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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.
221

User Interface Supporting Forest Machine Operators : Improve User Experience and Adaptability through Accessibility and Personalization

Krantz, Irma January 2023 (has links)
Forest machine operators work in an environment that requires simultaneous monitoring of several factors. This is done using a control and information system, MaxiXT, that should provide the right information at the right time. The interface plays an important role in improving efficiency and promoting a favourable working environment for operators. Therefore, it is important to have an interface that effectively meets the needs of users. The objective of this study was to design a prototype of a user-friendly interface that makes it easy for the forest machine drivers to find the information they need. The design thinking methodology was used in this study, with a focus on forest machine operators who are the users of the control and information system. The process involves conducting user research and user testing. The insights gathered from the user research, combined with the findings from literature studies, served as the foundation for developing the prototype. The prototype was tested in both Mid-Fi and Hi-Fi versions, generating valuable feedback and insights. Overall, the impressions of the future users were highly positive. The diverse personalities and backgrounds of the users revealed varying interests in interaction and expectations from the control and information system. This highlights the potential for personalizing the interface, while also providing default settings based on the most typical preferences of Swedish users. To ensure broader usability across a wider user group, it is essential to supplement this information with input from users in other countries.
222

Drupal and ReactJS : An Evaluation of Decoupled Drupal and ReactJS

Lundqvist, Linus January 2023 (has links)
With almost 70% of the population being active internet users and with signs that this number only will increase in the coming years, the value for companies, organisations, and hobbyists to be able to share what is important to them will also increase. One of the most common ways to gain attraction on the internet is with the help of a website. There are multiple ways to create a website, with one popular approach is with the help of content managing systems (CMS). Different CMSs offer a range of functionality and range in complexity. A staple name in the CMS community is Drupal. Drupal can provide the entirety of an application but can also be used in a decoupled mode where it serves as the backend for a frontend developed with other technologies, e.g. a JavaScript library like ReactJS. This thesis aimed to evaluate how the JavaScript library ReactJS interacted with Drupal when used in its decoupled mode. Different methods, such as JSON:API and GraphQL, to export data from the Drupal site were also compared. The thesis also aimed to guide less experienced developers through their journey of decoupled CMSs. Through extensive research about Drupal and ReactJS, as well as the core functionalities, the thesis provides the necessary groundwork for implementing a decoupled application. The concepts are then further expanded with realistic examples to provide a deeper understanding of the subject. By implementing a realist web application containing common functionalities found in modern web applications, it could be concluded that Drupal and ReactJS complemented each other excellently by providing each other with features the other one did not have. Difficulties encountered were related to the unique technologies rather than their collaboration. The comparison between JSON:API and GraphQL elucidated clear benefits and drawbacks for each, providing a guide for developers to choose based on their specific needs. Future research could broaden the scope to other CMSs and JavaScript libraries to enhance the understanding of decoupled architecture. Exploring the implementation of custom APIs is also suggested for further studies.
223

Re-design and usability improvement of Arvue : an AR application displaying house models in their real context

Edström, Maja January 2024 (has links)
Building your own house may be the biggest decision and greatest investment of your life, which calls for an informed decision regarding the house design. However, two-dimensional drawings may lack external context and might, for untrained eyes, not communicate how the house will look on its intended site. With the use of augmented reality, the company Softhouse Neava AB has developed an application, Arvue, that gives users the ability to display digital house models in full scale at their intended site. Arvue is intended to help architectural firms in communicating house designs with their clients and through this, enhance their clients' experience of the designing process and decision making process. However, the user interface of Arvue lacks in usability, and when creating the interface, no usability testing was conducted. The objective of this thesis is to re-design the user interface of Arvue, with the aim to enhance its usability.  The prototype was developed using the design thinking process, which was iterated two times. This process consists of five phases - empathize, define, ideate, prototype and test. During the empathize phase, potential users were interviewed about their thoughts on usability and their knowledge and thoughts on AR. During the define phase, personas and user need statements were created based on the interview data. The user need statements were then used as a base for the brainstorming sessions in the ideate phase. Finally, a prototype was created and usability tested in two iterations.  To measure if the aim of this thesis was met, the System Usability Scale was used to grade both the current user interface of Arvue and the prototype, to compare the results. The current user interface scored an average of 49,5 or a grade F, meaning that the usability is below average. The prototype scored an average of 88 or a grade A+, meaning that the usability is above average. This indicates that the usability of the user interface has been enhanced, and thereby the aim of the thesis has been met. / Att bygga hus kan vara det största beslutet och den största investeringen i ditt liv, vilket kräver ett välinformerat beslut angående husets design. För otränade ögon kan det dock vara svårt att föreställa sig tvådimensionella ritningar på sin avsedda plats. Med hjälp av augmented reality har företaget Softhouse Neava AB utvecklat en applikation, Arvue, som ger en möjlighet att visa digitala husmodeller i verklig skala på deras avsedda plats. Arvue är avsedd att hjälpa arkitektfirmor att kommunicera husdesigner med sina kunder och genom detta förbättra sina kunders upplevelse av designprocessen och beslutsprocessen. Användargränssnittet för Arvue lider dock av bristande användarvänlighet, och användbarhetstester utfördes inte vid skapandet av användargränssnittet. Målet med denna uppsats är att omdesigna användargränssnittet för Arvue med syfte att förbättra dess användarvänlighet.  Prototypen utvecklades med hjälp av design thinking-processen, som itererades två gånger. Denna process består av fem faser - empathize, define, ideate, prototype och test. Under empathizefasen intervjuades potentiella användare om deras tankar kring användarvänlighet och deras kunskap och tankar kring AR. Under definefasen skapades sedan personas och user need statements baserat på intervjudatat. Detta användes sedan som grund för brainstormingsessioner i ideatefasen. Slutligen skapades en prototyp som användbarhettestades i två iterationer.  För att mäta om syftet med uppsatsen uppnåddes användes System Usability Scale för att betygsätta både det nuvarande användargränssnittet för Arvue och prototypen, för att sedan kunna jämföra resultaten. Det nuvarande användargränssnittet fick ett genomsnittligt poäng på 49,5 eller betyget F, vilket innebär att användarvänligheten är under genomsnittet. Prototypen fick ett genomsnittligt poäng på 88 eller betyget A+, vilket innebär att användarvänligheten är över genomsnittet. Detta tyder på att användarvänligheten för användargränssnittet har förbättrats och att syftet med uppsatsen har uppnåtts.
224

Designing a reactive feedback feature for end-users in web-based media software

Dellmar, Jessica January 2024 (has links)
Customer feedback is essential for improving a company's products or services and increasing customer satisfaction. Despite its value, user involvement faces many challenges, such as low user motivation and feedback with missing context information. To increase the chance of collecting user feedback, the process must be fast, easy, and well-integrated into the system or product.  In this thesis, a suitable way of designing a high-fidelity (Hi-Fi) prototype of a reactive feedback feature that improves the ease of submitting end-user feedback and enriching it with sufficient information to streamline the interpretation and handling process has been investigated. This was done by following the Design Thinking method and its five phases. In the first phase of the process, Empathize, information about the end-users' and the product teams' pain points, wants, and needs regarding the current feedback process were gathered through interviews. A literature study and research of existing feedback tools were also conducted to build a broader knowledge about the subject. The collected data was organized and analyzed during the second phase, Define, through affinity diagramming, a customer journey map, and defining user need statements. In the third phase, Ideate, a wide range of design solutions to the identified problems and user need statements were generated during a Crazy 8 workshop and initial sketching. The two final phases, Prototype and Test, consisted of three iterations of creating and evaluating prototypes through an expert review, a usability test, a heuristic evaluation, and a final usability test.  The two major identified pain points were the product team expressed that customer feedback is often difficult to interpret due to missing context information, and that end users have to go through a long and laborious procedure to provide feedback. End-users wanted an easy and fast way to submit a wide range of feedback to have some impact on the product's future improvement, and the product team wanted to collect as much sufficient information as possible to facilitate the interpretation and handling process. The study explores the challenges of including predefined feedback options and a prioritization feature to enhance the interpretation and management of feedback while maintaining ease of use. The prototype includes the possibility to attach annotated screenshots and screen recordings and automatically collects contextual data to address the lack of information and simplify and speed up the feedback process for end-users. The final usability test resulted in positive feedback and showed that the suggested feedback feature enables end-users to provide feedback quickly and easily while providing the product team with the most necessary information. The result also gives a first indication that the feedback feature will increase the end-user involvement in the product's future development.
225

Benefits of Accepting Cookies in a Digital News Space : A Way to Communicate the Enhancement of User Experience That Cookies Allow

Ählström, Olivia January 2024 (has links)
No description available.
226

ENERGY EFFICIENCY RATING IN DIGITAL SPACE : System Conscious Of Potential Energy Saving (SCOPES)

Jansson, Hanna January 2024 (has links)
Can a tool effectively aid user experience (UX) and user interface (UI) designers, along with frontend developers, in implementing more energy efficient websites? The foundation for formulating the thesis questions and identifying the issue was laid through an exploration of related work. This study aims to present the development of a tool encompassing recommendations and practices from existing research, providing valuable support for designers and developers.  Several methods, namely six, were established to better define and concretise the problems. The idea phase continued exploring potential solution both through looking at similar solutions as well as doing workshops together with potential users. In this phase the guidelines, now named SCOPES - System Conscious of Potential Energy Saving, started taking shape. The prototype was designed to assist web designers and developers in reducing energy consumption during website development. The study and especially the test phase found that guidelines empowered web designers to create energy efficient web pages, and users accept lower energy pages when aware of their efficiency, given that essential functionalities are retained.  The results of this thesis, supported by a total of 16 methods and 64 users with various backgrounds, ethnicities, and genders, emphasize the importance of addressing the challenges, posed by our energy-demanding society, pointing to potential pathways for a more sustainable and efficient future.
227

Onboarding New Users for Initial Creation of Photo Book in Mobile Application

Aavik, Ida January 2024 (has links)
Photography holds great significance by capturing memories and sharing stories. Today, the average user has around 2,000 photos on their smartphone, many of which go unnoticed. Once Upon is a mobile application launched in 2017, where users can create photo books to collect their memories in a physical book. Observations and previous data from Once Upon show that new users encounter certain challenges when creating their first photo book with the application. This has sparked interest in exploring how onboarding can be used to help new users. Onboarding is a broad term that includes introducing users to a new product or service. This study followed the Design Thinking process to create a prototype of an onboarding process that facilitates understanding for new users how to get started with creating their first photo book using the Once Upon mobile application. In the first phase, Empathize, research methods were conducted to identify how users interact with the Once Upon mobile application. The data was further analyzed in order to narrow down the topic and define the problems in the Define phase, employing methods such as personas, user flow diagrams and mind mapping. Subsequently, ideas began to be generated in the next phase, Ideate, where How Might We statements were formulated. These were utilized in two workshops for brainstorming, and then contributed to the initial sketching of different design proposals. The last two phases, Prototype and Test, were performed iteratively to produce prototypes and test them with usability testing. It was observed that new users experienced some challenges when creating a photo book for the first time in the application. Among other things, they lacked inspiration, looked in the wrong place for certain functions or did not know how to start from scratch. With this, the focus was placed on the onboarding flow being about introducing users to creating their first photo book with the Once Upon mobile application. Different strategies and types of onboarding had been analyzed, and then some that were deemed suitable for the application were chosen to proceed with. During the tests of the prototypes, a flow was finally chosen that the participants appreciated the most. The result contributed to helping new users get started and get inspired to create their first photo book with the Once Upon mobile application, through the creation of a design proposal of an onboarding process. / Fotografi har stor betydelse genom att fånga minnen och dela berättelser. Idag har den genomsnittlige användaren omkring 2 000 foton på sin smartphone, varav många går obemärkta förbi. Once Upon är en mobilapplikation som lanserades 2017, där användare kan skapa fotoböcker för att på så sätt samla sina minnen i en fysisk bok. Observationer och tidigare data från Once Upon visar att nya användare stöter på vissa utmaningar när de skapar sin första fotobok med applikationen. Detta har väckt intresse för att utforska hur onboarding kan användas för att hjälpa nya användare. Onboarding är ett brett begrepp som innefattar att introducera användare till en ny produkt eller tjänst. Denna studie följde Design Thinking-processen för att skapa en prototyp av en onboardingprocess som underlättar förståelsen för nya användare hur man kommer igång med att skapa sin första fotobok i Once Upon mobilapplikationen. I den första fasen, Empathize, genomfördes forskningsmetoder för att identifiera hur användare interagerar med mobilapplikationen Once Upon. Datan analyserades vidare för att i Define-fasen smalna av ämnet och definiera problemen med hjälp av metoder som personas, user flow-diagram och mind mapping. Därefter började idéer genereras i nästa fas, Ideate, där How Might We-frågeställningar formulerades. Dessa användes vid två workshops för brainstorming, och bidrog sedan till att börja skissa olika designförslag. De sista två faserna, Prototype och Test, utfördes iterativt för att ta fram prototyper och testa dessa med genom användbarhetstester. Det observerades att nya användare upplevde en del utmaningar när de skulle skapa en fotobok för första gången i applikationen. Bland annat att de saknade inspiration, letade på fel ställe för vissa funktioner eller inte visste hur de skulle komma igång. Med detta lades fokuset på att onboardingflödet skulle handla om att introducera användarna inför att skapa sin första fotobok med Once Upon mobilapplikationen. Olika strategier och typer av onboarding hade analyserats, och därefter valdes några som ansågs lämpliga för applikationen att gå vidare med. Vid testerna av prototyperna valdes slutligen ett flöde som deltagarna uppskattade mest. Resultatet bidrog till att hjälpa nya användare att komma igång och få inspiration till att skapa sin första fotobok med Once Upon mobilapplikationen. Resultatet bidrog till att hjälpa nya användare att komma igång och bli inspirerade att skapa sin första fotobok med mobilappen Once Upon, genom framtagandet av ett designförslag för en onboardingprocess.
228

Data visualisation to improve battery discharge process

Gustafsson, Ebba January 2024 (has links)
Data visualisation can provide a user-friendly way to observe and understand data. It can make is easier to make well-informed decision and communicate findings in data. This study aims to research how to effectively structure and visualize a complex data sets in order to improve a battery discharge process. By implementing a dashboard and visualising a data set from electrical battery discharging, the following objectives are considered; analyse and identify which parameters and variables are most important in the battery discharging process. Analyse how data transformation and cleaning can support data visualisations. Define an interface that visualises the trends, anomalies and correlations of the data set. Evaluate how the visual representation is perceived by users in the battery recycling process?The study followed the User Centered Design method, which consist of five phases that are iterated. During the phases Identify needs and Specify context of use six stake holder interviews was held, theses were analysed through an Affinity diagram and Personas. In the phase Specify requirements requirements are established by conducting a user journey mapping. The data and insights from the previous phases was turned into ideas and solutions in the phase Produce design solutions. In total three low-fidelity and one high-fidelity prototype were created, as well as one implemented solution. In the last phase Evaluate design the design solutions were tested though, interviews, usability test and a survey. The result of the study strengthens the theory that data visualisations can be used to provide insights. The findings show that visualisation to some extent could help detect abnormalities, patterns and correlation between variables, which could be useful in improving a process.
229

Increasing Proactive Healthcare: An Automated Approach Within Screening Process For Breast Cancer

Lundkvist, Theresia January 2024 (has links)
Breast cancer is the most common cancer and 8 700 individuals in Sweden were diagnosed with breast cancer in 2021. Thanks to improved diagnostic methods and more effective treatment, nine out of ten women who develop breast cancer survive. The aim of the study was to assess the impact on the administrative time of healthcare professionals in the breast cancer screening process when the process is automated using Robot Process Automation (RPA). The study developed a process model of the screening process and a cost estimate of how much time could be saved by integrating RPA based on input from healthcare staff. The study used the methodology Design Thinking Method in conjunction with the methodology Case Study. The overall results of this study show that RPA can replace certain administrative tasks in the breast cancer screening process to reduce administrative time. It shows that the breast cancer screening process has the potential to be automated and the cost estimates show that an automated system could save between 30-80 hours of manual work per year. Further research is needed to determine how other screening processes can benefit from automating manual tasks with RPA and thus integrate RPA on a larger scale.
230

Enriching Automated Travel Diaries Using Biometric Information

Palmberg, Robin C. O. January 2019 (has links)
The methods for collecting travel data about travellers today incorporate either fully manual or semi-automatic elements, which makes the methods susceptible to errors. The travellers might respond subjectively rather than objectively or even wholly incorrect, albeit with or without purpose. For certain types of studies, these are still valid methods for collecting data. However, for specific target groups, it might be hard to respond using these methods, either because of physical or psychological limitations. One of these target groups that is increasing rapidly is elderly in general, and dementia patients in particular, who suffer from fluctuating cognitive skills and memory. These conditions affect the recipient’s ability to answer truthfully and correctly. However, in the strive to form more accessible urban environments, the information regarding the need and behaviour of the said target group is crucial, meaning that new methods for collecting travel data need to be created. The three papers included in this licentiate thesis present the development and trial of a new method for fully automated data collection using biometric data as a dimension. The method attempts to determine how the recipient is affected by the elements presented to them while they travel, such as the built environment, based on the variations in the biometric data dimension. With the rapid advancements in information and communication technology, many new artefacts which open for new possible methods of data collection has been launched and are widely available. The methods and artefacts are not capable of meeting the requirements for the type of data collection method that would be needed to cater to the target group by themselves. However, by combing several types of currently available artefacts and methods, it is theoretically possible to cover the gaps of each artefact and method to create versatile methods for data collection (Paper I). Such methods require tools for physical operationalisation. An exploratory development process has led to the creation of a software tool which could be used with several types of consumer hardware, which means that it would theoretically be possible to conduct extensive surveys fast with low costs where participants utilise their own hardware (Paper II). In order to uncover the usefulness of the tool, an analysis was conducted on a limited dataset which had been collected as a result of a trial of the tool. In an attempt to prove the hypothesis “it is possible to understand how much the dimensions of data collected in specific locations affect the stress of travellers using heart rate as the dependent variable”, data-driven methods of data analysis were explored and utilised. Simple clustering methods, which disregarded any weighting on the dimensions, uncovered if there was any valuable information in the dataset at all. A model had to be created in order to understand better how the different dimensions of the collected data affected the participant (Paper III). This set of papers should indicate whether this type of method is feasible to pursue with the current means of widely available technology and what sort of significance the collected data might hold when analysed with appropriate analysis methods. / Metoderna för att samla in resedata från dagens resenärer inkorporerar antingen helt manuella eller halvautomatiska element, vilket gör dessa metoder mottagliga för fel. Resenärerna kan svara subjektivt snarare än objektivet eller helt inkorrekt, antingen med eller utan avsikt. För vissa typer av studier så är dessa metoder fortfarande meningsfulla att använda för datainsamling. Men för särskilda målgrupper kan det vara svårt att svara på undersökningar som använder dessa metoder, antingen på grund av fysiologiska eller psykologiska begränsningar. En av dessa målgrupper, som är stadigt växande, är den äldre befolkningen generellt, men framförallt demenspatienter, som lider av sviktande kognitiva förmågor och minne. Dessa tillstånd påverkar den svarandes förmåga att svara sanningsenligt och korret. Men i strävan efter att skapa mer tillgängliga stadsmiljöer så är informationen angående behovet och beteendet hos den nämnda målgruppen av yttersta vikt, vilket innebär att nya metoder för att samla in resedata behöver skapas. De tre artiklar som har inkluderats i denna avhandling presenterar utvecklingen och försökstestandet av en ny metod för helt automatisk datainsamling med användandet av biometriska data som en dimension. Metoden försöker att avgöra hur den svarande blir påverkad av element de stöter på medan de reser, såsom det byggda samhället, baserat på variationer i den biometriska datadimensionen. Med de snabba framstegen inom informations- och kommunikationsteknik så har nya artefakter som öppnar för nya möjliga metoder av datainsamling lanserats och är allmänt tillgängliga. Dessa metoder och artefakter är inte kapabla till att möta de krav som ställs för den typ av datainsamlingsmetod som krävs för att kunna tillgodose målgruppen på egen hand. Men genom att kombinera flera typer av de nu tillgängliga artefakterna och metoderna så är det teoretiskt möjligt att täcka luckorna som finns i varje artefakt och metod för att skapa en mer mångsidig metod för datainsamling (Artikel I). Sådana metoder kräver verktyg för att fysiskt operationaliseras. En explorativ utvecklingsprocess har lett till skapandet av ett mjukvaruverktyg som skulle kunna användas med flera typer av konsumenttillgänglig hårdvara, vilket betyder att det skulle vara teoretiskt möjligt att genomföra stora undersökningar snabbt med låga kostnader där deltagarna använder sin egen hårdvara (Artikel II). För att förstå användbarheten av verktyget så gjordes en analys på ett begränsat data-set som hade blivit insamlat som ett resultat av ett försökstestande av verktyget. I ett försök att bevisa hypotesen ”det är möjligt att förstå hur mycket dimensionerna av data som samlats in vid specifika platser påverkar stressen hos resenärer med hjälp av puls som den beroende variabeln” så utforskades och användes data-drivna metoder av dataanalys. Enkla metoder, som inte la någon särskild vikt vid någon särskild dimension, användes för att visa om det fanns någon värdefull information i data-setet överhuvudtaget. En modell behövde skapas för att bättre förstå hur de olika dimensionerna av den insamlade datan påverkar deltagaren (Artikel III). Denna samling artiklar är tänkt att ge en indikation på om denna typ av metodik är rimlig att fortsätta utveckla givet de nu tillgängliga teknologierna och vilken sorts signifikans den insamlade datan kan innehålla när den har analyserats med lämpliga analysmetoder.

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