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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.
391

Evaluating User Experiences of Mockup Data created through Regex

Helgesson, Emil January 2021 (has links)
The purpose of this study is to evaluate the possibility of having a library function capable of creating SQL inserts. The values for the inserts were created through regex. The study is conducted through a user study where the test participants tested three methods to create inserts for SQL, including the library function. The results show that the test participants performed on average the worst in terms of time while using the library function. When analysing the results manual insertion was preferred for a few inserts and the web-client was the preferred method for many inserts. This study indicated that the library function does not simplify the creation of SQL inserts under the circumstances of this study.
392

Capturing Passengers' Trust in Shared Autonomous Vehicles : The impact of Communication Style, Ease of Use, and Freedom of Choice / Passagerares tillit för delade autonoma fordon : Effekten av kommunikationsstil, användarvänlighet och valfrihet

Åberg, Frida January 2022 (has links)
A growing body of international research on urban transport shows that women from all over the world are experiencing safety issues within today’s transport systems. Furthermore, these reports shed light on and discuss how gender bias within the transport sector contributes to this problem. To design future mobility services that everyone will use and enjoy, it is thus important to understand women’s travel needs and to involve a diverse group of users in the development process. With a vision of shaping mobility for a sustainable future NationalElectric Vehicles Sweden (NEVS) is developing a mobility solution consisting of connected, autonomous, and electrified vehicles designed and optimized for shared mobility within city environments. To address this issue in NEVS service this thesis applied an exploitative research approach to examining factors that affect women’s willingness to share rides with others(potential strangers) in a context where there is no driver physically present. The methodology, inspired by the ’Design Thinking’ framework consisted of two main phases:(I) Problem definition and (II) Concept development. To understand women’s safety issues within today’s transport system and frame the design challenge an extensive literature study covering the topics of women’s safety in public transport, technology acceptance, trust, and human-centered design was conducted. To further define user needs and encourage the end-users to take an active role in co-designing solutions for themselves two focus group workshops were held. The initial research and the results from the workshops further formed the basis for the subsequent Concept Development phase. A need for control over the shared travel situation revealed by the participants’ great demand for information led this phase to examine passengers' needs in relation to an In-Vehicle Information System (IVIS). Two prototypes were developed and further tested together with users to evaluate the proposed solutions. The results showed that the anthropomorphic system features used to create a more human-like interaction had a positive impact on the participants’ overall user experience and their perceived safety during a ’shared ride’ scenario. Having a female voice communicating system information made the participants feel less nervous, more comfortable, and more secure compared to when the same information was communicated solely by a visual interface. Other factors that had a major impact on the user experience in general and the perceived security were perceived Ease of Use (PEOU) and freedom of choice. The results showed how not understanding how to interact with the vehicle’s physical features had a negative impact on perceived safety while freedom of choice such as being able to book a specific seat in the vehicle is indicated to have a positive impact on people’s willingness to share their journey with a stranger.
393

Women's perceived security in shared autonomous vehicles : The impact of identifying co-passengers

Sundin, Emma January 2022 (has links)
The present thesis aims to establish ideas and technical solutions that can have a positive impact on women's perceived safety while traveling in autonomous vehicles, made for sharing with strangers. The method follows the Design Thinking model which contributes to a user-centered design approach. Initial literature research was performed to understand the problem area, which included women's issues in public transportation, the development of autonomous vehicles, the foundation of a trusting behavior and authentication technologies for identifying users. Following ideation workshops with eight potential users of the service contributed with ideas based on the female perspective and their expectations of traveling in a shared mobility alternative. These results provide a foundation that contributes to a specific purpose of the thesis to create and evaluate strategies for authentication of co-passengers due to being advocated by the participants. Two versions of a high-fidelity mobile application prototype were created in Figma with different strategies for how to interact with the service and authentication methods to align with the autonomous vehicle prototype provided by NEVS during the following tests.  The final user tests, with 14 participants, indicate that an identification method should be included in the service, especially during the night. Six of seven female participants appreciate a combination of Bank ID while requesting a ride and facial recognition when boarding the vehicle. However, the results of the male participants vary to a larger extent. The results do not indicate where the identification technology should be implemented, in the private phone or the vehicle doors. To create a solution available to a larger target group, the mobile application need to adopt and provide option alternatives regarding identification methods due to individual differences and previous experiences which lays a foundation for the users' ability to contribute to a trusting behavior. Furthermore, an onboarding process for the first-time user is proposed to prepare the user and describe how the service could be used and what is expected by them.
394

Offline Viewer : En digital lösning för förbättring av användbarhet i offline-arbete

Löfquist, Karl January 2020 (has links)
Ett antal kundföretag till Combitech upplever i nuläget suboptimala lösningar för arbete offline. I detta arbete kommer en potentiell Offline Viewer-klient att undersökas i förhållande till tidigare offline-lösningar som tillhandahållits av Combitech. En Offline Viewer-klient är tänkt att installeras på en digital enhet som fördelaktligen är bärbar. Klienten förväntas ha två huvudfördelar som detta arbete fokuserat på. Fördelarna är automatiskt uppdaterad information när klienten är uppkopplad till internet samt möjlighet till synkronisering av innehåll som användaren själv väljer för tillgänglighet offline. För att testa hur dessa fördelar skulle kunna implementeras i en framtida klient har ett iterativt prototyparbete genomförts tillsammans med användartester för varje prototyp. Studiens slutresultat indikerar att en Offline Viewer har potential att vara väsentligt mer användbar i jämförelse med tidigare lösningar. En del nackdelar och konsekvenser kunde till viss del identifieras men i det stora hela visade undersökningen att fördelarna väger upp för nackdelarna.
395

Asking for a friend : Youths experience with youth health centres in Sweden

Björkqvist, Maja January 2020 (has links)
This thesis explores the stigmas and taboos surrounding youth health centers in Sweden and how this might be hindering young people to visit the youth health centers. It’s exploring how this can be challenged and how the threshold can be lowered by involving the informal support system and bringing the youth health center to the youth arena which allows for a more informal type of support and guidance. The youth health centers in Sweden have been around since 1970 and are a well known and established form of healthcare, yet the majority of the visitors are young women. How come? I’ve been working from the hypothesis that there is a need for more youth to seek help but that they for various reasons don’t manage to make it all the way there. There are many stigmas surrounding topics that the youth health center is dealing with, such as sex, depression, or domestic violence. This is especially true for young people on the edge between childhood and adulthood. Using a human-centered design approach this project has through the involvement of adolescents, midwives and youth workers among others, been exploring challenges and finding opportunities where interaction design can be used to improve the situation for the youth that do not make it to the youth health centers but that want and would benefit from their services. The final design proposal is an ambassadorship, aimed towards adults already part of the informal support system, that will enable youth to feel more empowered to seek help. It is set up to reach the youth in new ways, in an informal manner to bring the solution to the youth and to create a more comfortable space for them to open up within. Part of this is also a service for youth to effortlessly get in contact with the youth health center and to create personal connections to its personnel through link cards and video presentations. These connections are there to prepare the youth and to lower the bar of contact by building trust and humanize the help-seeking process. To make it clear that they are not trying to contact an institution but a person.
396

Designing UI for color correction and grading tools for the web-based program Accurate Video

Andersson, Frida January 2021 (has links)
Color correction and grading are processes when fixing colors in recorded footage in Post-Production. The process of the two mentioned is a mix of technical adjustments and creativity. Color correction adjusts the colors between the clips/scenes so they match and look as natural or unique as possible. Grading is about the process of enhancing the look of a footage to achieve a certain style, it is of a more creative nature.Today, color correcting and grading are performed using desktop applications. The process means that recorded material is sent to the colorist from the set where it is received and downloaded to the computer where the work is performed. When the processing is considered complete, it is sent back to the recording team. This could be considered time consuming, and this process could be improved by using Accurate Video which is a web based program. Today, there are no features for color correction and grading in Accurate Video. The aim of this study was to design a User Interface (UI) for color correction and grading tools for Accurate Video application that meet the goals and needs of the people in this field of work, i.e. colorists. Based on literature studies including design guidelines, studies of what existing professional editing programs look like and what Accurate Video looks like, as well as interviews with colorists, a prototype was developed.
397

animo- "Engaging children in storytelling activity through physical play”

Biltharia, Ashutosh January 2021 (has links)
Today’s generation is born with digital devices like computers, tablets, smartphones, and gaming consoles. Children’s passive engagement with digital mediums (digital devices and the content they offer) has become a primary concern for parents because it limits children’s learning opportunities through physical play. In this digital age, we cannot completely take away these devices from children’s sight. Still, we can create more situations and contexts that encourage children to reduce their time with digital mediums and/or convert children’s passive engagement into an active engagement. This research-informed design project aimed to understand children’s (aged 8-11) motivations, aspirations, likes, dislikes, and engagement with different physical and digital activities in their daily lives. Learning from different phases of the design process was applied to design a proposal that helps increase children’s physical play during their engagement with digital activity. Method: Findings from the exploratory research led to a few opportunity areas, which were further investigated using research through the prototyping method. User personas, their needs, and their involvement in different activities inspired me to define a few design principles I followed throughout the project to evaluate my design decisions. I set my initial research question as “How might we integrate ‘digital mediums’ with the qualities of ‘physical play’ to provide our children more exciting growth opportunities.” I could probe, test, observe, learn, and finally prototype a few scenarios that enabled children’s physical play during the digital activity. Result: The final concept is “animo- A tool to engage children in a storytelling activity through physical play.” The concept combined children’s current interest in digital mediums with their interests in the creative activity of drawing and doodling. It creates opportunities for children to build the creation by COMBINING two or more objects or mediums, by ENGAGING in physical play and/or with the surrounding, and SHARING the creation that increases their social interactions. Children learn drawing, handwriting, animation, and storytelling skills. They become more curious, observant and notice more the living and non-living things. Bringing feelings and emotions to their drawings increases their expressive and imaginative abilities. They develop empathy, love, and care by sharing their creation with others. Small recognitions of their creation give them a sense of being noticed and encourages them to explore more. Animo helps children learn storytelling through animation, but more than that, it exposes them to the infinite possibilities of learning through physical play.
398

How do I play this? : A case study Looking into information overload within the grand-strategy game genre

Khamran, Nur January 2023 (has links)
The goal of the project is to explore the issue of information overload in grand-strategy games, specifically focusing on Paradox games,and utilizing Victoria 3 as the primary case study. The research delves into the background and theory of grand strategy games, includingthe user experience, tooltip design, tutorials, and think-aloud interviews.To accomplish this, the research methodology involves conducting preliminary interviews via the think-aloud method, as well as a surveybased study. In the survey, participants will be asked to share their understanding of tutorial information and their experience with tooltips.Data analysis will be conducted using both quantitative and qualitative methods.This study discusses information overload for players within the tutorial section and tooltips within, analyzing issues from playersperspective and discussing and highlighting these issues and the challenges of overcoming them.
399

Visions of Couture : Designing an Interactive System for Fashion

Gradellini, Gianmarco January 2023 (has links)
Visions of Couture is a project that explores the relationship between high fashion and technology. The aim of this work was to incorporate interactivity in a context, namely fashion, that has always been a pioneer in research and innovation but where interactive artefacts have so far had quite a marginal role. After collecting insights through literature review and interviews, the project focused on creating a system for fashion showrooms that would permit users and clients to interact with holographic projections of the models through gestures. This system allows for a slower and more attentive interaction, in contrast with the frenzy of the fashion show, letting the users linger on the looks they are interested in and possibly overcoming the space and time limitations that fashion showrooms usually have. The result of this project is a system composed of a holographic projection mesh and a wearable bracelet to recognise gestures. The bracelet contains an Arduino Nano 33 BLE that has been trained through Machine Learning to recognise the selected gestures and communicates with Processing to play the right videos. The project suggests a way to use holography as a mean for a shared and embodied mixed reality experience and a path for designing comfortable gesture interactions that are intuitive and coherent with the context. Crucial to this project were the concepts of embodiment, corporality, shared mixed reality and intuitive gestures.
400

Att ta brottsplatser till nya dimensioner : En jämförande studie mellan 2D-visning och VR-visning av 3D-skannade brottsplatser

Karlsson, Karl January 2023 (has links)
Denna studie har utförts i syfte att undersöka om Virtual Reality är användbart för att visa upp brottsplatser, exempelvis för personer som är inblandade i rättsprocesser. För att ta reda på det ställdes två frågor som besvarades med hjälp av data inhämtade från experiment. Experimentet gick ut på att deltagare fick ta del av (brotts)platser genom Virtual Reality och genom en interaktiv vy av 3D-modellen på en datorskärm. Den första frågan handlade om det gick att statistiskt skilja svaren från två observationsgrupper från varandra. Ena observationsgruppen innehöll observationer som är data hämtade efter att en deltagare fått ta del av en plats genom Virtual Reality. Den andra observationsgruppen innehöll observationer hämtade efter att en deltagare tagit del av en plats genom datorskärm. Observationsgruppernas svar analyserades senare i syfte att svara på den andra frågan, om ena gruppen går att skilja från den andra gruppen i förmåga att välja rätt svar på enkäten. Praktiskt fick deltagare alternera mellan att ta del av 3D-skannade (brotts)platser via Virtual Reality och datorskärm. Efter de tog del av en plats fick de svara på ett formulär. Experimentet utfördes med 24 deltagare, vilket resulterade i 12 svar per enkät. Detta genererade kvantitativa data, som senare användes i hypotestest. Hypotestesten som genomförts visade inte på någon signifikant skillnad mellan observationsgrupperna i 3 av 4 fall. Däremot visade ett av hypotestesten på signifikant skillnad i ett av fallen, där även observationsgruppen som tagit del av platsen genom datorskärm har presterat en högre median. Vad detta beror på är svårt att säga, men det finns vissa skillnader i hur detaljerat 3D-modellerna syns som kan vara en del av förklaringen till varför skillnader kunde påvisas.  Med bakgrund av detta resultat finns det ingen självklar fördel med att använda VR-teknologi (åtminstone inte som i denna implementation) i rättsfall. Det är dock viktigt att poängtera att studien och experimentet är utfört på kort tid och i liten skala. Vidare går utvecklingen inom detta område fort, och resultatet kan inte antas bli det samma med andra typer av implementationer. / This study was conducted in efforts to investigate whether Virtual Reality is useful for presenting crime scenes, for example, to individuals involved in legal proceedings. To answer this, two questions were posed and answered using data obtained from an experiment. The experiment involved participants experiencing (crime) scenes through Virtual Reality and through an interactive view of the 3D model on a computer screen. The first question was whether it was possible to statistically distinguish the responses from two observation groups. One observation group consisted of data collected after a participant experienced a location through Virtual Reality, while the other observation group consisted of data collected after a participant experienced a location through a computer screen. The responses from the observation groups were later analyzed to answer the second question: whether one group could be distinguished from the other in their ability to choose the correct response on the questionnaire. Practically, participants alternated between experiencing 3D-scanned (crime) scenes via Virtual Reality and a computer screen. After experiencing a location, they were asked to complete a questionnaire. The experiment was conducted with 24 participants, resulting in 12 responses per questionnaire. This generated quantitative data, which was later used in hypothesis testing. The conducted hypothesis tests did not show any significant difference between the observation groups in 3 out of 4 cases. However, one of the hypothesis tests showed a significant difference in one case, where the observation group that experienced the location through a computer screen also had a higher median. The exact reason for this is difficult to determine, but there are certain differences in the level of detail in the visibility of the 3D models that could partly explain why differences were observed. Based on these results, there is no obvious advantage to using VR technology (at least not in this implementation) in legal cases. However, it is important to note that the study and experiment were conducted in a short period and on a small scale. Furthermore, the development in this field is progressing rapidly, and the results cannot be assumed to be the same with other types of implementations.

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