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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.
161

Medicine Management and Administration : How might we improve patient safety through medicine management and administration in inpatient care units in somatic hospitals in Sweden and Norway?

Rydningen, Lene Christin January 2018 (has links)
<p><strong>Introduction</strong></p><p>This thesis explores how we can increase patient safety through medicine management and administration in inpatient care units in somatic hospitals in Sweden and Norway by combining tools and systems which allows nurses to work safely, precicely, and efficiently whenever they are managing or administering medication to patients. </p><p></p><p><strong>Background</strong></p><p>Nurses have the formal, academic, and moral responsibility in medicine management and administration in hospitals (1). The nurse must ensure that the medication is given to the correct patient, that it is the correct kind of medication, correct form, correct strength, correct dose, correct administration method, and that it is given at the correct time (1). Regardless of these 7 points of control, adverse drug events still happen.</p><p></p><p><strong>Methodology</strong> </p><p>Through a human centered design approach this thesis explores design challenges and opportunities to how we can improve the medicine managment and administration process within somatic hospitals in Sweden and Norway.</p><p></p><p></p><p><strong>Result</strong></p><p>The final design proposal, Memo, suggests an ecosystem which make all medication traceable by incorporating a closed loop medicine management approach, making information accessible and consistent across digital and physical platforms, and having a  precise, accessible, and informative electronic medicine list. Memo eliminates risks of medicine errors by designing barriers within the system which make it harder for the nurse to make an error. The aim is to increase patient safety.</p><p>Memo is developed together with nurses and pharmacists from 3 different hospitals in Sweden and Norway.</p>
162

Aplikace zásad a metodik webdesignu v praxi / Application of the principles and methodologies of web design in practice

Hřebík, Štěpán January 2016 (has links)
In this diploma thesis the author wrote up actual theoretical basis, which every participant of the front-end development process of web-design should stick. There are categorization of websites, generalization of key-successful-web attributes and performance of two chosen design methodologies which are contained in the related part. In the practical part the author applied acquired knowledge on the real business subject especially by methodology combining. The prototype as a result is compiled from logical design series supported by research. There is a graphical design of home page also completing the whole result.
163

Estudo de parâmetros de design para a otimização da inserção de textos em português em teclados virtuais de dispositivos móveis de pequenas dimensões equipados com telas sensíveis ao toque / Study of design parameters for the optimization of the insertion of texts in Portuguese on virtual keyboards of mobile devices of small dimensions equipped with touch screens

Marcelo de Carvalho Pirk 19 April 2017 (has links)
Este estudo buscou identificar variáveis e parâmetros determinantes para a otimização do design da interface dos teclados virtuais de padrão Qwerty no contexto da produção de textos em português. Tendo como fonte principal de dados o usuário final, buscou-se, nesta pesquisa, entender de que maneira os variados sistemas de teclado e as diversas configurações possíveis se adequam aos hábitos e à cultura de uso dos diferentes usuários, considerando-se, neste ponto, as diferenças entre a língua inglesa (condicionante do arranjo Qwerty) e a portuguesa. A pesquisa foi composta de dois experimentos e um questionário e conduzida junto a usuários de dispositivos móveis com telas de 3,5 a seis polegadas, limites que englobam grande parte dos aparelhos equipados com os teclados aqui analisados. No capítulo 1 contextualizou-se o problema estudado e definiu-se espectro da pesquisa. O capítulo 2 apresenta a revisão bibliográfica sobre o tema e trata do uso do teclado desde seu surgimento até sua utilização em smartphones, das especificidades da língua portuguesa e de caminhos, métodos e soluções encontrados em pesquisas correlatas. No capítulo 3 são apresentados os métodos utilizados em cada etapa do estudo: o questionário buscou respostas junto a 302 usuários a respeito de diversos fatores ligados à utilização do teclado virtual em smartphones; os dois experimentos envolveram a gravação em vídeo da interação de 17 participantes com o teclado em diferentes tarefas de inserção de textos em português, o primeiro envolvendo a cópia de textos pré-definidos em diferentes configurações de teclado, e o segundo a análise da produção de textos livres no aparelho do próprio participante, configurado conforme suas preferências pessoais. O capítulo 4 apresenta as análises empreendidas em cada etapa de interação com usuários e o capítulo 5 mostra as conclusões a que se chegou com base nos dados analisados. Os resultados mostraram que em grande parte dos aparelhos o desenho do teclado é pautado pelo arranjo Qwerty, que delimita o tamanho e mapeamento das teclas mais utilizadas para inserção de textos. Observou-se também que os usuários que utilizam seus aparelhos com maior versatilidade têm maior fluência no uso do teclado e acabam por contornar as limitações da interface, vindo a avaliar melhor o sistema. O uso eficiente do teclado estaria ligado não especificamente à velocidade de digitação, mas a um ritmo próprio de cada indivíduo que, quando alterado, contribui para a incidência de erros. Nesse sentido, verificou-se que as tarefas de cópia, por envolver a observação constante do texto a ser reproduzido, tendem a causar pausas no processo de digitação, aumentando a probabilidade da ocorrência de toques em teclas diferentes das pretendidas. Erros deste tipo, mais comuns, mostraram-se estar atrelados à maior utilização das teclas e parecem ser, portanto, inevitáveis. O processo de prevenção e correção de falhas de digitação, desta forma, mostrou-se fator fundamental na utilização deste tipo de teclado, evidenciando a importância dos assistentes de digitação. Estes, no entanto, podem vir a condicionar a maneira como o usuário interage com o teclado e, em alguns casos, contribuir para a ocorrência de erros. / This study seeks to identify, in the context of Portuguese text entry, determinant variables and parameters for the Qwerty keyboard interface design optimization. Considering that the primary data source is the final user, this research attempts to understand how adequate are the various keyboard systems and configurations to users\' habits and culture, taking into account the differences between English (language used to define the Qwerty layout) and Portuguese. In this research, two experiments and one survey were carried out with 3,5\" to 6\" smartphones users, boundaries that encompasses the majority of the devices equipped with the keyboard types targeted to be analyzed. In the first chapter the problem was contextualized and the spectrum of the research was defined. The second chapter presents the history of the Qwerty keyboard, since its development (when the typewriters were being created) to the use in smartphones, shows important singularities of Portuguese language and an overview of related studies. In the third chapter the methods applied in this research were shown: the survey was carried out with 302 participants to find how they cope with different aspects of the use of smartphones; the two experiments involved the recording of 17 users interacting with the keyboard in different kinds of tasks, text transcription with varying device configuration and free text production in the participant\'s own device. The fourth chapter presents the analysis of the data obtained in the different stages of the study that involved interaction with users and the fifth chapter shows the conclusions made base on the data analyzed. Results showed that great part of the devices present the keyboard ruled by the Qwerty layout, which limits the size and the mapping of the keys most used for text insertion. It was also noted that those who use their devices with greater flexibility are more fluent in the use of the keyboard and create shortcuts to cope with limitations imposed by this interface. These users tend to give the keyboard a better evaluation. The results also showed that a efficient use of the interface would not be tied specifically to typing speed, but rather to the individual typing rhythm that, when disturbed, contributes for the occurrence of errors. In this sense, it was noted that copy tasks, because it involves constant monitoring of the text to be copied, tend to produce pauses in the typing process, which increases the probability of touches landing in different keys than intended. This type of error, most common, appeared to be tied to key usage and, thus, seem to be inevitable. Error preventing and correction, this way, are fundamental for the usage of virtual keyboards in small devices. Results showed that the use of typing assistants, however, could modify the way users type and, in some cases, contribute to the increase of error occurrence.
164

Visualization of web site visit and usage data / Visualisering av webbplatsbesöks- och användningsdata

Winblad, Emanuel January 2014 (has links)
This report documents the work and results of a master’s thesis in Media Tech- nology that has been carried out at the Department of Science and Technology at Linköping University with the support of Sports Editing Sweden AB (SES). Its aim is to create a solution which aids the users of SES’ web CMS products in gaining insight into web site visit and usage statistics. The resulting solu- tion is the concept and initial version of a web based service. This service has been developed through an agile process with user centered design in mind and provides a graphical user interface which makes high use of visualizations to achieve the project goal.
165

Flexibel streamingtjänst : SVOD och TVOD under samma tak / Flexible streaming service : SVOD and TVOD under the same roof

Eriksson, Ida January 2015 (has links)
I denna rapport ställs frågor beträffande hur Viaplays streamingtjänst kan se ut i framtiden gällande TVOD och SVOD genom nya designlösningar. För att göra detta har en människo-centrerad designprocess använts för att undersöka attityder och beteenden kring TVOD. I undersökningen utreddes det hur konsumenter ser på TVOD och kombinationen med SVOD. Vad vill användarna ha, hur ser deras vanor och beteenden ut gällande hyrfilm i sin helhet? Examensarbetet har gjorts på plats hos Viaplay och med hjälp av Viaplays designteam. Utifrån djupintervjuer och användartester blev det möjligt att kartlägga en viss sannolikhet över hur användare ser på TVOD i kombination med SVOD och vilka designlösningar som är möjliga för att motivera och inspirera konsumenter till TVOD-köp. Undersökningen resulterade i en high-fidelity-prototyp som genomgick användartester där hypoteser testades med en, överlag, positiv utgång. / This report question as to how Viaplay as a streaming service might look like in the future regarding TVOD and SVOD through new design solutions. To do this, a human-centered design process was used to examine attitudes and behaviors upon TVOD. The study investigated how consumers comprehend TVOD and the combination with SVOD. What do users want, how do their habits and behavior look like concerning movie rentals as whole? The thesis has been executed on site at Viaplay with assistance from their design team. Based on in-depth interviews and user tests, it was possible to identify a probability of how users comprehend TVOD combined with SVOD and what design solutions are imaginable to motivate and inspire consumers to take part in TVOD-purchases. All in all, this thesis resulted in a high-fidelity prototype that underwent user tests in which hypotheses were tested with an, overall, positive outcome.
166

Användartester inom webbutveckling : Är användartester nödvändigt vid utveckling av webbplatser?

Oskarsson, Alexander January 2010 (has links)
The aim of this study is to get a deeper understanding about user tests as well as answer the question about if testing for users is necessary at all times. I've done a comparison between what the literature says, and what a company says, about testing. The tests that's been in focus in this study is prototyping and card sorting tests. Prototyping aims to give the developer feedback about the design and check if there are any obvious problems with the design. A card sorting test can be used to get input about how information architecture should be constructed. Information architecture is how the links are related in a navigation system. The company doesn't think that testing is as important as the literature. The company doesn't usually test but for the current situation they did it since the interface is crucial for their clients business. The conclusion of this study is that testing is rather important. For a designer who hasn’t got that much experience, user testing can be a way to get feedback about his designs. A more experienced designer might not need to test as much but he should be aware of testing as a possible design tool.
167

Bridging the Age Gap Between Streaming Platforms : Improving User Experience for In-between Users

Victor, Winnhed January 2016 (has links)
The media consumption on the Internet is increasing rapidly and people at all ages are getting used to live in an on demand world. Due to this, streaming platforms have to appeal to a broad audience containing children, teenagers and adults. One approach to appeal a broad target audience is to divide the streaming platform into two separate platforms, where one is aiming for children and the other one, for the rest of the users. The aim of this thesis is to investigate how the user experience can be improved, to help users of ages 10-13 years old to find their way from one streaming plat- form, to another as they are growing up. The thesis investigate how existing streaming platforms appeal to a broad audience and determines reasons of why a gap can be created between streaming platforms. Based on interviews, work- shops, user tests as well as literature, a final prototype and a set of concluding suggestions have been produced as a result of this study.
168

Design Thinking och Fyrstegaren : En jämförande studie om två människocentrerade designprocesser

Ahlgren Andersson, Ellen, Enecker, Maria January 2016 (has links)
Design Thinking is a prototype-driven, solution-based and human-centered innovation approach and design process that has been receiving a growing amount of attention in both the industry and research during the last decade. In this paper we intend to evaluate Design Thinking in relation to the in-house design process of the digital transformation agency Mogul AB. Their process, called the Four Step Model, was developed by the design team as a result of years of experience and evaluation of best-practice. The aim of our study is to compare Design Thinking’s initial phases Empathize and Define to the corresponding strategy phase in the Four Step Model. Using this comparison we aim to evaluate in what way Design Thinking could be integrated in the Mogul’s Four Step Model in order to obtain a more human-centered process and result. This study is based on a) research on Design Thinking and human-centered design processes b) interviews with representatives from Mogul's design team, and c) documentation from our own work process, producing a recruitment site for Mogul, where we used Design thinking as our working method. Our study shows that Mogul's design process would benefit from integrating a number of tools and mindsets from Design Thinking. Our key findings suggest that the Four Step Model should be more iterative and include the end user in an extended degree during the whole design process, and especially during the initial stages of the process. The Four Step Model would also benefit from more tangible tools for obtaining a deeper understanding of the end user’s needs. By embracing these mindsets from Design Thinking, the Four Step Model could become more useful, efficient and human-centered. / Design Thinking är en prototypdriven, lösningsorienterad och människocentrerad innovationsmetod och designprocess som har fått alltmer uppmärksamhet, både i branschen och designforskningen, det senaste decenniet. I denna rapport har vi för syfte att utvärdera Design Thinking i relation till den interna designprocess som används på den digitala transformationsbyrån Mogul AB. Deras process, som kallas Fyrstegaren, har utvecklats av Moguls designteam, och är ett resultat av många års yrkesverksamhet och erfarenhet av best practice. Syftet med vår studie är att jämföra Design Thinkings initiala faser Empathize och Define, med den motsvariga Strategifasen i Fyrstegaren. Med denna jämförelse ämnar vi utvärdera på vilka sätt Design Thinking skulle kunna integreras i Moguls fyrstegare för en mer människocentrerad process och resultat. Studien är baserad på a) forskning om Design Thinking och människocentrerade designprocesser, b) intervjuer med representanter från Moguls designteam, och c) dokumentation från vår egen praktiska produktutveckling av en rekryteringswebbplats till Mogul, där Design Thinking har varit vår arbetsmetod. Studien visar att Moguls designprocess skulle gynnas av att integrera ett antal verktyg och tankesätt från Design Thinking. Våra nyckelfynd föreslår att Fyrstegaren borde bli mer iterativ och inkludera slutanvändaren genom hela processen, främst i dess inledande faser. Fyrstegaren skulle också behöva fler handgripliga verktyg för att skapa en djupare förståelse för användaren och dess behov. Genom att integrera dessa principer från Design Thinking menar vi att Fyrstegaren skulle kunna bli mer ändamålsenlig, effektiv och människocentrerad.
169

Konceptdesign utifrån ett människocentrerat designperspektiv : Konceptutveckling av en webbplats med användaren i fokus

Lundgren, Johanna January 2015 (has links)
This thesis describes the work process in creating a design concept for a website to a company in the graphics industry. It stems from a human-centered design perspective in creating the concept for the website. A big part of this work has been the preparatory work in creating a target group definition and develop strategies to create a concept. Proven methods in interaction design have been used with focus on prototyping. The result is presented in the form of a graphic profile and a visual design proposal of a website which has been based on user testing prototypes. This thesis discusse the importance of a human-centered design perspective when creating a concept of a website. By using a human-centered design perspective the user is kept in focus throughout the whole design process which also promotes the created products. / I denna uppsats beskrivs arbetsprocessen i att ta fram ett designkoncept för en webbplats till ett företag som arbetar med grafisk produktion. Denna studie tar upp designprocessen utifrån ett människocentrerat designperspektiv i framställningen av en webbplatskoncept. En stor del av detta har inneburit ett gediget förarbete i form av målgruppsdefinition samt framtagna strategier för att skapa ett koncept. Beprövade metoder inom interaktionsdesign har genomgående använts med fokus på prototyparbete. Genom att använda ett människocentrerat designperspektiv håller man användaren central genom hela designprocessen, vilket också främjar de produkter man tar fram. Resultatet av arbetet presenteras i form av en grafisk profil och ett visuellt designförslag av en webbplats som motiverats utifrån användartestade pappersprototyper. I arbetet diskuteras vikten av ett människocentrerat förhållningssätt i konceptutveckling av en webbplats
170

Klinikintern statistik : en fallstudie kring behov av och möjligheter till framtagandet av ett statistikverktyg / Clinical statistics : a case study about needs and opportunities for the development of a statistical tool

Boustedt, Tova January 2014 (has links)
The health care sector is one of the most information-intensive institutions in Sweden. Big investments in information technology have been made to ensure efficiency and quality within organisations in health care. This has led to high requirements in documentation and resulted in an increase in administration which gradually more often is done by nurses and doctors. A major problem is that it is difficult to gain access to the information recorded in all the different systems, which is their objective. This causes double documentation instead of being a support in follow-up performance.   This study investigates the use of a central warehouse to enhance how people work with statistics at a clinic. The purpose of the project was to identify need and issues surrounding the clinical internal statistic of the Department of Neurosurgery and then give an improvement proposal in the form of a prototype software tool. During the project a requirement analysis in the form of interviews and observations in the clinic was carried out and the project team could identify users, systems, artefacts and information needs were identified. The result of this work is a prototype which was developed in a user-centered process, where contact with the IT-department (e-Hälsa) provided opportunities for access to data. The project has contributed a survey of the clinic where information- and functional needs about administrative statistics have been compiled and are the basis for a prototype that demonstrates a possible concept for recording and monitoring.

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