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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.
371

House Configurator Interface : User Experience Design for the Interface of a House Configurator

Troive, Frida January 2021 (has links)
Building a house is a demanding process with a lot to learn, and many expensive decisions that have to be made. One of them is to choose which house to buy and what it should look like. Many house companies offer via the website a house configurator where the house buyer can test different combinations of choices and see what it would look like. Neava Studios is a company that offers such a tool, Design Studio, which they sell to house companies. The unique thing about this house configurator is that instead of showing fixed example views for each configurable part of the house, it presents photorealistic 360-degree renderings from several different positions in the house. When the house configurator Design Studio is sold to a house company, it is presented through a demo version of the product. The user interface that belongs to the demo was created temporarily and needs to be redesigned with a focus on the end-user experience. In this master thesis, the aim has been to create a better experience for house buyers in the situation of building a house. With the goal of developing a concept for a user interface that is visualized and tested through an interactive prototype. The work has followed an iterative user-centered Design thinking process with five different phases: empathize, define, ideate, prototype and test. In the first phase, empathy was created with house buyers through interviews and surveys and by analysing that information. In the second phase, the primary needs were defined to be used as a basis in the third phase, where ideas for solutions were developed. Two prototypes were created and tested to result in a winning concept that was improved and visualized in an interactive prototype. The final result is a standard user interface for the demo version of Design Studio where the house buyers’ experience has been in focus. This has been done by working with the house buyers’ needs combined with research on user experience and user interface, among other things. The features in the product are combined and clustered to a few, placed in intuitive locations, resulting in an intuitive layout where the user has a good overview. The same applies with the menu that is given a large space for the user to have an overview of the choices, without taking up too much space on the screen. The explorer mode is integrated into the configurating mode for the user to access it, creating control and freedom while making choices. The price is extended to present the price for every room, giving the user more control to stick to their budget. / Att bygga hus är en krävande process med mycket att sätta sig in i, och många och dyra beslut som måste tas. Ett av dem är att välja vilket hus man ska köpa och hur det ska se ut. Många husföretag erbjuder via hemsidan en huskonfigurator där husköparen kan testa olika kombinationer av val och se hur det skulle se ut. Neava Studios är ett företag som erbjuder ett sådant verktyg, Design Studio, som de säljer till husföretag. Det unika med den här huskonfiguratorn är att den i stället för att visa fasta exempelvyer för varje konfigurerbar del av huset, presenterar fotorealistiska 360-gradersrendreringar från flera olika positioner i huset. När huskonfiguratorn Design Studio säljs till ett husföretag presenteras den genom en demoversion av produkten. Användargränssnittet som hör till demon skapades provisoriskt och behöver designas om med fokus på slutanvändarens upplevelse.  I det här examensarbetet har syftet varit att skapa en bättre upplevelse för husköparna i situationen av att bygga hus. Med målet att ta fram ett koncept för ett användargränssnitt som visualiseras och testas genom en interaktiv prototyp. Arbetet har följt en iterativ användarcentrerad Design thinking-process med fem olika faser: empatisera, definiera, idégenerera, prototypa och testa. I den första fasen skapades empati med husköpare genom intervjuer och enkät och genom att analysera den informationen. I den andra fasen togs de primära behoven fram för att användas som grund i tredje fasen där idéer på lösningar togs fram. Två prototyper skapades och testades för att till slut resultera i ett vinnande koncept som förbättrades och visualiserades i en interaktiv prototyp. Det slutliga resultatet är ett standardanvändargränssnitt för demoversionen av Design Studio där husköparnas upplevelse har varit i fokus. Det har gjorts genom att utgå från husköparnas behov och forskning inom bland annat användarupplevelse och användargränssnitt. Funktionerna i produkten har kombinerats och grupperas till ett fåtal, placeras på intuitiva platser, vilket resulterar i en intuitiv layout där användaren har en bra överblick. Detsamma gäller menyn som ger ett stort utrymme för användaren att ha en översikt över valen, utan att ta upp för mycket utrymme på skärmen. Utforskarläget är integrerat i konfigureringsläget för användaren att få åtkomst till det, vilket skapar kontroll och frihet samtidigt som man gör val. Priset utökas för att presentera priset för varje rum, vilket ger användaren mer kontroll för att hålla sig till sin budget.
372

INTI : En automatiserad ljudupplevelse

Guzmán Bacarreza, Victor, Andersson, Claes January 2021 (has links)
The thesis INTI was founded by the members of the project, because they had a great common interest for development of smart electronic products, which today is classified as smart home products. The founders used their experience and knowledge that they had acquired in their three years at Halmstad University. INTI falls nothing short of the expectations they had prior to the start of the project. It will simplify everyday living and enhance comfort in one's own home by using location recognition. Today, there is a lot of competition between different markets that integrate with smart home products. Such as audio products, light units and security products. INTI is an automated solution where programming modules can identify the user’s location in order to create a system network. By identifying the location of the user, it’s possible to configurate the sound system and establish a follow-around system. The primary goal with this thesis is to connect the INTI system with two speakers and attain a functional follow-around system that adjust the volume according to the user’s position. The purpose of the thesis is to create a unique system that is affordable by todays standard and alleviate everyday life for the private consumer. / Examensarbetet INTI grundades i samband med projektmedlemmarnas stora intresse för den utveckling som har skett av elektroniska produkter till det som klassificeras som smarta hemprodukter idag. Genom att applicera tre års lärdomar inom produkt- och projektledning idetta examensarbete utformades en automatiserad lösning vilket baseras på platsidentifiering. Iskrivande stund finns det ett flertal olika varianter av smarta produkter inom diversemarknadssegment, exempelvis högtalare, lampor samt säkerhetsprodukter. Det som projektdeltagarna vill eftersträva med projektet är att skapa ett automatiserat system (INTI) somintegreras med ett par ljudenheter och skapar ett follow-around system för användaren.INTI är en automatiserad systematisk lösning, där det har tillämpats programmering av modulerför att på ett effektivt sätt skapa ett positioneringssystem för att lokalisera användaren. Genomatt platsidentifiera användarens position ges möjligheten till att anpassa tekniskakonfigureringar i ljudenheterna och etablera ett follow-around system. Det primäraproduktmålet för detta examensarbete är att sammanlänka INTI med två högtalare och uppnåett funktionellt follow-around system, vilket innefattar att ljudenheterna anpassar volymen utefter användarens position. Syftet med detta examensarbete är att skapa en unik lösning somär prisvärt och underlättar vardagen för privatkonsumenter.
373

A software solution for measuring customer experience in-store of a grocery retailer / En applikation för att mäta kundupplevelsen i en matbutik

Norsbo, My January 2021 (has links)
The technology of today enables several alternatives to obtaining food in physical stores, such as home deliveries of groceries or take away deliveries. Traditionally grocery retailers have focused primarily on products, but as time changes and customer values shift, grocery retailers must focus on customer experience to establish a relationship between the company and customers to stay competitive on the market. The aim of this study was to investigate what data are required, and where in-store these data should be collected, to draw conclusions about customer experience in a grocery store. Furthermore, to investigate how the graphical user interface of an application collecting that data in-store in grocery stores should be designed and evaluate the usability of the produced proof of concept-application in terms of subjective satisfaction. The implementation was done iteratively, where the first set of requirements were based on a literature study and contextual inquiry, and the other prototypes were evaluated through user testing and interviews. The final high-fidelity prototype was evaluated by the System Usability Scale. The study defined customer experience as the cognitive experience, the affective experience, the social experience, and the physical experience. Data on each of these aspects should be collected to measure customer experience and will give an indication about the  customer experience in the store. Measurement should be done on one of the touchpoints identified in the study. The application created was a usable system according to the SUS evaluation but may not be extensive enough to replace all other measurements, and a mix of techniques should be considered.
374

Evaluating the Game Approachability Principles for Designing Strategy Game Tutorials / Utvärdering av Speltillgänglighetsprinciperna för Skapandet av Strategispelhandledningar

Blomqvist, Jesper January 2020 (has links)
The approachability of a game is determined by the ease of which a player may learn how to play it. Most often, the player is taught how to play a game during a specially designed first level, called the tutorial level. In order to evaluate the approachability of a game, Desurvire et al. created the Game Approachability Principles (GAP) and suggested that GAP could potentially also be used to design game tutorials. This was tested in this paper by using GAP during an iterative design process of a strategy game tutorial. Each tutorial iteration was user-tested and heuristically evaluated. This study suggested that the use of GAP during the design process had resulted in a successful game tutorial. However, as there was a difference between identifying and solving an issue, some revisions to GAP were suggested to improve the usage during design processes’. / Desto större och mer avancerat ett spel är, desto svårare kan det vara att lära sig. Moderna spel böjar ofta med att låta spelaren spela en övningsbana,  även kallad “tutorial”, för att lära spelaren spelet. För att mäta hur väl ett spel går att lära sig tog Desurvire et al. fram “speltillgänglighetsprinciperna”, eller “The Game Approachability Principles” (GAP). Det föreslogs även att GAP skulle vara användbara vid skapandet av övningsbanor. I den här rapporten utvärderades det påståendet genom att applicera GAP vid skapandet av en övningsbana till ett strategispel. Slutsatsen blev att användandet av GAP resulterat i en framgångsrik övningsbana, men att principerna är möjliga att anpassa ytterliggare för användandet vid designprocesser. Därför föreslogs en reviderad version av principerna.
375

Investigation Of Complex Strategy Games On Console: Evaluating The Potential Possibilities Of One User Interface To Rule Them All

Nisbel, Aron January 2021 (has links)
Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) designs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User Experience (UX) of these games. Considering the lack of Grand Strategy Games on consoles, eleven existing strategy games on console similar to Grand Strategy Games were chosen to be investigated further with the aim to find possible best practices and/or the most important aspects of the player’s experience in these games. Through discussion with game industry experts (experienced and senior UX designers), the UI and UX of strategy games on console were broken down and grouped as specific game interactions, with emphasis on the similarity to Grand Strategy Games. By using the defined game interactions, a quantitative survey was carried out to pinpoint the game interactions with the biggest impact on the player’s experience. The analysis of the results from the 864 respondents in the quantitative survey showed the importance of console first. It could be determined by looking at how well the only console first game of the survey did. Halo Wars 2 had the overall best-perceived experience in five out of the eight defined game interactions. Yet the participants preferred playing Halo Wars 2 on PC to an equal extent as they preferred to play it on consoles, concluding that console first seems to be the design approach to use when a game studio wants to ship a game simultaneously to both PC and consoles since it gives the overall best player experience. Furthermore, the pace, meaning the speed with which the player can execute specific in-game actions and reach their goals, was found to be a major factor in the player’s experience of the chosen strategy games on console. This led to a further developed definition of the pace through discussion and workshops with industry experts. Research then continued with remote and unmoderated playtests (qualitative usability testing) of two of the chosen games being most similar to Grand Strategy Games; Stellaris and Sid Meier’s Civilization VI. These playtests aimed to find what are the most important aspects of the pace and how the pace affects the player's experience. When the participants were asked to rank what they thought has the biggest impact on the pace in the game, game mechanical aspects were ranked higher than UI and UX aspects of the pace. This shows the game mechanics to be more important than the UI and UX aspects of the pace when designing the pace in a game like Stellaris and Sid Meier’s Civilization VI.
376

Mob Programming and its impact on the developer's well-being and individual performance

Björklund, Philip, Fridebo, Jacob January 2020 (has links)
Mob Programming has become increasingly used in today's software development teams due to its new and innovative work approach. Mob Programming is a collaborative work method that was first introduced in 2002 and was described as a team consisting of two or more developers working together in the same space, at the same time, on the same issue and at the same computer. The Driver and Navigator roles are often used in conjunction with the work method to enable a dynamic work structure. The previous research carried out regarding Mob Programming has focused on its general structure, benefits, and risks when using it. Previous research has also investigated how the work method is being used in different software development teams. A lot of previous research has been studying the subject in a general manner which fails to bring up the individual in relation to the work method. This study aimed to evaluate the impact of using Mob Programming on a daily or occasional basis regarding employee well-being and individual performance. The study also intended to investigate differences between the daily and occasional users of Mob Programming. A qualitative method with semi-structured interviews and observations was applied for its ability to extract in-depth and valuable information. The participants chosen for this study derived from four different development teams who worked at Fortnox in Växjö where one of four teams used Mob Programming on a daily basis. A thematic analysis was used to organize and create a structure regarding the information from the interviews. Three themes with specific sub-codes were created using the thematic analysis: Learning, Team dynamics, Individual dynamics, which derived from the interview questionnaire. The study found that the majority of the informants were impacted in a positive way regarding well-being when using Mob Programming. Reduced individual work pressure and stress were two of the prominent factors that contributed to this. However, some individuals felt negative about the work method. This was often due to the feeling of being constantly watched or not being comfortable with the teambased structure of Mob Programming. The most noticeable findings regarding individual performance were positive in relation to knowledge sharing and problemsolving due to the "one-piece flow” that helped the teams streamline their work process from start to finish. The study found that the use of the Driver and Navigator roles was the most pronounced differentiation between the daily and occasional users of Mob Programming. The findings pointed towards a more structured and proper use of the roles when observing the daily users in comparison to the occasional users. / Mobbprogrammering används alltmer av dagens mjukvaruutvecklingsteams på grund av dess nya och innovativa arbetsmetod. Mobbprogrammering är en samarbetsmetod som introducerades första gången 2002 och beskrivs som ett team bestående av två eller flera utvecklare som arbetar tillsammans i samma utrymme, samtidigt, på samma problem och på samma dator. Driver- och Navigator-rollerna används ofta i samband med arbetsmetoden för att möjliggöra en dynamisk arbetsstruktur. Tidigare forskningen utförd kring Mobbprogrammering har fokuserat på dess allmänna struktur, fördelar och risker vid användning. Tidigare forskning har också undersökt hur arbetsmetoden används i olika mjukvaruutvecklingsteam. Mycket av den tidigare forskningen har studerat ämnet på en generell nivå som inte utforskar individens förhållande till arbetsmetoden. Denna studie syftade till att utvärdera effekterna av att använda Mobbprogrammering dagligen eller emellanåt gällande anställdas välmående och individuella prestationer. Studien avsåg också att undersöka skillnader mellan de dagliga och tillfälliga användarna av Mobbprogrammering. En kvalitativ metod med semistrukturerade intervjuer och observationer tillämpades för dess förmåga att utvinna djup och värdefull information. Deltagarna som valts för denna studie härstammade från fyra olika utvecklingsteam som arbetade på Fortnox i Växjö. Ett av dessa fyra team använde Mobbprogrammering dagligen. En tematisk analys användes för att organisera och skapa en struktur gällande informationen från intervjuerna. Tre teman med specifika underkoder skapades med hjälp av den tematiska analysen: Lärande, Team dynamik, Individuell dynamik, som härstammande från intervjufrågeformuläret. Studien fann att majoriteten av informanterna påverkades på ett positivt sätt angående individernas välmående vid användning av Mobbprogrammering. Minskad individuell arbetspress och stress var två av de framträdande faktorerna som bidrog till detta. Vissa individer kände sig dock negativt inställda till arbetsmetoden. Detta berodde ofta på att individerna kände sig ständigt iakttagna eller inte trivdes med den teambaserade strukturen. De mest märkbara fynden angående individuell prestanda var positiva i förhållande till kunskapsdelning och problemlösning på grund av "onepiece flow" som hjälpte teamen att effektivisera sin arbetsprocess från början till slut. Studien upptäckte att användningen av Driver- och Navigator-rollerna var den mest uttalade differentieringen mellan de dagliga och tillfälliga användarna av Mobbprogrammering. Resultaten pekade på en mer strukturerad och korrekt användning av rollerna när de dagliga användarna observerades i jämförelse med de tillfälliga användarna.
377

Usability in Patient-Oriented Drug Interaction Checkers : A Scandinavian Sampling and Heuristic Evaluation / Användbarhet i patientorienterade granskare för läkemedelsinteraktioner : En skandinavisk provtagning och heuristisk utvärdering

Vingen, David, Andrews, Elias J. January 2020 (has links)
Drug interactions are an important source of medical error. Studies have also shown it as a topic of particular interest to patients. To allow patients to participate in decision-making regarding their own health, they need to be empowered with information. This information must be provided through usable information systems. This thesis explored availability of drug interaction checkers in Scandinavia. It also explored the prevalence and characteristics of usability issues preventing patients from benefiting from these. Drug interaction checkers were sampled and described. Issue-based qualitative and quantitative data were gathered through heuristic evaluations. Patterns in the data were identified through descriptive statistics. Single-case and cross-case analyses explored emergent patterns in-depth. The findings were then interpreted side by side using a mixed-methods approach. The results showed the Scandinavian public faced with drug interaction checkers addressing healthcare professionals. They also showed a multitude of usability issues in these checkers. The issues were predominantly minor, but major issues were also identified in all but one of the checkers. Catastrophic usability issues were found in two of the checkers. These had the potential to lead patients to serious medical error. Results moreover showed the checkers lacking adaptive design, patient-oriented content, and a lack of adherence to basic design principles. A positive correlation was observed between system complexity and number of usability issues. This was suggested to result from lack of user-centered design approaches, or losing track of user goals while adding features over time. The result was a handful of generally professionally oriented drug interaction checkers known to be used by patients for their utility, but failing to accommodate them in terms of information and system quality. Empowering patients to participate in decision-making affecting their health asserts the need for developing patient-oriented information databases where these do not yet exist. These need to be presented through usable interfaces acknowledging patient behaviors. / Läkemedelsinteraktioner är en viktig orsak till medicinska misstag. Tidigare studier har även identifierat läkemedelsinteraktioner som ett område av särskilt personligt intresse för patienter. För att patienter ska kunna vara delaktiga i beslutsfattande beträffande sin egen hälsa, måste de ges tillgång till information genom användbara informationssystem. Denna uppsatsen undersökte tillgänglighet av interaktions­granskare för läkemedel för den skandinaviska publiken. Den undersökte också förekomst och karakteristiker av användbarhetsproblem som förhindrar patienter från att dra nytta av dessa interaktionsgranskarna. Tillgängliga interaktionsgranskare listades och beskrevs. Kvalitativa och kvantitativa data samlades in genom heuristiska utvärderingar. Mönster identifierades genom beskrivande statistik, medan kvalitativa enkelfalls- och tvärfallsanalyser undersökte frambrytande mönster på djupet. Resultat från kvantitativa och kvalitativa metoder tolkades sedan sida vid sida. Resultaten visade att skandinaviska patienter huvudsakligen möter interaktions­granskare riktade mot professionell vårdpersonal. Resultaten påvisade också en stor mängd användbarhetsproblem i dessa granskarna. Problemen var oftast av mindre vikt, men även stora problem identifierades i alla utom en av granskarna. Katastrofala användbarhetsproblem hittades i två av granskarna. Dessa hade potential att leda patienter till allvarliga medicinska misstag. Resultaten visade dessutom att granskarna saknade adaptiv design, patientorienterat innehåll och efterlevnad av grundläggande designprinciper. En positiv korrelation observerades mellan systemkomplexitet och antal användbarhetsproblem. Detta föreslogs vara ett resultat av brist på användarcentrerad designmetod eller att man har tappat fokus på användarmål över tid medan funktioner har lagts till. Resultatet var en handfull huvudsakligen professionellt inriktade granskare för läkemedelsinteraktioner som används av patienter för deras nyttja, men som inte lyckas med att ta hänsyn till dem när det gäller informations- och systemkvalitet. För att patienter ska få möjlighet att delta i beslutsfattande som påverkar deras hälsa, finns behov av att utveckla patientorienterade informationsdatabaser där dessa ännu inte finns. Dessa måste erbjudas genom användbara gränssnitt som tillgodoser patienters beteenden.
378

Effekten av typsnitt på mobila enheter för personer med dyslexi : En studie om olika typsnitt / The effect of fonts on mobile devices for people with dyslexia : A study on different fonts

Lindén, Pernilla January 2022 (has links)
Personer med dyslexi har svårt att läsa och stava. Typografi har signifikant visats påverka tillgängligheten för dyslektiska läsare. Syftet med denna kandidatuppsats var därför att utforska läsupplevelsen hos personer med dyslexi avseende olika typsnitt på mobila enheter. För detta genomfördes en kvalitativ studie där data samlades in genom individuella semistrukturerade intervjuer och ett läsupplevelsetest med sex forskningsdeltagare, som alla hade dyslexi. De insamlade uppgifterna analyserades tematiskt och diskuterades med hjälp av relaterad litteratur från forskningsområdet inom interaktionsdesign, läsupplevelse, läsbarhet, dyslexi och typografi inklusive självbestämmandeteori. Forskningsresultaten visade att samtliga typsnitt ansågs både vara enkla och svåra av informanterna som intervjuades. Verdana var det typsnitt som flest ansågs vara enkelt att läsa med. Flera informanter upplevde även svårigheter gällande ord och olika avstånd däribland rad – och teckenavstånd. Studien visar att olika typsnitt och typsnittens tecken- eller radavstånd samt teckenstorlek påverkar läsupplevelsen för dyslektiska läsare. / People with dyslexia have difficulty reading and spelling. Typography has been shown to significantly affect accessibility for dyslexic readers. The purpose of this bachelor's thesis was therefore to explore the reading experience of people with dyslexia regarding different fonts on mobile devices. For this, a qualitative study was conducted in which data was collected through individual semi-structured interviews and a reading experience test with six research participants, all of whom had dyslexia. The collected data were analyzed thematically and discussed using related literature from the research area of interaction design, reading experience, readability, dyslexia, and typography including self-determination theory. The research results showed that all fonts were considered both simple and difficult by the informants interviewed. Verdana was the font that was considered easy to read with. Several informants also experienced difficulties regarding words and different distances including line and character spacing. The study shows that different fonts, font spacing and font size affect the reading experience for dyslexic readers.
379

Interaction Design - by the protocol : Combining user-centered design methods for finding user needs in a time-­‐constrained environment

Svanberg, Christoffer, Westman, Anton January 2015 (has links)
ABSTRACT Today there are lots of different health care computer systems in use. However, according to recent studies many of them lack necessary usability. Within Nordic pediatric cancer care, analogue treatment protocols on paper are currently used, as a complement to the digital medical records and prescription systems. In these protocols, doctors and nurses note information regarding the patient’s treatment. Comments and changes are noted in the margin, which sometimes leads to making the protocol messy and difficult to grasp. Since several people are involved in the handling of the treatment protocols it occasionally happens that the protocol disappears for periods of time. We had two aims with this project. The first was to examine and map requirements for a usable interactive treatment plan for acute lymphoblastic leukemia, ALL. The second was to investigate if our suggested combination of methods would be sufficient to acquire these requirements in a setting where the users, i.e. physicians, were time-­‐constrained.   Based on large variety of theories and methods from educational science and research in human computer interaction, we have conducted a qualitative study, iterating a combination of user-­‐centered design methods, with a revision of the requirements as well as the design following each iteration. The requirements analysis was performed in close collaboration with the doctors at the Astrid Lindgren Children's Hospital, Karolinska University Hospital, Stockholm, Sweden.   Our results indicate that by using a combination of methods from usability engineering and participatory design, a well-­‐defined list of requirements from the doctors could be identified which might be sufficient to develop an interactive prototype for a digital treatment protocol. In addition we found that our method enabled an exchange of knowledge between the designers and the users. In conclusion, these combined methods were suitable for enhancing the software designer’s understanding of the user needs in this time-­‐constrained environment.
380

Presentation av taktisk information på bildskärm : Head-Up Display som stöd för tidsstyrd taxning med flygplan

Eklund, Rikard January 2012 (has links)
No description available.

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