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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.
91

Utilizing Codesign to Create K-12 Online and Hybrid Learning Resources

Tadd S Farmer (11865212) 03 January 2022 (has links)
Instructional design is commonly referred to as the systematic process of creating consistent and reliable learning experiences (Branch & Merrill, 2011). Built on a foundation of learning theory and instructional design theory, instructional design relies heavily on various process models to guide design practice (Stefaniak & Xu, 2020) and to manage and communicate the process of design (Branch & Dousay, 2015). Despite their use, scholars argue that these models do not accurately represent instructional design practice (Bichelmeyer et al., 2006; Rowland, 1992; Smith & Boling, 2009; Visscher-Voerman & Gustafson, 2004; Wedman & Tessmer, 1993) and remain too focused on high-level processes rather than discrete methods and actions (Gibbons et al., 2014). In recent years, human-centered design (HCD) methods have emerged within instructional design practice, providing more methodological guidance for instructional designers within an empathetic design perspective (Stefaniak & Xu, 2020). HCD includes codesign practices (Steen, 2012)that seek to involve users directly throughout the design process. The current study explores the design experiences of 12 participant designers (e.g., teachers, digital coaches) who were purposely selected to engage in a seven-week codesign experience. Tasked with providing direction on resources designed to support K-12 teachers with online and hybrid teaching, these participant designers worked together to share previous teaching experiences, analyze teacher data, and identify and develop learning prototypes. Interviews with eight participant designers following the codesign experience revealed that participants viewed the project as open and ill-defined, lacking in a clear outcome and identified roles and responsibilities. As the codesign continued, participants described impactful moments that clarified the design project and shifted the design process to a focus on details. While the end product of design was described by participants generally, participants viewed their experiences and perspectives as their major contributions to the design process. Results from this investigation reveal important implications for design practice, education, and research.
92

Application Of Parametric Design To User Center Products

Tu, Yu-Wei 15 October 2013 (has links)
No description available.
93

How to establish a community feeling post-donation

Tiller, Hanna January 2022 (has links)
The post-donation process has long lacked attention, and the majority of users experience little to no personal updates after donating. Studies regarding the subject often tend to focus on attracting donors and keeping them interested in the charity, but rarely does it seem like the researchers study possible solutions for the post-donation process. This thesis aims to do that and investigate how an alternative to the process can be presented. Additionally, the aim is to explore if it is possible for a community feeling to arise when using the prototype and if the sharing aspect affects the perception of being part of a community. The thesis was split up into several different phases based on a human-centered design method called the Double Diamond. In the beginning, a literature study and qualitative interviews were executed to understand the problem area further. These interviews brought forward intriguing aspects, such as that users enjoy seeing others sharing donation information but avoid doing so themselves. The project continued with brainstorming to bring forward ideas. These ideas were then visualized in prototypes, iterated, and tested with the help of users and usability experts. Finally, after four iterations, a concluding design proposal was presented, which envisioned an alternative to a donation process. From the usability tests, users expressed an appreciation for the prototype and that the concept delivered a new aspect to donating. The users also stated that some elements in the prototype conveyed a sense of community. These elements were primarily the ability to participate in donation groups and the comment sections within posts and groups. Regarding the sharing aspect, the users mentioned that if the alternatives to interact and share thoughts with other users were removed, the community feeling would decline. Therefore, it was concluded that sharing affects the perceived sense of a community and that a community feeling can be present in a donation service. A disclaimer is that these conclusions are made within the study and apply to the users participating, and it is not certain that they can be applied to others. / Processen efter en donation har länge saknat uppmärksamhet, och majoriteten av dem som donerar erhåller få till inga personliga uppdateringar efteråt. Studier om ämnet i sig tenderar ofta att fokusera på att fånga nya donatorer och att bibehålla deras intresse av välgörenhetsorganisationen, men sällan verkar det som att forskarna studerar möjliga förbättringar för processen efter en donation. Det här examensarbetet ämnar till att utforska processen och undersöker hur ett alternativ kan presenteras. Dessutom syftar arbetet till att undersöka om det är möjligt för en känsla av gemenskap att uppstå när prototypen används och om en delningsaspekt kommer påverka denna känsla. Projektet delades up i ett flertal olika faser baserat på en metod vid namn Double Diamond som kan nyttjas när det är användaren som befinner sig i fokus. Till en början utfördes en litteraturstudie tillsammans med kvalitativa intervjuer för att skapa en förståelse för ämnet. Dessa intervjuer förde med sig intressanta insikter såsom att användare uppskattar när andra delar donationsinformation på sociala medier, men att de själva drar sig för att utföra samma sak. Arbetet fortsatte med en brainstormingssession med syftet att få fram många olika idéer. Idéerna blev sedan visualiserade i prototyper som itererades och testades med hjälp av användare och användbarhetsexperter. Efter fyra iterationer presenterades ett slutgiltigt designförslag som åskådliggjorde ett alternativ till donationsprocessen. Under testerna uttryckte användarna en uppskattning för prototypen och det nämndes att konceptet levererade en ny synvinkel till en donationstjänst. Användarna yttrade även att ett par av elementen inom prototypen förmedlade en känsla av gemenskap. Dessa element var främst möjligheten att delta i donationsgrupper och kommentarssektionerna inom inlägg och grupper. Angående delningsaspekten så nämnde användarna att om möjligheterna till interaktion med övriga användare försvann så skulle gemenskapskänslan minska. En slutsats blev därmed att delning troligen påverkar gemenskapen och att en känsla av en gemenskap kan uppstå i en donationstjänst. En begränsning kopplad till slutsatserna är däremot att de utgår från studiens deltagare och det kan därmed inte bekräftas att resultaten är representiva för alla användare.
94

How In-House Usability Testing Increases Product Development

Seger, Jonatan January 2019 (has links)
Can the Product Development Process at Tcom be improved by moving usability testing in-house? The interest in this question lies in the agile transformation Tcom initiated in early 2018. Once agile, the company’s interests are efficiency and increasing quality. One way of increasing the quality of their digital products is to improve the process behind it, where involving users in usability testing should be central in an iterative development process. A qualitatively driven mixed methods research approach facilitated the acquisition of the empirical data necessary to successfully answer the research question. The culture of Tcom’s usability testing was collected via a survey. The survey was complemented with the current testing process through four interviews and two observations of usability tests, one internal and one external. Parameters between the two tests were compared and weighted against each other. The main findings reveal that the internal process shows promising characteristics. It is, up to, 1/10 as expensive per participant, has a quicker call-to-test-time, facilitates transparency, and allows refinement of the process. With the main findings in hand, the conclusion points to the fact that usability testing should be composed and conducted by Tcom itself. The greatest challenge to such a change is how a usability perspective can be integrated into the Scrum methodology. / Kan produktutvecklingsprocessen på Tcom förbättras genom att flytta användbarhetstester internt? Intresset i denna fråga ligger i den agila transformation som företaget påbörjade tidigt 2018. Effektivitet och kvalitet är centrala förbättringspunkter med det agila arbetssättet. Ett sätt att öka kvaliteten på deras digitala produkter är att förbättra processen bakom, där involveringen av användare i användbarhetstester bör vara centralt i ett iterativt arbetsförlopp. En kvalitativt driven mixed methods research metod tillämpades för att förvärva den empiriska data som krävdes för att framgångsrikt besvara frågeställningen. Tcoms användbarhetstestkultur undersöktes via en enkät. Denna metod kompletterades med 4 intervjuer och 2 observationer av användbarhetstest, ett externt och ett internt. Parametrar från de två observationerna ställdes mot varandra. De centrala upptäckterna avslöjar att den interna processen uppvisar lovande egenskaper. Den är upp till en tiondel så kostsam per deltagare, har snabbare beställning-till-test-tid, tillåter transparens, och möjliggör förbättring av själva testprocessen. Med hänsyn till huvudfynden kan vi konkludera att användbarhetstest bör utformas och utföras av Tcom själva. Den största utmaningen till en sådan förändring ligger i hur ett sådant användbarhetsperspektiv ska implementeras i det agila ramverket Scrum.
95

A Culture-Centered Design Approach to Improve a User Interface for Migrants

Munasinghe, Aroshine January 2017 (has links)
A web application known as the Virtual Volunteer has been developed by IBM, the International Federation Red Cross and the Red Crescent Movement. The aim of this application is to extend support to migrants beyond the physical help they receive. The application is also a resource for volunteers who want to help migrants. This paper explores how a culture-centered design approach can help to improve a user interface and enhance the usability for a global audience using Virtual Volunteer as a design case. By conducting multiple interviews and task completion tests with verbal protocols, the results present two independent redesigned prototypes.  The culture-centered design approach yielded valuable feedback and data from the migrants that would not have been possible to collect from a more traditional approach like the one employed when creating the Virtual Volunteer in the first place. The results also revealed that all functions in the application were not clearly understandable for the migrants as they were for the Swedish volunteers. The overall results of the design case shows that a culture-centered design approach together with common usability methods are efficient to use when developing user interfaces for migrants and volunteers. / IBM, Röda Korset och Röda Halvmånen, har tillsammans utvecklat en webbapplikation, Virtual Volunteer, till stöd för migranter som kommer till Sverige. Syftet med applikationen är att utöka stöd till migranter utöver den fysiska hjälp de får. Ett annat syfte är också att applikationen ska fungera som ett hjälpmedel för volontärer som vill hjälpa migranter. I den här studien undersöks hur en kulturcentrerad designmetod kan bidra till att förbättra användargränssnittet och användbarheten för en global publik genom att använda Virtual Volunteer som en designutmaning. Vi skapade två olika prototyper baserat på intervjuer och användartester med migranter och svenska volontärer. Den kulturcentrerade designmetoden gav mycket värdefull feedback och data från migranter jämfört med ett traditionellt tillvägagångssätt som i första hand användes vid skapandet av Virtual Volunteer. Resultaten av designarbetet och användarstudierna visar att designmetoder som tar hänsyn till kultur kan vara en effektiv metod för att utveckla gränssnitt som riktar sig till migranter såväl som svenska volontärer.
96

Designing a User-Centered Music Experience for the Smartwatch / Användarcentrerad design av en musikupplevelse för smartklockor

Linger, Oscar January 2018 (has links)
With a rapid growth in smartwatch and smartwatch audio technologies, there is a lack of knowledge regarding user needs for smartwatch audio experiences and how those needs can be satisfied through user-centered design. Previous smartwatch user behavior studies suggest that audio app usage is not a primary use case for the smartwatch. However, audio applications are increasingly incorporated into smartwatches, which leads to the question of the apps’ purpose, validity, overlooked contexts and use cases. This thesis aims to understand what kind of audio experience(s) a user-centered design process might generate for the smartwatch. The design process generated insights from smartwatch users of audio applications, that were used as design guidelines for Context Awareness, Micro-interactions, and Device Ecosystem. The resulting prototype HeartBeats considers Context Awareness with heart rate music recommendations, Micro-interactions with one-handed song skipping and Quickplay music, and Device Ecosystem with speaker access and phone battery support. / Med en snabb teknisk utveckling av smartklockor och tillhörande ljudteknik finns det en kunskapsbrist om användarbehov och hur dessa kan tillfredsställas genom användarcentrerad design. Tidigare forskning om smartklocksanvändares beteenden tyder på att ljudapplikationer inte är ett huvudsakligt användningsområde för smartklockor. Ljudapplikationer implementeras dock allt mer i smartklockor, vilket leder till frågan om vilket värde de ger och om användningsområden möjligen har förbisetts. Den här uppsatsen syftar till att förstå vilka sorts ljudupplevelser en användarcentrerad designprocess skulle resultera i för smartklockor. Designprocessen resulterade i insikter om smartklocksanvändares beteenden med ljudapplikationer, vilket användes som designriktlinjer för kontextmedvetenhet, mikrointeraktioner och ekosystem av enheter. Den resulterande prototypen HeartBeats nyttjar kontextmedvetenhetgenom att rekommendera musik med användarens hjärtrytm i åtanke, mikrointeraktioner med en gest för att byta låt och snabbstart av musik, samt ekosystem av enheter genom snabb åtkomst till klockhögtalare och stöd för att spara telefonbatteri.
97

The Creation Of Tools And Models To Characterize And Quantify User-centered Design Considerations In Product And System Developm

Meza, Katherine 01 January 2008 (has links)
Ease of use differentiates products in a highly competitive market place. It also brings an added value that culminates in a higher degree of customer satisfaction, repeated business, increased sales, and higher revenue. User-centered design is a strategic asset that companies can use to improve their customer relationships by learning more about their customers, and increase their sales. In today's economy, the measurement of intangible assets such as user experience has become a major need for industries because of the relationship between user-centered design and organizational benefits such as customer loyalty. As companies realize that the inclusion of user-centered design concepts in product or system design are a key component of attracting and maintaining customers, as well as increasing revenue, the need for quantitative methods to describe these benefits has become more urgent. The goal of this research is to develop a methodology to characterize user-centered design features, customer benefits and organizational benefits resulting from developing products using user-centered design principles through the use of an integrated framework of critical factors. Therefore, this research focuses on the identification of the most significant variables required to assess and measure the degree of user-centered design (UCD) characteristics included in the various aspects of product development such as physical design features, cognitive design attributes, industrial design aspects and user experience design considerations. Also this research focuses on the development of assessment tools for developers to use when evaluating the incorporation of user-centered design features in the creation of products and systems. In addition, a mathematical model to quantify the inclusion of UCD factors considered in the design of a product and systems is presented in this research. The results obtained using the assessment tools and the mathematical model can be employed to assess the customer benefits and organizational benefits resulting from including user-centered design features in the creation of products and systems. Overall, organizational benefits such as customer loyalty, company image, and profitability are expected to be impacted by the company's capability to meet or exceed stated design claims and performance consistency while maintaining aesthetic appeal, long product life, and product usefulness. The successful completion of this research has produced many beneficial research findings. For example, it has helped characterize and develop descriptors for estimating critical quantitative and qualitative components, sub-components, and factors influencing user-centered design that are related to customer and organizational benefits through the use of fuzzy set modeling. In addition, the development of specific tools, methods, and techniques for evaluating and quantifying UCD components resulted from this study.
98

User-Centered Design in Digital Twins : Insights Based on Industrial Designers’ Activities

Parapanova, Velina January 2024 (has links)
Digital twin is an emerging technology that enhances digital transformation across many industries and domains. Most digital twins are made for a work context, and end users are the domain experts who carry knowledge in the work processes and products of which digital twin is part. The research gap for the present study is found in the missing adoption of a user-centered design approach and systematic evaluation of digital twins from the perspective of end users. User-Centered Design is a well-known design philosophy that engages users in the design process. By involving users, designers can better understand users and create situations where users can introduce their knowledge, needs and concerns into the products and systems. Emerging research questions for this study are: RQ1: What insights could be obtained with user-centered design and user involvement for the design of digital twin? RQ2: What limitations could user-centered design and user involvement incorporate in the design process of digital twins? This study will use both previous studies and empirical data from a scenario-based approach, workshops, observation, and interviews. Further, it will explore a theoretical framework combining User-Centered Design and Activity theory. This study aims to investigate what knowledge we can gain with users in focus and how that might help to fill the knowledge gap of previous research about user-centered involvement.
99

Usability Requirements for User-Controlled Robotic Eating Aids

Lindborg, Ann-Louise January 2021 (has links)
The meal is fundamental in terms of nutrition but also from a social perspective. To be able to eat independently is described as important for the meal experience.   The development of a robotic eating aid called Bestic and the evolvement of a list of usability criteria for such an aid are described in this thesis. The work has been ongoing for 16 years. Bestic has been developed through user centred design, an iterative process with reoccurring evaluations and development. The design principle “it is not supposed just to work, but to be worth using” has guided the work. The feedback provided by the users throughout this process has had a great impact on the strategic choices of which features to prioritize during further development and what to keep as it is and has contributed to the list of usability requirements for robotic eating aids.   The context in which the robotic eating aid is used is of importance for the usability requirements. To further understand the environment that the robotic eating aid is used in, studies about the meal situation for older people in both Scandinavian/Swedish and Japanese contexts were conducted. The secondary users (care professionals or next of kin) were also taken into consideration when deriving the usability requirements and while performing the evaluations of the robotic eating aid. The most important research outcome from this work is a list of usability requirements for robotic eating aids. The requirements are divided into functional requirements and social requirements. The functional requirements for robotic eating aids include: ·      how well they work to eat with ·      how they are controlled ·      safety aspects ·      portability ·      possibility to adapt to different users.   The social requirements for robotic eating aids include: ·      how to fit into the meal situation ·      not to disturb the conversation ·      the needs from secondary users. / Måltiden är fundamental för de allra flesta, för att få i sig näring men även som en social aktivitet. Att kunna äta självständigt beskrivs som viktigt för upplevelsen av måltiden. I denna avhandling beskrivs utvecklingen av ett robotiserat äthjälpmedel som heter Bestic och hur en lista med användbarhetskriterier för robotiserade äthjälpmedel har växt fram. Arbetet har pågått i 16 år. Bestic är utvecklad genom användarcentrerad design, en iterativ process med återkommande utvärderingar och utvecklingssteg. Designprincipen ”den skall inte bara gå att använda, utan vara värd att använda” har lett arbetet. Återkopplingen från användarna genom hela processen har haft stor inverkan på strategiska val för vilka funktioner som skall prioriteras för fortsatt utveckling och vad som skall behållas som det är. Återkopplingen har även utgjort ett underlag till listan med användbarhetskriterier för robotiserade äthjälpmedel. Miljön som äthjälpmedel används i påverkar också användbarhetskriterierna. För att förstå denna miljö genomfördes studier om måltidssituationen för äldre personer i både en skandinavisk/svensk och japansk kontext. Även sekundära användare (vårdpersonal eller anhöriga) togs i beaktan vid framtagandet av användbarhetskriterierna. Det viktigaste forskningsbidraget från detta arbete är en lista av användbarhetskriterier för robotiserade äthjälpmedel. Kriterierna är uppdelade på funktionella och sociala kriterier.  De funktionella användbarhetskriterierna för robotiserade äthjälpmedel inkluderar: ·      hur bra de fungerar att äta med ·      hur de styrs ·      säkerhetsaspekter ·      bärbarhet ·      möjlighet att anpassa till olika användare.   De sociala användbarhetskriterierna för robotiserade äthjälpmedel inkluderar: ·      hur den passar in i måltidssituationen ·      att inte störa konversationen ·      behoven från de sekundära användarna.
100

Power of Napping`Designing a Tool to Promote Napping Behavior’

Saleminik, Motahareh 04 November 2020 (has links)
No description available.

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