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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.
61

Bringing Understanding of Simulation Material to Interaction Designers / Skapa förståelse av Simuleringsinformation till Interaktionsdesigners

Laure, Denis January 2016 (has links)
Simulation-based tools are complex and obscure software. However, a company may benefit from using such tools, as they provide more precise and accurate information. Ericsson has developed a RAN simulator that allows to model cellular networks taking into account even their smallest aspects. This allows to compare di↵erent solutions for particular case and select the best one. Therefore, Ericsson can propose better, i. e. most e cient and less cost, solutions to its customers. However, the RAN simulator is developed in MATLAB and does not have any graphical user interface. Therefore, it is not possible for people who manage sales at Ericsson to use it, because they have no skills for it. This, in fact, raises the need of development of a tool that will provide sales people with a convenient way to access the RAN simulator. This research describes a process of prototyping three simulation-based tools for Ericsson. It covers a process of providing interaction designers with the knowledge about simulations. The research gives insights on important details of the simulations that are needed to be delivered to the designers, as well as aspects of developing simulation-based tools within multidisciplinary team. Moreover, the research introduces a “mediator person” who can significantly help and improve the process of the development of simulation-based tools. / Simuleringsbaserade verktyg är komplex programvara. Dock kan ett företag tjäna på att använda sådana verktyg, eftersom de kan ge tydlig och korrekt information. Ericsson har utvecklat en RAN-simulator som gör det möjligt att detaljerat modellera mobilnät. Simulatorn gör det möjligt att jämföra lösningar för specifika fall och därmed välja den bästa lösningen. Utifrån detta kan Ericsson sedan föreslå effektiva lösningar till lägre kostnad till sina kunder. RAN simulatorn är utvecklad i MATLAB och har inte har något grafiskt användargränssnitt. Av denna anledning är det svårt för försäljare utan MATLAB-kunskaper att använda simulatorn. Detta har gjort att det finns ett behov att utveckla ett grafiskt verktyg som gör det tillgängligt och enkelt att använda RAN-simulatorn. Denna forskningsstudie beskriver en process för att skapa tre simuleringsprototyper. Det omfattar en process för att tillhandahålla kunskaper om simuleringar till interaktionsdesigners för att de ska kunna utveckla användargränssnittet. Forskningen ger insikter om vilka kunskaper interaktionsdesigners behöver, samt aspekter för att kunna arbeta med utvecklingen av simuleringsverktyg i ett multidisciplinärt team. Resultatet visar på behovet av en medlar-roll  - någon som kan stödja och förbättra utvecklingsprocessen av komplexa simuleringsverktyg.
62

Interaction Design for Internal Corporate Tools / Interaction design för interna företags software

Kortbeek, Charlotte January 2016 (has links)
Software tools to be used by employees of large organizations rarely satisfy the end-user. They might be complex, difficult to use, not feasible in the actual work context or even worse adding to the workload of the users. This is however not that surprising, since designing for such complex organizational contexts can be challenging. Typically, such projects involve a large number of stakeholders and a diverse group of users, all with their own roles, backgrounds, wishes, needs and preferences. For large enterprises is is a challenge to create internal tools that fulfill their supporting role for the employees and at the same time take away few as possible resources from the core business. This paper reports on a research under the umbrella of the larger areas of CSCW and HCI. The project aimed at getting more insights into using a user-centered approach to the design and development of internal-tools within a large multinational corporation. Field observations from within the department were combined with design explorations in which new tools were prototyped. A model for thinking about the work setting is presented and recommendations for interaction designers aiming at applying a user-centered approach to design of internal tools are given.
63

Supporting reflection on time spent while studying

Blomqvist, Felix January 2021 (has links)
During the Covid-19 pandemic, students has been forced to spend more time studying alone at home, which in some cases has led to increased stress and anxiety. This thesis explores qualities in Slow, Calm and Persuasive technology, together with temporal concepts in theory and qualities derived from ideation, with the aim to explore which qualities should be considered while designing for supporting self-reflection on time spent while studying. The process in this thesis is explorative, moving from ideation, to digital and physical prototypes, with the authors reflections and experiences driving the process forward and experience sessions with participants that were used to ground the experience through their reflections and new perspectives. Through evaluating the reflections and experiences with tools and design principles, the work ends up with the four qualities flow, tension, unfolding and balance as suggestions to work with in future research on designing for supporting self-reflection on time spent while studying.
64

Lines of thought : Exploring hybrids in the design of game components

Xavier, Margarida January 2021 (has links)
From the creation of traditional board-games to their translation into digital interfaces, a new era seems to be starting, where the need for physical sensory interactions battles the benefits brought on by technology. This is where hybrids are born as a middle ground that blends the benefits of these two forms of play. And while new hybrid game designs should cater these benefits equally, it seems that these post digital board-games, have still been focused in proposing new technologies, rather than new interactions. A shift in focus is now necessary, placing hybrids as a bridge between physical and digital domains, towards innovative interactions in gameplaying experiences. As games are set in a context that blends imaginary narratives with real contexts and players, exploring new forms of interaction is only made possible by looking beyond what games are, and into the experiences they provide. In that sense, this design process will explore deduction game components, such as the communication of clues that lead players to discover the solution and win the game. The final concept, Lines of Thoughts, contributes to the discussion by looking at materiality in interactions as something not only seen literally defined in physical form, but also metaphorical. Elements that would otherwise be intangible, such as thoughts, can be made tangible through technologically enhanced lines that can be created, seen, touched, heard, and, ultimately, interacted with.
65

Exploration of Computer Game Interventions in Improving Gaze Following Behavior in Children with Autism Spectrum Disorders

Kane, Jessi Lynn 03 May 2011 (has links)
Statistics show the prevalence of autism spectrum disorder (ASD), a developmental delay disorder, is now 1 in 110 children in the United States (Rice, 2009), nearing 1% of the population. Therefore, this study looked at ways modern technology could assist these children and their families. One deficit in ASD is the inability to respond to gaze referencing (i.e. follow the eye gaze of another adult/child/etc), a correlate of the responding to joint attention (RJA) process. This not only affects the way they appear to society, but it also affects social development, communication skills, and play skills later in life (Whalen & Schreibman, 2003), making early intervention of RJA is an integral part of a successful social skills program. This study developed design guidelines, as well as offered and evaluated a design framework, adding to the limited literature regarding technology and ASD intervention. The game was developed within behavior analytic framework, undergoing several iterations, developing a functional prototype that was analyzed in three parts. The first part identified which elements needed redesign in light of the study population. Second, a collaborative prototyping participatory design group was formed in which the elements from the previous part of the study were assigned guidelines. The final part of the study included an evaluation by those with ABA experience, evaluating if the game correctly encompassed and mirrored traditional face-to-face ABA interventions. The study's contributions were the finalized design guidelines and design framework, as well as additional research on harnessing technology in ASD interventions. / Master of Science
66

"Hey Google, how do I become a more satisfied and frequent user of VUI?" A study in how to improve VUI usability

Hallberg, Kristoffer January 2018 (has links)
Forskning och utveckling har hittills mestadels fokuserats på den rent tekniska utvecklingen av ’speech recognition’ för användningen av produkter med ’Voice user interface’ (VUI). Men det krävs mer för att skapa en bra upplevelse och frekvent användande av VUI. Detta examensarbete undersöker hur upplevelsen och värdet av VUI kan förbättrats för användaren.Genom intervjuer, observationer och frågeformulär riktade mot användare av VUI-produkter innehållande Google Assistant, Alexa eller Siri, identifierades de två största problemområdena – att VUI inte anpassar volymen på sina svar efter omgivningens ljudnivå, samt bristen på kunskap om vad VUI kan användas till i de olika produkterna.Resultatet från användartester av prototyperna visar att en nuvarande teknisk begränsning som volymanpassning kan genom vidareutveckling av tekniken öka användarvänligheten avsevärt. Testerna visar även att användarupplevelsen ökar om användaren blir medveten om vad som faktiskt kan göras med VUI, vilket leder till ytterligare förenklingar i vardagen.
67

Communicating Banking Values Through Interactions- Investigating the communicative functions of interaction attributes within the banking sector

Radford, Johanne Amble January 2018 (has links)
The present study explores the use of interactions for a communicative purpose, when it comes to communicate banking brand values through a website. By establishing important banking values, trust, sincerity and transparency this study investigates how interaction can be used to communicate those values, through the theory of interaction attributes. Using interaction attributes to communicate emotions as well as brand values has been previously investigated. However, not in the setting of banking. Through designing and exploring interactions this study established some important qualities to consider when designing for banking, with the goal of communicating trust, sincerity and transparency. Attributes consistency, expectedness and apparent are favourable, whilst pliability is found to have a negative effect. In addition to these attributes established by previous work, the findings suggest the importance of a new quality, to design interactions that animate slowly over time, as a way to guide the user through the interaction.
68

Democratising Information

Alfredsson, Daniel January 2020 (has links)
Sharing information at a workplace is important to keep the employees inthe loop. At workplaces where employees don’t have common work hoursconventional methods for sharing information are insufficient, making itchallenging to stay in the loop. Through participation and observation thisstudy has investigated how information is shared at Systembolaget in VästraHamnen in Malmö. Based on the findings, a design proposal is suggested and tested with the employees at the store.
69

The introduction of interactive olfactory displays to create more memorable museum visits

Hammer Ingerslev, Ida January 2018 (has links)
This paper explores the field of museum interactions with a specific focus on the introduction of smell as a means to communicate the objects on display and create more memorable museum visits. Through literature, research, focus groups, and a substantial ideation phase I have found problems and design openings in the exhibition room. These, I have addressed by creating and testing a set of three olfactory display prototypes in the exhibition, all with a scent fitting not only the objects but also the exhibition room as a whole. The introduction of these interactive olfactory displays has resulted in a change in how the exhibition was perceived and what the visitors took with them from the experience. This is an exploration into a new and unknown field, contributing to the field of museums as well as the general field of smell interaction in space. It is also an exploration into how museum visits can be made more memorable by using the incredible ability of smells to spark associations and memories.
70

How can we enhance presence in a distant relationship between adult children and their parents

Leche, David January 2019 (has links)
This thesis explores the field of mediated presence in a distant relationship, with a specific focus on the introduction of “receptiveness” as the biggest factor, when designing to enhance this mediated experience. I have approached this field in a user centered manner since it is fairly unexplored thus far. Through related work, cultural probe, interviews and discussions with the target group I have explored design opportunities. These design opportunities are contributing to the field. This by revealing how the target group evaluate presence, to what extent they do so and the different needs the relationship have when experiencing presence. The introduction of “receptiveness” as the main factor to how we experience presence lead to prototyping and user testing in regard of manipulation of certain times and spaces. Resulting in different explorations to how mediated presence will be experienced as enhanced.

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