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Implementace uživatelsky orientované vizualizační platformy pro proudová data / Implementation of a user-centered visualization platform for stream dataBalliu, Ilda January 2020 (has links)
With the complexity increase of enterprise solutions, the need to monitor and maintain them increases with it. SAP Concur offers various services and applications across different environments and data centers. For all these applications and the services underneath, there are different Application Performance Management (APM) tools in place for monitoring them. However, from an incident management point of view, in case of a problem it is time consuming and non-efficient to go through different tools in order to identify the issue. This thesis proposes a solution for a custom and centralized APM which gathers metrics and raw data from multiple sources and visualizes them in real-time in a unified health dashboard called Pulse. In order to fit this solution to the needs of service managers and product owners, Pulse will go through different phases of usability tests and after each phase, new requirements will be implemented and tested again until there is a final design that fits the needs of target users.
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Konzeption und prototypische Implementierung eines benutzungsoptimierten Online Tools, zur Organisation von Trainings in Refugee Settlements in Uganda und dem SüdsudanWalthierer, Bastian 17 April 2023 (has links)
Entwicklung und Test eines Prototypen nach den Maßstäben des Usage Centered Desings (nach Constantine und Lockwood). Der Prototyp beschäftigt sich mit der Organisation / Planung von Schulungen im Kontext geflüchteter Menschen in den Ländern Südsudan und Uganda und verfolgt dabei den mobile first Ansatz. Augenmerk wird auf die Gestalung einer benutzungsoptmierten Applikation in einem kulturell fremden Kontext gelegt.:I. Einleitung
A. Krieg im Südsudan und dessen Auswirkungen
B. #ASKnet
1. Ziel
2. Mitglieder und Organisation
C. ASKtraining
II. Usage-Centered Design
A. User groups
B. Interviews
C. Role Modeling
1. User Role
2. Focal Roles
3. User Role Map
D. Task Modeling
1. Personas
2. Scenarios
3. Conventional Use Cases
4. Essential Use Cases
5. Use Case Map
6. Focal Use Case
E. Interface Contents and Navigation
1. Interaction Context
2. Tools and Materials
3. Context Navigation Map
4. Funktionsumfang und Prinzipien
III. Visual Design
A. Sketching
B. Interaktiver Prototyp
1. Design
2. Prototyping
3. Icons
IV. Tests und Evaluation
A. Usability Test
1. Planung des Tests
2. Ausführung des Tests
B. Evaluation
V. Perspektive
VI. Reflexion
VII. Danksagung
VIII.Literaturverzeichnis
IX. Abbildungsverzeichnis
X. Anhang
A. Fragenkatalog Interviews - erste Runde
B. Zusammenfassung Interviews - erste Runde
C. Fragenkatalog Interviews - zweite Runde
D. Services provided by Application
E. Role Model
F. Personas
G. Scenarios
H. Conventional Use Cases
I. Essential Use Cases
J. Use Case Map
K. Interaction Context
L. Tools and Materials
M. Context Navigation Map
N. Sketches
O. Interaktiver Prototyp
P. Usability Test - Vorbereitung
Q. Usability Test - Aufgaben
R. Usability Test - Proband:innen
S. Usability Test - Evaluation: Tabelle
T. Usability Test - Evaluation: Bericht
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Development of an Upper Limb Robotic Device for Stroke RehabilitationLu, Elaine Chen 14 December 2011 (has links)
Stroke is the major cause of permanent adult disability worldwide. Often stroke affects the motor control of the upper limb, leading to difficulties in performing activities of daily living. Many hours are spent in resource-intensive therapy to regain functionality of the upper limb. In order to decrease the burden to therapists and increase access to rehabilitation, an upper limb rehabilitation robotic device was developed. Observations from therapists and an international survey of stroke therapists were conducted to understand general requirements of an upper limb rehabilitation device. These requirements were the basis of the mechanical design portion of the prototype. The prototype was evaluated with stroke therapists in a focus group. Although more iterations of design, testing and evaluation are needed, this project is a step in developing a lower cost, portable device to increase access to upper limb stroke rehabilitation.
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Development of an Upper Limb Robotic Device for Stroke RehabilitationLu, Elaine Chen 14 December 2011 (has links)
Stroke is the major cause of permanent adult disability worldwide. Often stroke affects the motor control of the upper limb, leading to difficulties in performing activities of daily living. Many hours are spent in resource-intensive therapy to regain functionality of the upper limb. In order to decrease the burden to therapists and increase access to rehabilitation, an upper limb rehabilitation robotic device was developed. Observations from therapists and an international survey of stroke therapists were conducted to understand general requirements of an upper limb rehabilitation device. These requirements were the basis of the mechanical design portion of the prototype. The prototype was evaluated with stroke therapists in a focus group. Although more iterations of design, testing and evaluation are needed, this project is a step in developing a lower cost, portable device to increase access to upper limb stroke rehabilitation.
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Privacy and ProportionalityIachello, Giovanni 03 April 2006 (has links)
Over the past several years, the press, trade publications and academic literature have reported with increasing frequency on the social concerns caused by ubiquitous computingInformation Technology (IT) embedded in artifacts, infrastructure and environments of daily life. Designers and researchers of ubiquitous computing (ubicomp) technologies have spent considerable efforts to address these concerns, which include privacy and data protection issues, information security and personal safety. Yet, designing successful ubicomp applications is still an unreliable and expensive endeavor, in part due to imperfect understanding of how technology is appropriated, the lack of effective design tools and the challenges of prototyping these applications in realistic conditions.
I introduce the concept of proportionality as a principle able to guide design of ubiquitous computing applications and specifically to attack privacy and security issues. Inspired by the principle, I propose a design process framework that assists the practitioner in making reasoned and documented design choices throughout the development process. I validate the design process framework through a quantitative design experiment vis--vis other design methods. Furthermore, I present several case studies and evaluations to demonstrate the design methods effectiveness and generality. I claim that the design method helps to identify some of the obstacles to the acceptance of ubiquitous computing applications and to translate security and privacy concerns into research questions in the design process. I further discuss some of the inquiry and validation techniques that are appropriate to answer these questions.
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Designing from Within: Exploring Experience through Interactive PerformanceTaylor, Robyn L Unknown Date
No description available.
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"Att begripa genom att gripa"- förverkligandet av Ett förståelsefördjupande dokument om lärmiljöer i förskolan. Att designa en sandmiljö inomhus som skapar möjligheter för utforskande lärande.Blomstrand, Caroline, Lekebjer, Eva January 2015 (has links)
Författarna till detta arbete fick en förfrågan från den pedagogiska utvecklaren på Storvreta förskoleenhet om att förverkliga ett utav Uppsala kommuns sju rumskoncept. Rumskoncepten är ett led i Uppsala kommuns strävan efter att skapa så likvärdig utbildning som möjligt på alla kommunala förskolor. Denna rapport beskriver den process som författarna genomgick i skapandet av en utforskande sandmiljö inomhus på en förskola. I skapandet av den upplevelseprototyp som placerades på den aktuella förskolan utgick författarna dels ifrån Ett förståelsefördjupande dokument om lärmiljöer, men även från de tankar och idéer som Uppdragsgivare och Användare framförde. Det arbetssätt som författarna valde att använda för att utveckla prototypen var en Human-Centered design. Hela processen mynnade ut i en upplevelseprototyp som bestod av två kubformade byggkonstruktioner med tillhörande stationer, där sand var det centrala materialet. Stationerna syftade till att främja ett utforskande och undersökande arbetssätt. Det sociokulturella perspektivet på lärande samt den konstruktionistiska teoribildningen har genomsyrat hela arbetet. Den upplevelseprototyp som blev resultatet av processen utvärderades med hjälp utav intervjuer med Användarna där det framkom att lärmiljön uppfyllde de syften som var uppsatta för detta arbete. Den lärmiljö som författarna placerade på förskolan är endast ett sätt att lösa den uppgift författarna fick, men den kan förhoppningsvis inspirera andra till att utveckla lärmiljöer som främjar ett utforskade och undersökande arbetssätt.
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Utilizing user-centered design for the University of Victoria’s international connections mapping applicationMacek, Ian 05 December 2012 (has links)
This thesis explores the design of a website to communicate international activities undertaken by or associated with the University of Victoria. The research was seeded by and undertaken in collaboration with the University of Victoria’s office of Vice-President Academics and Provost, and the Office of International Affairs. The thesis introduces and implements a product design process to create a mapping application for the university to display all of its international connections. The thesis advanced the study of how to incorporate users into the design process of an online map.
User-centered design is an established practice of studying users and collecting their feedback during all stages of design. This process has begun to be used for online mapping. A challenge with online mapping is that potential users can be an unwieldy community. In this case study the users could come from anywhere within the UVic community, but also the public. With such a large and diverse group, incorporating all the potential users into the design process is not possible. A challenge therefore is to capture feedback from a meaningful representative sample of potential users.
This research describes a process of user-centered design in which a sample of users were surveyed at the beginning of the process to determine their requirements and preferences for a mapping application, and then interviewed to test the usability of the product.
The thesis concludes with recommendations for design and layout of an online mapping application, including identification where further study or decisions are required. / Graduate
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A new software development model: Innovation through mobile application with UCDEspinoza, Jorge, Loarte, Pamela, Espinoza, Carlos, Paz, Freddy, Arenas, Juan January 2018 (has links)
El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado. / Pursuit of innovation projects with the absent of a methodology to follow hampers the development of the software product as its complexity grows since the freedom of its own advancement is confused with the lack of order on it. Traditional and agile methodologies do not adapt to this kind of projects therefore, in this paper we aim to design a model that incorporates characteristics of both of them to get a solution of a need found in society. In this study, we focus on the construction of a mobile application that answer to the lack of a system that integrates pharmaceutical products from different establishment through the appliance of usability concept with the UCD (User centered design) approach. In this case we only detail about four of the seven stages proposed in the model developed with its techniques, tools and activities conducted. Results obtained show that the model proposed achieve the expectative and its use is not limited to just mobile applications but to any kind of software project. / Revisión por pares
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Designové metody českých UX designérů / Design methods of Czech UX designersTsitova, Darya January 2020 (has links)
(in English): The diploma thesis deals with the use of design methods among Czech UX designers in the design of web and mobile applications. The aim of this work is to find out and critically describe how Czech UX designers use design methods in practice. The thesis analyse the design process of website, web and mobile applications, its various stages and procedures. The theoretical part of the thesis introduces the basic terminology of the User Experience field and current research in the field, with emphasis on relevant terms and processes that occur in design practice. This part of the thesis is based on data obtained in the practical part, according to which popular approaches, frameworks, processes and methodologies of the UX field will be identified and described on the basis of professional literature. In the research part, qualitative research will be carried out in the form of semi-structured interviews with Czech User Experience designers, focused on the identification of methods, procedures and principles and ways of their usage. At the end of the thesis, the obtained data will be evaluated and it will be identified whether Czech designers in their practice adhere to academic approaches, or what existing and theoretically described methodologies and procedures their design process...
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