartester är en nödvändig del av vidareutvecklingen. I denna studie designades ett användartest för att utföra en fullständigt utvärdering av dikteringsverktyget Notebook Voice Control som nyligen implementerats i produkten BIOVIA Notebook. Målet med testerna var att förstå vilka faktorer som påverkar träffsäkerheten av taligenkänningen samt när användaren är nöjd med verktyget. För att genomföra testerna skapades en webb-baserad applikation där testerna utfördes. Applikationen var integrerad i den testade produkten via dess API och applikationens uppgift vara att leda deltagarna genom testerna samt fånga testdata. Från resultatet av testerna var det påtagligt att en träffsäker taligenkänning var mycket betydelsefull för att användarna skulle vara nöjda. För att få en så korrekt transkribering av dikteringen som möjligt fanns det två tydliga faktorer som påverkade mest: att vara en erfaren dikterare samt att diktera på sitt modersmål. Om du inte är en erfaren dikterare verkar övning hjälpa med att förbättra dina dikteringsresultat. Av de felaktigheter som uppstod under dikteringarna, var de väsentliga numeriska värden, förkortningar, enheter samt ämnesspecifika ord enligt deltagarna. Dessa felaktigheter var sådana som deltagarna tyckte var tvungna att rättas till på en gång. Tiden som läggs på att rätta fel togs också upp som ett problem, på grund av detta tyckte ett antal deltagare att dikteringsverktyget inte var användbart i nuläget. Majoriteten var dock positiva till verktyget men ville att det skulle vara lite bättre för att använda det, eller så behövde de kanske öva lite mer.
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Interface Design to Increase Consumers’ Engagement with Energy UsageFrestadius, Helena January 2022 (has links)
Energy feedback systems have the potential to support households in utilizing their energy more efficiently and making sustainable decisions. However, the feedback must be carefully designed and delivered to resonate with the individual and change behavioral patterns. This thesis investigates the prerequisites needed to increase awareness and engagement of energy usage and presents a prototype of an energy feedback mobile application. The requirements were found through a qualitative study where eleven households of GodEl with varying characteristics participated in semi-structured interviews. The responses were analyzed through thematic analysis and contributed to a deeper understanding of an energy feedback system’s user needs and requirements. A prototype was created aiming to meet the needs and requirements found. Results suggest that households respond to feedback individually. However, the data presented in the system must be reliable, relatable, and assist the user in decision-making to accommodate the individual needs of each household. Evaluation through user testing reveals that the prototype would increase the users’ knowledge and awareness. However, the prototype’s effect on behavioral changes could not be confirmed without letting the users test the system over some time in a real-world context.
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Ett informativt och förberedande program utvecklat i samverkan med Barnöverviktsenheten på Mas i MalmöKourmouli, Suzanna, Thorup, Nils-Petter January 2008 (has links)
This report is the outcome of an exam work made in interaction design, bachelor degree, at the School of Arts and Communication, Malmö University. Working in collaboration with the childhood obesity unit, Region Skåne, our aim was to fulfill their request of a web based application preparing the children for treatment at their facility. Furthermore the application intends to give the children knowledge concerning obesity as well as teaching them how to obtain a healthier lifestyle in terms of provision and activities. The application concerns children in different ages and therefore different stages of their learning abilities. Our conclusions are that they need to be challenged and obtain feedback in different ways to get motivated. For a younger child it is often enough with feedback in terms of a voice approving their choices. For an older child however it is important to constantly challenge them in order to maintain their interest. This can for example be achieved by making tasks harder but still obviously reachable within the children’s capabilities. Adding different difficulty levels is another way to motivate and challenge children in different ages and stadiums of development. The report leads you through our complete design process, from our initial ideas to our latest prototype. We describe what context in which we have been working, the methods we have been using, and finally a discussion concerning the results and conclusions we have made.
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Resursbesparande mätmetoder inom användbarhetJohannes, Karlsson January 2010 (has links)
Detta arbete är en jämförande studie mellan mätningar inom användbarhet. Studien jämför en heuristisk utvärdering med ett användartest, med inriktning på ekonomi och resultat. Syftet är att belysa den ekonomiska aspekten mellan de två metoderna. Samtidigt undersöker studien om heuristisk utvärdering är en metod som lämpar sig som beslutsunderlag. Studien är genomförd på ett tryckeri där tryckeriets IT-system har testats och utvärderats utifrån de två metoderna. Studien baseras på kvalitativa och kvantitativa metoder så som strukturerade och ostrukturerade intervjuer, observationer och enkäter.Arbetet behandlar användbarhet som begrepp och metoder för hur användbarhet mäts. Relevant teori presenteras i teoridelen och behandlas i diskussionen. De båda metoderna var relativt lika varandra. Den stora skillnaden ligger i att användartestet gav mätbara resultat medan den heuristiska utvärderingen resulterade i en givande diskussion. Ur ett ekonomiskt perspektiv var den heuristiska utvärderingen betydligt billigare att genomföra. Undersökningen visar att den heuristiska utvärderingen fungerar bra. Dock bör metoden undersökas ytterligare för att styrka påståendet. / Resource-saving methods in usability This essay is a comparative study of measuring usability. The study compares a heuristic evaluation with a usability test, with focus on economy and performance. The aim is to highlight the economic aspect between the two methods, also if the study of heuristic evaluation is a method suitable for decision-making. The study is conducted on a printing company where the company’s IT systems have been tested and evaluated on the basis of the two methods. The study is based on qualitative and quantitative methods such as structured and unstructured interviews, observation and questionnaires.The study deals with usability as a concept and different methods for measuring usability. Relevant theory is presented in the theoretical part and is discussed and addressed in the discussion.Both methods were relatively similar. The major difference is that the user test yielded measurable results, while the heuristic evaluation resulted in a fruitful discussion. From a financial perspective, the heuristic evaluation is significantly cheaper to implement. The study shows that the heuristic evaluation works well. However, the method should be further investigated to prove the claim.
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Future-Proofing Accessibility in UX: Swedish Perspectives on the European Accessibility ActSöderholm, Elin January 2024 (has links)
As digital interactions become increasingly integral to our daily routines, ensuring web accessibility for all users is crucial. User experience designers play a big role in creating online environments that are not only usable, but also informative and enjoyable. The European Accessibility Act is a new directive from the European Union, stating that certain products and services must be accessible by 2025, benefiting an estimated 87 million Europeans who have disabilities or temporary impairments. Previous research on Swedish websites has found that requirements are often not fulfilled when it comes to accessibility. This thesis investigated current accessibility practices among Swedish user experience (UX) designers and evaluated their preparedness for compliance with the European Accessibility Act. The results of the interviews show that the Act provides several motivating factors for improving accessibility measures in organizations. Through expert evaluations of the design practices, a set of guidelines is presented, aimed at providing guidance for companies and designers in creating an inclusive design culture while complying with the Act.
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Adaptive brake lights : an investigation into their relative benefits in regards to road safetyRoughan, Craig January 2007 (has links)
The implementation of In-Vehicle Intelligent Transport Systems (ITS) is becoming a common occurrence in modern vehicles. Automobile manufacturers are releasing vehicles with many forms of sophisticated technologies that remove much of the responsibility of controlling an automobile from the driver. These In-Vehicle Intelligent Transport Systems have stemmed from a genuine need in regards to road safety, however there are advantages and disadvantages associated with ITS. Each different form of technology has its own inherent compromises in relation to road safety, driver behaviour and driver comfort. This thesis outlines the benefits and detrimental effects associated with current In-Vehicle Intelligent Transport Systems and details the development and user interface testing of an adaptive brake light. The adaptive brakelight concept aims to provide drivers with the advantages of an In-Vehicle ITS whilst removing the disadvantages. The technology will help drivers judge the braking pattern of the car in front, thus allowing them to react appropriately and potentially reducing the occurrence of rear-end crashes. The adaptive brake light concept was tested in comparison to a standard brake light and BMW inspired brake light in a series of user interface tests. The adaptive brake light was shown overall to be an improved method of displaying the varying levels of deceleration of a lead vehicle. Whilst different age and gender groups responded differently to the adaptive brake light, it was shown to be of benefit to the majority and the most at risk groups responded positively to the adaptive brake light. This research shows that an adaptive brake light can provide a benefit in regards to road safety when compared to a standard brake light interface. It is hoped that further development of variable brake lights will result from this research and possibly lead to the implementation of the technology to automobiles and other forms of transport.
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Evaluating the user experience in mobile games using session recording tools / Utvärdering av användarupplevelsen av mobilspel med hjälp av sessionsinspelningsverktygBörjesson, Veronica, Jonsson, Karolin January 2015 (has links)
This thesis work examines how the user experience of mobile games can be evaluated with the use of session recording tools. The thesis project was carried out at the mobile games development company MAG Interactive, and the aim was to produce a workflow for the company with guidelines for how to conduct user testing with session recording tools for mobile devices. In order to evaluate the tools and services, and to develop the workflow, several user tests have been conducted. When using mobile session recording tools, it is possible to record the screen of the device, the microphone input and in some tools also the front camera input while the user is playing the game. Recording the test session makes it easier to understand and evaluate the player experience of the game and also to identify usability issues. The thesis also covers other parts necessary when conducting user testing besides the actual session recording tool. These are test set up (instructions, tasks etc.), integration, distribution of the test and the application and also analysis of the recorded test session.
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Studie spotřebního chování generace Y na e-shopech / Study of consumer behavior of generation Y on selected e-shopsRubínová, Klára January 2017 (has links)
This diploma thesis analyses the phenomenon of adapting e-shops selling electronics and computers to the Generation Y in the terms of website usability. The theoretical part is divided into three main chapters. The first chapter describes a consumer behavior, shopping behavior and the difference between shopping behavior in physical stores and their cyberspace counterparts. The following chapter deals with the Generation Y and its characteristics. The last part describes the web usability itself, its common flaws in usability and the topic of web usability testing. The practical part is dedicated to a web usability testing on selected e-shops. The testing itself was conducted by the user testing method, where all the tested subjects belonged to the Generation Y. A questionnaire and a guided interview were also used to gather information for the study. The survey revealed many elemental flaws in the terms of web usability of studied samples and presented suggestions how to correct them. A big problem was found mainly in the design structure of the sites. Users were under constant advertisement pressure which has neutral or even negative effect on the Generation Y.
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Analýza a vývoj responzivního rozhraní webových stránek / Analysis and development of responsive website interfaceBeránek, Jakub January 2015 (has links)
The thesis deals with the analysis and development of responsive interface of online stores' websites. The work is divided into several chapters, which can be divided generally into two main parts, theoretical and practical. In the first theoretical part there are different perspectives and analyzes, that need to be defined for web development and possibilities of progression of the web sites along with testing the correctness of individual steps and procedures, explained. The practical part consists in the implementation of the proposals and creating designs typical for company based on informations gathered from the analysis of the accessibility and usabiity of original pages and pages of competition. Part of crafting proposals and graphics is user testing, processing comments and found bugs. Thanks to these aquired knowledge there is in the final part designed and implemented new look along with a basis for possible further development and expansion opportunities in the future.
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