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[en] ERGONOMIC EVALUATION OF THE STRUCTURAL NAVIGATION / [pt] AVALIAÇÃO ERGONÔMICA DA USABILIDADE DA NAVEGAÇÃO ESTRUTURALFELIPE FERRAZ PEREIRA MEMORIA 23 May 2005 (has links)
[pt] Esta pesquisa tem como finalidade avaliar a usabilidade da
navegação estrutural, também conhecida como Breadcrumb Trail, nome em
inglês mais difundido. Este elemento representa o caminho percorrido
pelos usuários até determinada página, provendo links que possibilitam voltar
a páginas anteriormente visitadas. Existem diferentes tipos de
utilização dos Breadcrumbs e sua eficiência será debatida durante o trabalho. A hipótese
da pesquisa afirmava que a utilização da navegação estrutural auxilia a execução
das tarefas de forma mais rápida, além de localizar melhor os usuários dentro da
arquitetura da informação do website. Para que esta afirmação fosse
verificada, foi adotada uma metodologia de pesquisa que envolveu questionários on-line
e testes de usabilidade realizados em laboratório. No entanto, de forma
a desenvolver um trabalho mais completo, as primeiras etapas do trabalho
contaram com conceitos para embasar a pesquisa, abordando temas relacionados à
Interação Humano- Computador e à Usabilidade. Após este levantamento, foi
feita uma pesquisa de campo para que os Breadcrumbs fossem avaliados em termos de
função e apresentação visual. Para a realização dos testes de usabilidade, foram
desenvolvidos simuladores a partir do site do Banco Central do Brasil. Os testes
contaram com a participação de 67 usuários, selecionados por um questionário online
que contou com 450 respostas. Os resultados obtidos foram suficientemente
esclarecedores. Os Breadcrumbs se mostraram eficientes em determinadas
situações, e ineficientes em outras. Os resultados foram então generalizados com a
criação de 6 guidelines de utilização do elemento. / [en] The goal of the research is to evaluate the usability of
the structural
navigation, also known as Breadcrumb Trail. This tool shows
the path back to the
pages previously visited by users, allowing them to link
back to major categories
of information. There are several different types of
Breadcrumbs and efficiencies
will be evaluated. The hypothesis affirmed that the
structural navigation helps
users browse and execute tasks faster, also providing some
information such as
where the users are located within the site. For that
hypothesis to be verified, a
research methodology has been adopted involving on-line
questionnaires and
usability tests. However, for developing a more complete
work, in order to
contribute for the improvement of Internet projects in
Brazil, the first chapters
were dedicated to subjects related to the Human-Computer
Interaction and
Usability issues. After this survey, a field research has
been made so that the
Breadcrumbs could be evaluated in terms of function and
visual presentation. For
the accomplishment of the usability tests, a prototype has
been developed based
on the Brazilian Central Bank`s website. The tests, wich
counted with 67
volunteers, had been created in the Globo.com Usability
Lab. The volunteers were
chosen by the use of an on-line form. The results were
acceptable, even though
the Breadcrumb navigation was efficient in some situations
and inefficient in
others. The results has been generalized by the creation of
six guidelines for using
the element.
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Vad ska vägleda dig i en 3D-labyrint? : En kvalitativ studie av spår, ljud och markeringar som vägledningshjälpmedel / What will guide you in a 3D maze? : A scientific study of breadcrumb trails, sound and markers as wayfinding aidsAhammed, Riday, Osheko, Yannick January 2022 (has links)
Det finns olika variationer av vägledningshjälpmedel som hjälper spelaren att navigera sig i en 3D-omgivning. I denna kvalitativa studie kommer det undersökas hur spår, ljud och markeringar som vägledningshjälpmedel kan stödja en spelare i en 3D-labyrint. Genom att undersöka de tre vägledningshjälpmedlen skapades en prototyp där de tre vägledningshjälpmedlen separerades i tre olika labyrinter. Respondenterna som deltog i studien spelade igenom de tre labyrinterna med och utan vägledningshjälpmedel för att kunna undersöka hur de stödjer respondenterna under spelsessionen. Data samlades in med hjälp av stimulated recall metoden och semi-strukturerade intervjuer. Insamlad data analyserades med hjälp av Empirisk fenomenologisk psykologi (EPP) metoden. Resultatet som uppstod från analysen presenterade respondenternas individuella upplevelse samt de fyra övergripande teman som sammanställdes från data. Sammanfattningsvis indikerade resultaten att spåret var den optimalaste vägledningshjälpmedlet, däremot delade både ljud och markeringar samma egenskaper som vägledningsshjälpmedel. Dessutom bildade respondenterna spatialt minne med hjälp av unika landmärken, samt utgick respondenterna från egna vägledningsstrategier när de tre hjälpmedlen inte var tillgängliga. / There are different types of wayfinding aids that help the player navigate through a 3D environment. This qualitative study investigates how breadcrumb trails, sounds, and markers as wayfinding aids can support a player in a 3D maze. First, the researchers created a prototype to examine the three wayfinding aids and placed them into three different mazes. Then, the respondents who participated in the study played through those three mazes with and without wayfinding aids to investigate how they supported the respondents during the game session. Next, data were collected using the stimulated recall method and semi-structured interviews. Finally, the collected data were analyzed using the Empirical phenomenological psychology (EPP) method. The results that occurred from the analysis showed the respondent's individual experiences and the four overall themes that emerged from the data. In summary, the results indicated that breadcrumb trails were the most optimal wayfinding aid. However, both sound and markers shared the same characteristics as wayfinding aids. In addition, the respondents developed spatial memory with the help of unique landmarks and used other wayfinding strategies when the wayfinding aids were unavailable.
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