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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.
231

Processos de criação de interfaces digitais: o usuário como protagonista

Brandão, Camila Calixto Rocca 25 October 2013 (has links)
Made available in DSpace on 2016-04-26T18:13:43Z (GMT). No. of bitstreams: 1 Camila Calixto Rocca Brandao.pdf: 32903962 bytes, checksum: 2821993d8cb679439eaaf0b45d785621 (MD5) Previous issue date: 2013-10-25 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / On the communication field, specifically on the studies about the creative processes of websites interfaces, the departments of account planning and information architecture/user experience design are responsible for the concept idealization and strategy for the creation and development of the digital interface. During the creative process, one of the most relevant factors is the focus on the user. Especially for sites that are part of advertising communication campaigns, driven to the relationship between brands and their consumers, which final objective is to build loyalty and generate the consumption of brands products and services on the long term. The mapping of users behavior, habits and needs that represent an interface s target, are basis for the tools and functionalities that the site will offer. A deeper and more complete mapping drives a more efficient and richer experience for the interface user. Under this purpose, planning methodologies are used together with user experience design techniques such as user tests and projective techniques, such as the creation of personas personas are fictitious characters created to represent the different real users profiles that are part of the target, defined in demographic, attitudinal and/or behavioral aspects, who will use a site. Having this context in mind, this study aims to analyze the planning process during websites creation, with focus on users mapping and understanding, reflecting on the available methodologies and projective techniques, above all the personas technique, and the impact of using those techniques in the creative process. Therefore, as methodological basis for this study we have done documental and bibliographical researches, and a descriptive presentation of a real case study, for illustrating digital interfaces creative process. The corpus of this study is the planning process for the creation of the new Brazilian Nestlé s website. Analysis period: August/2010 to June/2013. There were used as theoretical foundation concepts of mass communication, culture and consumption, advertising communication and hybrid advertising from Martin-Barbero, Bauman, Fontenelle, Wolf, Pinheiro, Carrascoza, Covaleski; of cyberspace and network creation processes from Castells, Lévy, Manovich, Morin, Deleuze and Guattari, Santaella, Leão, Salles, Lemos; and concepts of information architecture andu ser experience design from Kruger, Cooper, Moggridge, Mulder, Adlin. This study may contribute for the development of planning process typology for the creation of users centered websites, resulting on the development of interfaces capable to deliver an intuitive, interactive and efficient experience to different types of users / No campo da comunicação, especificamente nos estudos sobre os processos de criação de interfaces para sites, as áreas de planejamento estratégico e arquitetura de informação/user experience design são responsáveis pela idealização do conceito e estratégia para a criação e desenvolvimento da interface digital. Durante o processo criativo, um dos fatores de maior relevância é o foco no usuário. Sobretudo para sites que pertencem à comunicação publicitária voltada para o relacionamento das marcas com seus consumidores, cujo objetivo final é fidelizar consumidores e gerar consumo dos produtos e serviços da marca no longo prazo. A partir do mapeamento de comportamento, hábitos e necessidades dos usuários que representam o público-alvo de tal interface, são criadas as ferramentas e funcionalidades que o site oferecerá. Quanto mais profunda e completa for essa etapa de mapeamento, mais rica e efetiva será a experiência proporcionada ao usuário pela interface. Para isso, utilizam-se metodologias de planejamento aliadas a técnicas de desenho da experiência do usuário (conhecida como user experience design) com testes com usuários e técnicas projetivas, dentre as quais, destaca-se a de criação de personas personas são personagens fictícios criados para representar os diferentes tipos de usuários reais, que compõem determinado público-alvo definido em seus aspectos demográficos, de atitudes e/ou comportamento, que deverão utilizar um site. Nesse contexto, o presente estudo possui o objetivo de analisar o processo de planejamento durante a criação de sites, com foco no mapeamento e entendimento dos usuários, refletindo sobre as metodologias e técnicas projetivas existentes, sobretudo a técnica de criação de personas, e sobre qual o impacto da utilização dessas técnicas no processo criativo. Para tanto, como base metodológica desse estudo, foram realizadas pesquisas documentais, bibliográficas e apresentação descritiva de um estudo de caso real de mercado, a fim de ilustrar um processo criativo de interfaces digitais. O corpus do presente estudo é o processo de planejamento para a criação o novo portal brasileiro da marca Nestlé na internet. Período de análise: Agosto/2010 a Junho/2013. Foram utilizados como parte da fundamentação teórica conceitos de comunicação, cultura e consumo, comunicação publicitária e publicidade híbrida de Martin-Barbero, Bauman, Fontenelle, Wolf, Pinheiro, Carrascoza, Covaleski; de ciberespaço e processos de criação em rede de Castells, Lévy, Manovich, Morin, Deleuze e Guattari, Santaella, Leão, Salles; e conceitos de arquitetura de informação e user experience design de Kruger, Cooper, Moggridge, Mulder, Adlin. Esperase que este estudo contribua para o desenvolvimento de uma tipologia de processo de planejamento para criação de sites com foco nos usuários, resultando no desenvolvimento de interfaces que proporcionem aos diferentes tipos de usuários uma experiência intuitiva, interativa e eficiente
232

Ticket Vending Machine for the Visually Impaired Persons / Ticket Vending Machine for the Visually Impaired Persons

REHMAT, BADDAR, ISHFAQ, MUHAMMAD January 2011 (has links)
In the field of technology, every day new inventions are introduced in the society for promotion human beings life. By virtue of which all the citizens of society are facilitated according to their needs of life style. Most of the people from developed countries are benefited in all ways of life due to their nonstop efforts and struggle in the field of technology. However some are completely denied due to lack of awareness and lacking of technical education in the subject field. The handicapped people are not very well explored in each part of world, especially third world countries by the researchers. So we can claim it, for their weaknesses and so called interest to understand more about the handicapped people worldwide. To understanding about such people will provide us with opportunities to excel in the subfield. There is a big gap between the handicapped and society which causes to cut them off from society. This gap needs to be filled in, while carrying out researches in the desired fields. Our research area is related to ticket reservation machine for the visually impaired people, to make the process easy for them to buy ticket at their own from the ticketing machine. After studying different articles on the subject, it is proved that many inventions have already been done by researchers and others are in progress for helping out the handicapped people. We have presented screen prototypes of the interface of the ticketing machine for the visually impaired people. We collected many hardware devices as one kit which can be use in the machine for the visually impaired users. It will enhance their power of visual sense to perform tasks at their own. There are some principles to follow in building up any system for visually impaired or blind people. If followed these principles in true sense it will facilitate to make new interface designs for interaction with visually impaired or blind users in friendly way. In this way we can overcome the shortcomings between normal and visually impaired people, which will be a great achievement to serve the deprived people.
233

Percepções dos usuários a respeito do material plástico aplicado ao design de produtos / Users \' perceptions about the plastic material applied to product design

Mira, Maria do Rosário Gonçalves 03 February 2016 (has links)
Esta pesquisa qualitativa de natureza fenomenológica buscou identificar aspectos da percepção de objetos pessoais e/ou domésticos, produzidos em material plástico, nos dias atuais, segundo a visão de seus usuários, e segundo o relato que delas façam designers profissionais, comerciantes varejistas (de produtos plásticos) e especialistas teóricos (em estética, semântica, antropologia e teoria do design) atuantes na cidade de São Paulo. Ela se justificou pela importância e centralidade dos materiais plásticos para o design de produto, por sua capacidade de substituição de materiais, suas múltiplas potencialidades e diferentes formas de aplicação e apresentação, além de sua grande presença em produtos no dia-a-dia dos usuários. Buscou, assim, ampliar o conhecimento a respeito dos sentidos emprestados pelos usuários a este material. A investigação de campo baseou-se em métodos qualitativos de pesquisa, valendo-se, sobretudo, de entrevistas em profundidade semiestruturadas efetuadas com número elevado de usuários, designers profissionais, especialistas teóricos (em semântica, estética, antropologia e teoria do design) e comerciantes varejistas, conduzidas em residências, locais de atuação profissional e lojas comerciais. Também foi realizada ampla revisão da literatura especializada no campo do design, semântica do produto, experiência com produtos e materiais. Alguns resultados obtidos nesta pesquisa sugerem, por exemplo, que o material plástico adquire múltiplos entendimentos, que se afiguram estratificados, em correspondência com os vários níveis culturais de seus usuários, modificando-se de acordo com vários fatores e contextos em que se inserem. Assim, quanto a cada grupo de participantes observaram-se diferentes níveis de abstração na percepção do plástico, reflexo de aspectos culturais inerentes a cada um. Neste sentido, os resultados das análises efetuadas indicam nítidas diferenças de entendimentos, complexidade e grau de abstração na relação de usuários de produtos industrializados com a matéria plástica. / This qualitative and phenomenological study aimed to identify aspects of the perception regarding personal and/or household objects made with plastic. The study foscused especially on the the viewpoints of consumers, designers, retailers, and theoretical experts from the city of São Paulo. This study was conducted due to the importance and prevalence of plastic in product design, how it can replace other materials, its multiple capabilities, the different ways in which it can be applied and presented, and its presence in the daily lives of consumers. This study further aimed to broaden knowledges of what meaning consumers assign to plastic. Field research was based on qualitative methodology using in-depht semi-structured interviews conducted with a larger number of consumers, designers, theoretical experts (partcularly in the fields of semantics, aesthetics, anthropology, and design theory), and retailers. The interviews were carried out in consumers\' homes, work places, and stores. This study also included na extensive literature review in the field of design, product semantics, and experiences with products and materials. Some of the results suggest, for instance, plastic is perceived in multiple stratified ways according to users\' backgrounds. The perception also changes according to many factors and depending on the context. Thus, each subject showed different levels of abstraction for plastic as a reflection of their inherent cultural backgrounds. In this context, results analysis reveals clear differences in understanding, complexity and levels of abstraction between consumers of plastic products.
234

Contributing to energy efficiency through a user-centered smart home / Contribution à la gestion efficace de l'énergie dans le contexte d'une maison intelligente ''centrée utilisateur''

Dominici, Michele 03 June 2013 (has links)
Les maisons intelligentes sont des habitations équipées de technologies de l'information et de la communication qui anticipent et répondent aux besoins des occupants. Malgré les nombreux travaux et solutions existants, seulement peu d'exemplaires de maisons intelligentes ont été construits et vendus. La raison cachée derrière cette lente diffusion est l'orientation technologique des approches existantes. Cette thèse de doctorat vise à démontrer qu'une maison intelligente peut fournir des fonctionnalités conçues avec une approche centrée utilisateur, en prenant en compte de considérations ergonomiques sur l'activité domestique et sur la cognition humaine. Ceci est réalisé en collaboration avec des ergonomes cognitifs, qui aident à "prendre garde" à l'écart entre le contexte humain et le contexte compréhensible par une machine. En utilisant une instrumentation légère, qui minimise les problèmes d'acceptabilité et de protection de la vie privée, ce travail de thèse a mené aux contributions suivantes: (i) la conception interdisciplinaire de fonctionnalités adaptées, en collaboration avec des ergonomes cognitifs; (ii) la conception d'un système sensible au contexte qui capture et raisonne sur des informations contextuelles incertaines de façon distribuée; (iii) la réalisation d'un prototype qui démontre la fourniture de fonctionnalités qui réalisent des économies d'énergie, tout en préservant le confort des habitants. / Smart homes are residences equipped with information and communication technologies that anticipate and respond to the needs of the occupants. Despite the numerous research and industrial efforts, today only few expensive smart homes have been built and sold. The reason behind this slow uptake is the technology-driven approach characterizing existing solutions. The doctoral Thesis aims at demonstrating that a smart home can provide functionalities designed with a user-centered approach, taking into account ergonomic considerations about domestic activity and human cognition. This is achieved in collaboration with cognitive ergonomists, which help "minding the gap" between human context and machine-understandable context. Using off-the-shelf and lightweight instrumentation (also minimizing privacy concerns), extending existing context modeling, reasoning and management tools and following the Ubiquitous Computing principles, the doctoral work led to the following achievements: (i) the inter-disciplinary design of suitable functionalities, in collaboration with cognitive ergonomists; (ii) the design of a context-aware system that captures and reasons about uncertain contextual information in a distributed fashion; (ii) the realization of a working prototype that demonstrates the provision of energy-saving and comfort-preserving functionalities.
235

Ingénierie cognitive pour l'aide à la conduite automobile de la personne âgée : analyse et modélisation de l'activité de conduite en situation naturelle pour la conception de fonctions de monitorage / Cognitive engineering for elderly driver assistance : analysis and modelling of the driving activity in ecological situation’s, for the design of monitoring functions

Paris, Jean-Christophe 19 December 2014 (has links)
Cette thèse en Cognitique se focalise sur la « Conception Centrée sur l'Humain » (Human Centred Design) de futures assistances à la conduite automobile, adaptées aux conducteurs âgés (ou Elderly Adapted Driver Assistance Systems).Pour ce faire, la démarche proposée repose sur une approche et une méthodologie pluridisciplinaire. Sur le plan ergonomique, il s'agit de mieux connaître les spécificitésde la population des conducteurs âgés, dans le but d'identifier des difficultés et des besoins en assistance. A cette fin, 76 conducteurs âgés (de 70 à 87 ans) ont conduitun véhicule instrumenté, immergé dans le trafic. Le corpus de données comporte2100 kilomètres de conduite et 1400 situations de conduite autoévaluées par lesconducteurs, complétés par 6 Focus Group (30 conducteurs âgés).Le second volet, relevant d'une démarche d'Ingénierie Cognitive, vise à concevoir et développer des fonctions de « monitorage » à partir du corpus de données. L'objectif est de disposer de modèles et de fonctions d'analyse temps-réel capables (1) de superviser l'activité de conduite des conducteurs âgés (2) en regard du contexte ou des risques situationnels, afin de (3) diagnostiquer des difficultés ou erreurs de conduite, à des fins d’adaptativité des assistances. Des fonctions de monitorage en lien avec les contrôles de base du véhicule (gestion de la vitesse, positionnement dans la voie et la gestion de l'espace inter-véhiculaire avant) sont développées. Sur cette base, des fonctions de monitorage plus intégrées pour l'aide aux franchissements d'intersections (Tourne-à-Gauche) et l'assistance à l'insertion sur voies rapides (et au changement de voie) sont également proposées. / This thesis in Cognitics presents a Human Centered Design approach for thedevelopment of future driving assistance systems dedicated to elderly drivers orElderly Adapted Driver Assistance Systems (E-ADAS).To do so, this work relies on a multi-disciplinary approach for data collection andanalysis. Regarding Ergonomics, the aim is to better understand the specificrequirements of this population in order to identify their actual difficulties and actualneeds of assistance. In this frame, 76 drivers (aged from 70 to 87 years old) took partto an on-the-road experiment, driving an instrumented car. The dataset includes2100 km of ecological driving data and 1400 auto-evaluated driving situations,completed by 6 Focus Groups (involving 30 elderly drivers).The second part of this research, relying on Cognitive Engineering, explores thedesign and implementation of monitoring functions based on the aforementioneddataset. The objective is to have real-time models and analytical functions, able to:(1) supervise the driving activity as realized by an elderly driver, (2) taking in toconsideration the driving context or situational risks (3) in order to detect difficulties ordriving errors. Beyond this thesis, these diagnostics will have to be integrated inassistive systems to better adapt their support to the specific needs of elderly drivers.Specific monitoring functions related to basic vehicle control (speed management,lane positioning and headway regulation) are presented. Based on these results,integrated monitoring functions for intersection crossings in Left-Turn manoeuver,highway merging assistance, and, more broadly, lane change assistance areintroduced.
236

Level of driver involvement in trucks human-machine interfaces design : effects on usability, distraction and acceptance / Niveau d’implication des conducteurs dans la conception d’interfaces homme-machine poids lourd : effets sur l’utilisabilité, la distraction et l’acceptation

Francois, Mathilde 05 December 2017 (has links)
Le processus de conception des interfaces homme-machine poids-lourd a été adapté afin de répondre aux enjeux humains et sécuritaires. Il est désormais largement admis que la participation des utilisateurs dans le processus de conception est un apport précieux. Actuellement dans l'industrie, les utilisateurs sont principalement impliqués lors des étapes d'analyse et d'évaluation des concepts, ces derniers étant définis par des professionnels. Cependant, la littérature dans d'autres domaines rapporte des bénéfices d’une autre forme d’implication des utilisateurs : la conception participative. Dans ce processus de conception, les utilisateurs sont impliqués tout au long du développement des produits, et en particulier lors de la définition des concepts. La conception participative permettrait un meilleur accès aux besoins des utilisateurs, à leurs attentes, et à leurs connaissances tacites. Ce projet a pour objectif d’étudier comment le niveau d’implication des conducteurs dans le processus de conception impacte l’utilisabilité, la distraction et l'acceptation des interfaces homme-machine poids-lourd. Après une analyse préalable du contexte d'utilisation, trois processus de conception de tableaux de bord ont été menés en parallèle à l’aide d’un équipement tactile. Les résultats de ces trois processus, ayant des niveaux d’implication différents, ont été évalués et comparés dans une expérience sur simulateur de conduite. Les résultats ne permettent pas de démontrer qu’une conception participative a un impact significatif sur l’utilisabilité, la distraction et l’acceptation. Cette thèse se conclut par des recommandations aux praticiens et des perspectives de recherche. / The design process of trucks human-machine interfaces has been adapted to address human factors and road safety issues. It is now widely accepted that user involvement in the design process is valuable. Currently in industry, users are mainly involved in the stages of analysis and evaluation of concepts, the latter being defined by professionals. However, the literature in other fields reports benefits of a broader form of user involvement: participatory design. In this design process, users are involved all along products development, and particularly during concepts design. Participatory design would allow better access to users' needs, expectations, and tacit knowledge. The objective of this project is to study how the level of drivers’ involvement in the design process impacts the usability, distraction and acceptance of trucks human-machine interfaces. After a preliminary analysis of the context of use, three instrument cluster design processes were conducted in parallel using a tactile equipment. The outcomes of these three processes, differing in level of user involvement, were evaluated and compared in a driving simulator experiment. The results do not enable to demonstrate that participatory design has a significant impact on usability, distraction and acceptance. This thesis concludes with recommendations to practitioners and research perspectives.
237

Personas as Drivers : - an alternative approach for creating scenarios for ADAS evaluation

Amdahl, Per, Chaikiat, Per January 2007 (has links)
<p>Research and development on vehicle safety has lately started to direct its focus towards how to actively support the driver and make it easier for her to drive safely through letting Advanced Driver Assistance Systems (ADAS) have effect on how the driver interacts with the vehicle and the surrounding traffic. This requires research on both how the driver and vehicle perform in different situations, in terms of psychology, cognition and individual differences. In addition, physical limitations and requirements of the driver and the vehicle must be taken into account. Therefore scenarios for evaluation of these systems are required. In the area of user-centered design a rather new method, Personas, is being adopted. This thesis tries to explore if the Persona method is a viable tool for creating scenarios for such evaluations. Experiences after completing this work imply that personas indeed is a viable way to include aspects and raise issues concerning individual variability and situational context in ADAS scenarios.</p>
238

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

Oskarsson, Alexander January 2010 (has links)
<p>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.</p>
239

Personas and Scenarios in Use

Gudjonsdottir, Rosa January 2010 (has links)
Personas are fictitious characters that represent the needs of the intended users, and scenarios complementing the personas describe how their needs can be met. The present doctoral thesis considers the usage of personas and scenarios and how they are used in system development projects. The study is motivated by the relative lack of empirical data on the persona method in actual use. The study was carried out in the context of a large international research project called Nepomuk and involved two conceptually dif­ferent field studies. On the one hand, field studies in user settings were conducted, which aimed at creating personas and scenarios, and for which a user-centered design approach was applied using partici­pant observation, contextual interviews, video brainstorming and proto­typing. On the other hand, a field study in the setting of the Nepomuk project itself was conducted, which aimed at observing how the per­sonas and scenarios were received and used in the project work. The work conducted in the project setting was a multi-sited ethnographic field study, which was documented through ethnographic writing. The project setting field study showed that the persona method was difficult to put into consistent use, and the support of persona advocates guiding usage would have been helpful. The method was used without much effort to communicate about the needs and desires of the intended users, but was less successful in compelling project members to use personas and scenarios during various design activities. The field study also revealed alternative usages of the method that can be supported and utilized. The contributions of the thesis include an account of the effect the storytelling aspect has on the creation as well as usage of personas and scenarios. Also, the essential elements of constructing personas and scenarios are discussed as well as the prerequisites for making personas and scenarios support the design process in system development projects. Lastly, the thesis describes how personas and scenarios can support the communication of user needs and desires to project members and stakeholders as well as support design activities in system development projects. / QC20100629
240

Att främja medverkan : Utmaningar och möjligheter för barns och ungdomars delaktighet vid design av digitala edutainmentproduktioner / Promoting participation : Challenges and possibilities of designing edutainment productions together with children and teenagers

Danielsson Öberg, Karin January 2010 (has links)
Denna avhandling inom interaktionsdesign handlar om användarmedverkan vid design av digitala edutainmentspel. Arbetet omfattar en aktionsorienterad forskningsansats där barns och ungdomars medverkan har främjats i tre tillämpade designprojekt. Genom observationer och intervjuer har utmaningar och strategier för användarmedverkan dokumenterats. Därtill även de bidrag som barnens och ungdomarnas medverkan innebar för design av edutainmentspel. Avhandlingen visar på två tydliga resultat. För det första, genom de utmaningar för användarmedverkan som designprocessen innebar och hanterandet av dessa utmaningar, så påvisas hur motiv till användarmedverkan kan förändras hos designteamet. Denna förändring är en pågående process som sker före, under och efter ett designprojekt. Motiv till användarmedverkan förändras med stöd av en förmedlare. En förmedlare bibringar synpunkter och designförslag mellan användare och designers. Förmedlaren anpassar även användarmedverkan till det sammanhang inom vilket designprojektet genomförs. Genom att delge designteamet dokument om och resultat av användarsessioner, så omvandlas förmedlarens kunskap om och erfarenhet av användarmedverkan till designteamets egen. Kunskap och erfarenhet vilka därefter förändrar motiv till design av fördel för användarmedverkan. För det andra så dokumenteras i avhandlingen betydelsen av att barn och ungdomar medverkar vid design av edutainmentspel. Dessa spel har under en längre tid utmanats av att finna balans mellan lärande och underhållning. Genom sin erfarenhet av målgruppens förväntningar på tekniken, samt av att bidra inom områden för design så som; koncept och innehåll, interaktionslösningar, samt utseende och känsla, så medförde barnens och ungdomarnas medverkan ett stöd för designteamet i att finna balans mellan lärande och underhållning. I resultaten framkommer att barnen och ungdomarna deltog i projekten i egenskap av informanter. Eftersom de inte hade ansvar för den utvecklade produktionen betraktades de inte heller som medlemmar i designteamet. Med sina resultat medverkar avhandlingen i diskursen om hur traditionella designperspektiv kan tillämpas vid design av digitala edutainmentproduktioner.

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