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基於慣性個人日誌之情節記憶典藏暨檢索系統 / Episodic Memory Archiving and Retrieving System Based on Repetitive Personal Journal蘇瑋誠, Su, Wei Chen Unknown Date (has links)
本創作主要為基於習慣、記憶、生命記錄理念而開發的應用程式,希望以眾多的行動應用為基礎,藉由本創作主動提醒的機制,讓使用者更容易回想過去的記憶、再次體驗重遊的經驗和感受,並試圖了解使用者在經由提醒下的影響。
本創作為實作於iPhone上App,使用Objective-C程式語言撰寫,稱之為「iRemind」。實驗結果的三e指標、介面使用經驗皆有達到實驗所設定的目標,結果發現,大多受測者滿意本創作的設計與功能,也滿意本創作提出主動提醒的概念,認為有助於回憶事件,而且覺得是有趣的。但頻繁的提醒記憶會影響使用者在體驗過程的愉悅性,在主動提醒機制上,需要符合使用者需求進行相關設計,因此最後本文有提出幾項建議與設計作為參考。 / This research developed an application based on the concept of people’s habits, memories, and life-logs. We not only hoped that users can recall their memories or re-experience the feeling of their travels easily by the mechanism of active reminder, but also wanted to realize the effect on users.
The system was implemented on iPhone, so we used Objective-c as primary language. And we named it “iRemind”. The “3-E indicators” of the experiment results and interface of user experience all achieved the desired goal. Most of users approved iRemind’s design, function and the concept of the active reminder, and they believe it also helps them recall past events. Besides, they think it’s interesting. But when it reminds too frequently, the enjoyment of user experience will be reduced. Therefore, the mechanism of active reminder design should consider users’ needs. In the end, we proposed some suggestions for future improvement.
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User Experience för mobila applikationer på iPhones med stora skärmarBergman, Mikael, Hertzberg, Tim January 2016 (has links)
Syfte Mobila enheters skärmar har de senaste åren ökat mycket i storlek. Detta har skapat problem för användarupplevelsen. Därmed är studiens syfte: Hur appar till smartphones med större skärmar bör utvecklas i framtiden för att ge så bra UX som möjligt. För att kunna besvara syftet har det brutits ned i tre frågeställningar: Vilka parametrar(typer av objekt) påverkas mest av olika skärmstorlekar? Föredras olika layouter beroende på skärmstorlek? Hur stor del av skärmen kan nås med ett enhandsgrepp? Metod För att besvara studiens första frågeställning har en litteraturstudie gjorts. Den utgjorde sedan grunden för en enkät i form av en applikation, som besvarade studiens andra och tredje frågeställningar. I den fick testpersonerna rangordna olika layouter beroende på hur de tyckte att användarupplevelsen var. Testerna genomfördes på en iPhone 4S och en iPhone 6S Plus för att få fram skillnader mellan olika skärmstorlekar. Resultat Det studien kom fram till var att det är viktigt att placera viktiga objekt inom räckvidd för användaren när ett enhandsgrepp används. Objekt som placerats i skärmens kanter eller hörn är ofta svåra att nå på en större skärm, vilket innebär att sådan placering bör undvikas. Implikationer Studien kan både hjälpa till vid framtida forskning om användarupplevelse och räckvidd, men också ge rekommendationer om vad som är viktigt att tänka på vid apputveckling till smartphones med större skärmar. Begränsningar Eftersom studien utfördes under begränsad tid fanns inte möjlighet till fler tester. / Purpose Smartphone screens have in recent years increased greatly in size. This has created problems for the user experience. Thus, the purpose of the study is: How mobile applications for smartphones with larger screens should be developed in the future to provide as good UX as possible. In order to answer the purpose it has been broken down into three research questions: Which parameters (type of objects) are most affected by different screen sizes? Depending on the screen size, are different layouts preferred? How much of the screen can be reached by one handed use? Method A study of literature is made to answer the first research question. It became the basis of a questionnaire in the form of an application, which answered the study's second and third research questions. The test subjects ranked different layouts depending on their perceived user experience. The tests were conducted on an iPhone 4S and an iPhone 6S Plus to evaluate the differences between different screen sizes. Findings The study concluded that it is important to place essential items within the user’s reach when one hand is used. Items placed at the edges or corners of the screen are often difficult to reach on a larger screen, which means that avoiding such placement is preferred. Implications The study can both be of service in future research on user experience and reach, but also give recommendations on what is important to take into consideration when developing mobile applications for smartphones with larger screens. Limitations Since the study was conducted over a limited period of time there was no opportunity for more tests.
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Möjligheterna med Jailbreak / The possibilities with JailbreakPettersson, Ricky January 2010 (has links)
<p>Detta arbete är en undersökning om vad en Jailbreaking av iPhone OS kan tillföra för en vanlig användare och även de utökade möjligheterna för utvecklare. Det syftar till att ge en lätt överskådlig förklaring om hur jailbreaking fungerar och vilka fördelar och nackdelar som följer med det valet.</p><p>Det var ett personligt intresse för modifikation av operativsystem som gav grunden för valet av denna undersökning. Efter det egna införskaffandet av en iPhone 3Gs i slutet av 2009 utvecklades intresset för jailbreaking, något som successivt byggdes upp till en passion att vilja undersöka en iPhones fulla potential.</p><p>I rapporten kommer ett antal jämförelser att göras mellan ett native iPhone OS och ett Jailbreakat iPhone OS. Versionen är 3.1.3, vilken är den senaste stabila. Det presenteras viktiga paket som bevis för vad de extra funktioner som kan uppnås genom användandet av jailbreak. Det kommer även att beskrivas hur Jailbreak utförs. De paket som presenteras i arbetet kommer att vara de mest populära, funktionsrika och pålitliga utav de som finns tillgängliga inom jailbreak communityn.</p><p>Detta arbete resulterade i en redan förväntad bekräftelse att jailbreak har mycket att tillföra både normalanvändare för att utnyttja sin enhet med iPhone OS till sin fulla potential, men även för utvecklare som blivit nekade av Apple att få sälja sina produkter på AppStore eller helt enkelt bara vill utveckla utan Apples restriktioner och regler. Pengar finns absolut att tjäna genom Cydia Store eller liknade, vilket bevisas genom statistik och estimeringar.</p>
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Nostalgia and iPhone Camera Apps: An Ethnographic Visual Approach to iPhoneographyDe Panbehchi, Maria L 01 January 2016 (has links)
The iPhone is the most popular smartphone and camera on social media. iPhoneography, the photography taken or edited with the iPhone, has set the trend of nostalgic photography on social media during the 2010s; thus, the iPhone, a high-tech camera, produces low-tech-looking images. This dissertation attempts to find out why iPhone photographers (iPhoneographers) take, edit, and share images that mimic photographs taken with analog photographic equipment. I argue that nostalgia allows iPhoneographers to use the iPhone as a creative tool and to belong to a community. Based on the arguments of Vilém Flusser—who suggested that photographers are more interested in the camera and the process of taking pictures than in the photographs produced—this work focuses first on the iPhone camera and the camera apps. (This work also considers the writings of Roland Barthes, Susan Sontag, and W. J. T. Mitchell, as they pertain to photography and iPhoneography.) It traces the beginning of the nostalgic photograph style to 2008, when the Apple App Store offered apps that behaved like toy cameras and rendered images similar to those produced by toy and Polaroid cameras. The Hipstamatic app set the trend in 2009, and Instagram made it mainstream. Nostalgia is more a source of inspiration and creativity than a source of melancholy and longing for the past. The iPhoneography community on Facebook tends to form small groups that share and curate specific topics, such as clouds, portraits, flowers, and images produced with Hipstamatic. A small survey of the iPhoneography community shows that the community considers iPhoneography an art.
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Médium v procesu změny: fotografie ze smartphonů a dalších mobilních zařízení v kontextu profesionální fotožurnalistiky / Medium in the process of change:photography from smartphones and other mobile devices in the context of professional photojournalismKrálová, Pavla January 2013 (has links)
The diploma thesis Medium in the process of change: photography from smartphones and other mobile devices in the context of professional photojournalism analyzes the use of smartphones and smartphone photography in current professional photojournalism. In the first part of the thesis, the main focus is mainly on theory. It describes the pictorial turn, current trend in vizualizing information and the retreat from text n behalf of visual information. The second part is devoted to the description of the historical approaches to photography and the ganges of the photography from analog to digital to smartphone photography. The third part of the thesis focuses on description of smartphones and tablets and it also focuses on the description on smartphone and tablet applications for editing and sparing of pictures. The fourth part analyzes the use of smartphones and smartphone photography in media by media professionals. It focuses on the use of smartphone photography by war photographers and by other professional photographers in distant countries, natural disasters or at sporting events. The last part is devoted to detailed interviews with professional photojournalists Tomáš Tesař and Milan Jaroš who have professional experiences with smartphone photography.
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Natural user interfaces in games for mobile devicesLobão, Adelino Manuel de Sousa January 2010 (has links)
Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 2011
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Sound and furyWenrich, Richard Joseph 01 December 2015 (has links)
This is a thesis that represents an art show that was made on an iPhone and features images appropriated from Yahoo!, Facebook and Instagram. It is not profound.
Follow me on Instagram @printmacker.
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SMT-Based Reasoning and Planning in TALHallin, Magnus January 2010 (has links)
Automated planning as a satisfiability problem is a method developed in theearly nineties. It has some known disadvantages, such as its inefficient encod-ing of numbers. The field of Satisfiability Modulo Teories tries to connectalready established solvers for e.g. linear constraints into SAT-solvers in orderto make reasoning about numerical values more efficient. This thesis combines planning as satisfiability and SMT to perform efficientreasoning about actions that occupy realistic time in Temporal Action Logic,a formalism developed at Linköping University for reasoning about action andchange.
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Consumer behaviour in Apple's App StoreAyalew, Romel January 2011 (has links)
Mobile applications stores such as Apple’s App Store and Google’s Android Market revolutionized the distribution of applications for mobile devices. However, with thousands of application submissions, limited testing resources and the lack of an effective filtering mechanism, application stores suffer from information overload and a risk of releasing poor quality applications that could create confusion to consumers and may seriously affect the App store markets. Thus concern has been raised whether applications have been developed according to the need and interest of consumers. Therefore, the purpose of this study was mainly to identify and get insight into the main factors that mobile application consumer takes into consideration when purchasing mobile applications from the desktop iTunes App Store and the mobile App Store on the iOS devices: iPhone, iPad and iPod Touch. In this study both qualitative and quantitative case study approach was used. Accordingly twelve participants were selected from Stockholm and Uppsala area and their behaviour in the Apple’s App Store from the desktop iTunes and the mobile App Store on iOS devices was observed and recorded. Additionally questionnaires were administered to all participants in order to gather the necessary information. Consumers on the App Store behave differently depending on the unit they are using. This is because applications on the App Store are presented differently in the desktop iTunes App Store and the mobile App Store on the iOS devices. The study shows that young consumers with lower income purchase apps more frequently than the consumers with higher income. It also shows that consumers often consider the description, the screenshots, and the ratings when they are interested in buying applications. Furthermore consumers take a look more on ratings in the list on the iPhone and iPad App Store because the ratings are not shown in the list on the iTunes App Store. Similarly consumers tend to read the customer reviews more on the iTunes and iPad App Store as the customer reviews on the iPhone App Store is displayed in another page. Consumers were found to be more attracted by visual elements that they are already familiarized with, apps with famous logos and known fonts and styles but also to coherent and descriptive app names and strong colors (i.e. red, green, yellow, black and blue, respectively). The majority of the participants found the iTunes App Store messy and cumbersome to use. They preferred using the iPad App Store because they found it to be a good mixture of both iTunes and iPhone App Store but also because it has more options to consider. Although consumers behave differently depending on the unit they are using, the visual element of the apps, prior knowledge of consumers about the name of the apps, ratings, easy accessibility of screenshots and customer reviews of the apps were found to be the main factors to be considered by consumers when they visit app stores for purchase. Thus application developers and digital magazine publishers should consider these consumer behaviours in order to influence more downloads and successfully sell apps on the app stores.
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Från webb till app : En studie i hur interaktions- och grafisk design påverkas i utvecklingen från webbplats till mobilapplikation / From webb to app : A study in how interaction design and graphic design is affected in the developing process from webbsite to mobile applicationAxelsson, Joakim, Cederberg, Jessica January 2011 (has links)
This paper reports a study in how interaction design and graphic design is affected in the process of developing an mobile application to complement the use of an existing webbsite. The paper also ask how developers are affected in this process by the use of designpatterns. The purpous of the report was to see how designpatterns affects the development of mobile applications and how the interaction and graphic design differs between various company webbsites and their related application. A study was conducted by comparing three diffrent webbsites with three related applications to find material for our thesis. Interviews were conducted on three diffrent companys that work professionaly with creating mobile applications. The results show that interaction between an application and a webbsite differs much because of technical conditions such as screen size or limits as a result of rigid interface guidlines. Graphical elements are influenced by the publishers own guidlines for graphical user interface. The company’s own webbmanual is used as a template when developing the applications and keeping the identity intact. This applies to all the interviewed developers. The use of designpatterns occurs in most cases. The interviewed companys agree that design patterns should be applied to the process but some of the informants only apply them in interaction design and not in graphic design.
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