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Waste Not, Want Not: A Smartphone Application Designed to Form Sustainable HabitsBuswell, Amy Rose 01 January 2019 (has links)
This paper chronicles the creation of the smartphone application, `Waste Not, Want Not'. The application is designed to create sustainable habits and change wasteful behaviors in order to reduce personal waste production. The paper explores related works in the fields of environmental science, psychology, and computer science. These related studies establish the need for an application focused on personal waste reduction and the means to build such an application. The design process for the application follows User Experience Design's four phases: Research, Sketch, Design, and Evaluation. The target audience for the application is surveyed and imagined. Next, a basic outline of the application's functionality is created. From this outline, a prototype of the application is built. This prototype undergoes usability testing. It ranks above the average for each of the three usability metrics: effectiveness, efficiency, and satisfaction. The paper then explores possible expansions and implementations of the application.
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Graphic Design and Morale: Helpful Widgets and Worthwhile Distractions for the Masculine Chemo CrowdBrown, Carrie W 09 April 2015 (has links)
This thesis explores the possibility that graphic design can have a positive impact on the morale of a male undergoing chemotherapy for testicular cancer. The paper explains the concept of “morale,” why it is vital for patients at a cancer infusion center, and subsequently how graphic design can boost morale. The supporting research fostered a socially-responsible design solution—a mobile application that intertwines design, health, and technology. The application is geared to the patient experience. As such, it can reduce anxiety by providing a distraction in the form of entertainment (as well as providing tools and an anonymous connection for the individual patient to a similar patient population). Furthermore, the application is also designed for research purposes by establishing a framework for collecting measurable data. In turn, this data can be used to enhance the chemotherapy experience—thus contributing to a positive impact on the morale of the cancer patient.
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[en] SEMANTIC MODELING DESIGN OF WEB APPLICATION / [pt] MODELAGEM SEMÂNTICA DE APLICAÇÕES NA WWWFERNANDA LIMA 13 October 2003 (has links)
[pt] Este trabalho apresenta um modelo para projeto e
implementação de aplicações hipermídia no contexto da Web
semântica. A partir dos princípios o Object Oriented
Hypermedia Design Method, utilizamos as noções de
ontologias para definir o modelo conceitual de uma
aplicação, estendendo o poder expressivo daquele método. Os
modelos de navegação são definidos utilizando-se uma
linguagem de consulta que permite referências tanto ao
esquema de dados quanto às suas instâncias, possibilitando
a definição de estruturas de navegação flexíveis e
abrangentes. Adicionalmente, propomos a utilização de
estruturas de acesso facetadas para o apoio à escolha de
objetos de navegação utilizando múltiplos critérios.
Finalmente, apresentamos uma arquitetura de implementação
que permite a utilização direta da especificação da
aplicação na derivação da implementação da aplicação final. / [en] In this thesis we present a method for the design and
implementation of web applications for the Semantic Web.
Based on the Object Oriented Hypermedia Design Method
approach, we used ontology concepts to define an
application conceptual model, extending the expressive
power of the original method. The navigational models
definitions use a query language capable of querying both
schema and instances, enabling the specification of
flexible access structures. Additionally, we propose the
use of faceted access structures to improve the selection
of navigational objects organized by multiple criteria.
Finally, we present an implementation architecture that
allows the direct use of the application specifications
when deriving a final application implementation.
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User Centered Mobile IntranetApplication Design for Employees in the Field : Creating a concept mobile intranet application for fieldemployeesSchulze, Robin January 2018 (has links)
The intranet usage is continuously growing, but many companies have yet to advanceto mobile intranet solutions for employees who work out in the field. Also due to this,many of the existing mobile intranet solutions are not designed with the field employeesuser experience in mind, who would benefit most from the mobile intranets. In the case ofdesigning for employees in the field, what would the design look like? The objective of this thesis is to find a mobile intranet application concept that furthermostconsiders the field employees user experience. In this thesis, intranet, mobile intranetand design for intranets are investigated. Furthermore in the thesis, guidelines of mobiledesign for iOS and Android are examined. The evaluation of three current mobile intranetapplications are also presented. Ideation sketches, prototypes and a final concept applicationare developed based on interviews, literature and feedback from actual field employees. Theresults includes findings from the interviews, figures of the ideation sketches, illustration ofthe high-fidelity prototype and screenshots of the final concept application. At the end ofthe thesis, the concept application is discussed and problems that arose during the thesisare brought up.
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Implementujte Android aplikaci pro stahování a poslech audio podcastů / Implement Android Application for Download and Listening to Audio PodcastsŠvehla, Ján January 2016 (has links)
This master's thesis is aimed at the problems and issues which are encountered over the development of application for mobile devices. An application for managing and listening of audio podcasts was chosen to be developed. This thesis will guide the reader through general topics and issues of "User Experience" research, its usage and specification on mobile devices and actual design and the implementation of developed application. Results of this work can be used for the development of applications with respect to user centered design.
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Sustainability by Design: How to Promote Sustainable Tourism Behavior through Persuasive Design?Liu, Zhaoran, M.A. 11 July 2019 (has links)
No description available.
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Enhancing Pupils’ Attitude Towards School Lunch by Designing a User-Friendly InterfaceSjöberg, Pernilla January 2023 (has links)
A hungry student has challenges absorbing knowledge. So, maintaining good habits regarding food is important for their health and education. The objective of this paper is to provide insights into how the content and the usability of an application have an impact on pupils' attitudes toward school lunches. By redesigning the Mitt Käk mobile application, the aim is to make school lunches a more positive experience. The Design Thinking method was used throughout the study, which consists of five phases, empathize, define, ideate, prototype, and test. During the emphasize phase, a survey, focus group, and two stakeholder interviews were held. The define and ideate phases consisted of bringing the data and information into insights and turning these into ideas and solutions. These were brought into the next phase, prototype, in which two prototypes were made, one low fidelity and one high fidelity. They were tested as the next phase, test, instructs. The result from the first phase, empathize, shows that the general impression of the current application is good. It was found that the pupils choose their lunches mainly based on the taste of the food. Other important aspects are the look of the food and its climate impact. The pain point that causes the pupils to feel negative feelings is that the pupils do not think that the pictures of the dishes are realistic and that they would like more information about what they are eating. It has been shown that the gamification feature of the application has increased the pupils' presence in the can-teens and that more pupils are eating the lunch that the school provides. It was noted that the pupils found that gamification also creates an engagement between their friends as well as their attitude toward the dishes. The study's final results confirm that including more gamification features creates a more engaging and positive effect on the pupils. As well as improving functions that have been shown to cause aggravation, and had a positive effect on the pupils. These actions have created a more positive and rewarding experience, that could lead to a more positive attitude toward food.
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Campus Information Access Through the Virtual Tour Environment:The UC News Application DesignPang, Rui 22 August 2022 (has links)
No description available.
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MacVenture: An iPad Application Design for Social Constructivist E-LearningBrown, Helen January 2016 (has links)
Several countries are beginning to introduce computer science education at an elementary school level in response to the increasing demand of technologically skilled workers. In the transitionary period of establishing the curriculum and expectations, there is an opportunity to revolutionize certain aspects of the teaching and learning process within the classroom. In many ways, we can use technology to enhance this experience. For teachers, it can automate repetitive tasks, as well as provide immediate feedback on class progress. For students, it can offer engaging interfaces, helpful hints and innovative ways to collaborate with one another. To put this challenge and opportunity into context, we review what is known about learning theories, and survey existing applications. A large majority of these applications support behaviourist learning styles, what most would call "traditional" teaching methods. Much like pen and paper drill exercises, they reinforce information previously presented to the user for passive consumption. This is in spite of the fact that academic researchers strongly favour constructivist and especially social constructivist methods. In fact, this perpetuates a known gap between theory and practice in education, and may be contributing to the lack of adoption within the classroom. MacVenture is an iOS application designed to facilitate social constructivist teaching styles by allowing students to create gamebooks for themselves and for their peers by incorporating material from across the curriculum. This work outlines the structure and design of MacVenture, presents examples to illustrate the range of uses it supports, and discusses proposed future developments to enable new methods for collaboration among peers, and new motivational and analytical tools for teachers. / Thesis / Master of Science (MSc) / Several countries are beginning to introduce computer science education at an elementary school level in response to the increasing demand of technologically skilled workers. In the transitionary period of establishing the curriculum and expectations, there is an opportunity to revolutionize certain aspects of the teaching and learning process within the classroom. In many ways, we can use technology to enhance this experience. For teachers, it can automate repetitive tasks, as well as provide immediate feedback on class progress. For students, it can offer engaging interfaces, helpful hints and innovative ways to collaborate with one another. To put this challenge and opportunity into context, we review what is known about learning theories, and survey existing applications. A large majority of these applications support behaviourist learning styles, what most would call "traditional" teaching methods. Much like pen and paper drill exercises, they reinforce information previously presented to the user for passive consumption. This is in spite of the fact that academic researchers strongly favour constructivist and especially social constructivist methods. In fact, this perpetuates a known gap between theory and practice in education, and may be contributing to the lack of adoption within the classroom. MacVenture is an iOS application designed to facilitate social constructivist teaching styles by allowing students to create gamebooks for themselves and for their peers by incorporating material from across the curriculum. This work outlines the structure and design of MacVenture, presents examples to illustrate the range of uses it supports, and discusses proposed future developments to enable new methods for collaboration among peers, and new motivational and analytical tools for teachers.
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How can graphic design contribute to a better social affinity at the gym?Zwolski, Alexander January 2016 (has links)
Svenskar lägger årligen tiotals miljoner kronor på gymkort för ett medlemskap som aldrig används. Min hypotes är att det handlar om motivationen med en avgränsning inom välkomnandet samt omhändertagandet för hur man som nybörjare bemöts på gymmen av de som redan är där. En undersökning genomfördes via intervjuer av både medlemmar, anställda samt chefer hos gymkedjorna Friskis och Svettis samt Fitness 24 Seven i Malmö. Komplement till undersökningen kom genom en kartläggning av gymkedjornas anläggningar för att se hur reklam och annan information faktiskt syntes utifrån en medlems perspektiv. En konkurrentanalys av liknande mobilapplikationer genomfördes också. Analysen av materialet resulterade i specifika värdeord med kompletterande fakta vilket blev min röda tråd. Värdeord som Community, Social samhörighet och Gemenskap var ord som präglade mina intervjuer från undersökningen och som blev designprojektets grund. Baserat på denna information designade jag en mobilapplikation vid namn Socify vars syfte är att lösa de sociala problemen som många nybörjare känner och samtidigt knyta samman det med de praktiska och teoretiska kunskapsbristerna som nybörjare oftast besitter. / Swedes spend annually tens of million crowns on gym memberships that are never used. My hypothesis is that it’s about motivation with a demarcation within the welcome and care for how beginners gets treated in the gyms by other members. A survey was conducted through interviews with both members, employees and managers from two gym chains, Friskis och Svettis and Fitness 24 Seven in Malmo, Sweden. A complementary to the survey came through a survey of the gym chains facilities to see how the advertising and other information was perceived by the members. A competitive analysis of similar mobile applications was also conducted. The analysis of the material resulted in specific core values including some additional facts which became my silver thread. Core values such as Community, Social affinity and Fellowship became words that characterized my interviews from the survey and later becoming the foundation for the design project. Based on this information, I designed a mobile application called Socify whose purpose is to solve the social problems that many beginners feel while linking it with the practical and theoretical knowledge gaps that beginners usually possess.
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