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Designing an Assistive Technology for Self-reflection for Students Suffering from ADHD at Malmö UniversityRavishankar, Vandana January 2022 (has links)
Attention-deficit/hyperactivity disorder (ADHD), is a behaviour disorder, usually first diagnosed in childhood, that is characterized by inattention, impulsivity, and hyperactivity. ADHD is often associated with co-morbid disorders like bipolar disorder, anxiety, depression, and substance abuse. The diagnosis of ADHD is clinically established by a review of symptoms and impairment from the child’s young age. There are numerous assistive technologies that exist for people suffering from ADHD but there exists a research gap in developing self-reflective tools for people with neurodevelopmental disorders. This paper bridges this research gap for students at Malmö University. This project will focus on developing a personalized interactive AI-based system that captures contextual data, analyses it to find relevant patterns in user’s behaviour, and visualizes it effectively to provide students with ADHD with insights into the parameters influencing the nature of their disorder. The project is performed under a Double Diamond method which allows for iteration. The methods used mostly comprise co-design methods to ensure the concept caters to the user’s needs. The project is based on learnings from three key areas: Interactive AI, Personal Informatics and Systems as dialogue partners.
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Användning av automatiserade ordersystem för att förhindra matsvinn ilivsmedelsbutiker : En undersökning av vidare utvecklingsmöjligheter av automatiserade ordersystem för att ytterligare minska matsvinnNager, Johanna January 2022 (has links)
Matsvinn är försummandet av mat som är producerat för att konsumeras. Matsvinn innebär inte bara en ekonomisk förlust, utan bidrar också till ökat koldioxidutsläpp. Matsvinn sker i alla sektorer av matkedjan, men till stor del i livsmedelsbutiker. Sedan flera år använder livsmedelsbutiker automatiserade ordersystem för att räkna ut hur mycket av vad som ska inhandlas till butiken. Sedan införandet av dessa system har prognostiseringen av vad som kommer att säljas förbättrats och matsvinnet har därmed minskat. Syftet med denna studie är att diskutera potential till ytterligare utvecklingsmöjligheter inom dessa automatiska ordersystem i arbetet för minskat matsvinn. En fallstudie utfördes och kvalitativ data insamlades dels genom semistrukturerade intervjuer med tre butikschefer och en hållbarhets- och kvalitetssamordnare inom en matvarukoncern, och dels genom information som finns öppen på internet kring befintliga ordersystem som används i dessa matvarukoncerner. Analysen av datan gav återkommande teman som användes för att, tillsammans med relaterad forskning om bland annat Bullwhipeffekten, Green Supply Chain Management, Sustainable frameworks och Grading systems analysera hur man kan förbättra butikernas system för att minska matsvinn. Ytterligare utvecklingsmöjligheter innefattar fler ingående variabler i de automatiserade systemen, men också vikten av kommunikation och samarbete mellan utvecklare av systemen och användarna i butiken, så att systemet används optimalt. / Food waste is the neglect of food that is produced for consumption. Food waste is not only an economic loss but also contributes to increased carbon dioxide emissions. Food waste occurs in all sectors of the food chain, but second most in grocery stores. For several years now, grocery stores have been using automated ordering systems to calculate how much of what is to be purchased for the store. Since the introduction of these systems, the forecasting of what will be sold has improved and food waste has thus decreased. The purpose of this study is to discuss the potential for further development opportunities within these automatic order systems in the work to reduce food waste. A case study was conducted and qualitative data was collected partly through semi-structured interviews with three store managers and a sustainability and quality coordinator within a food group, and partly through information available on the internet about existing systems used by store chains against food waste and the parameters used in these systems was used to, together with related research on the Bullwhip effect, Green Supply Chain Management, Sustainable Frameworks and Grading systems, analyze how to improve stores' systems to prevent food waste. The thesis explores how existing automated ordering systems for purchasing and forecasting sales can be improved to reduce food waste. Additional development opportunities include more in-depth variables in the automated systems, but also the importance of communication and collaboration between developers of the systems and users in the store, so that the system is used optimally.
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SL-Access idag och imorgon : En användarinriktad studie om mänsklig interaktion med ett vitalt samhällssystem / SL-Access Today and Tomorrow : A User-experience Focused Study in Human Interaction with a Public Transit SystemLidén, Mattias January 2016 (has links)
Då många av Stockholms invånare är beroende av SLs kollektivtrafik för att klara sin vardag är det viktigt att SLs kollektivtrafik fungerar som den ska. En förutsättning för detta är att systemet förser resenärer med en korrekt biljett för deras resor och SL med biljettintäkter. SL som nyligen bytt system har genom bytet gått från ett uppskattat system till ett system som medfört en uppsjö av artiklar med klagomål. Ingen tycks nöjd. Många tycker att det nya systemet är svårt trots att det är designat att vara så likt föregående system som möjligt. Denna rapports syfte är därför att undersöka varför detta missnöje uppstår och om något kan göras för att göra systemet lättare och mer effektivt. Arbetet har genomförts av mig som arbetar deltid som stationsvärd vid pendeltåg samt läser programmet Civilingenjör och Lärare inom Matematik och IT-datateknik som är beläget vid Stockholms Universitet och KTH. Arbetet har genomförts i samarbete med Trafikförvaltningen i Stockholms Län. Som insamlingsmetod har observationer, intervjuer, statistik för resor med reskassa och en enkät använts. Undersökningen visar att trots att systemen i grunden är lika förekommer betydelsefulla skillnader i dess användbarhet. Föregående system uppfyller EN-ISO 9241-110s liksom den väl använda Nielsens heuristiks krav på användbart system, i motsats till SL Access och då främst reskassan. Orsaken kan spåras till ett skifte av var val av biljetter sker, borttagandet av biljetten som informationskälla och försämrade möjligheter när fel uppstår. Tidigare berättade resenären för systemet dess resplan där systemet gav resenären korrekt biljett. Med det nya systemet berättar resenären för systemet vilken biljett som ska väljas för resan. Detta ansvar har lagts på resenären utan att förändra informationsflödet i systemets huvudsakliga kanaler; personalen och maskineriet. Genom digitaliserandet av biljetterna har nya informationsbehov uppstått som systemet inte anpassats för, vilket har som konsekvens att systemet inte ger dess användare den information de behöver i sitt interagerande. Det gör systemet svårt och felbenäget. Det finns flera strategier som kan användas för att förbättra systemet. Samtliga innebär en förändring av systemets informationskanaler (kortvalideringsmaskiner, automater, personal) samt en övergång till att systemet genomgående assisterar användarna till rätt biljettköp. / The public transport of Stockholm, managed by SL, must work properly due to many people relying on its service to survive. One important condition for the public transport to work properly is a ticketing system that supplies the company with income and the travellers with the correct ticket for their journeys. Recently SL launched a new digital smartcard ticketing system that was design to be a copy to its previous analogue system. However the lookalike, the new system seem to have brought some confusion amongst its travelling users, whilst the previous did not. The purpose of this report is to examine the origin of this confusion by looking at the information flow sent from the system to the travelling users in a ticket buying situation to see if there is anything in particular that SL can do to help clarifying the system for its customers. The study will show that even though the system is designed as a replica, there are some important differences between the systems. While the previous system fulfils the demands of usability in EN-ISO 9241-110 and the widely used Nielsen heuristics, the new systems Reskassa does not. The cause can be traced to the shift of where the selection of tickets is performed, the removal of the tickets themselves as an information channel and weakened error preventions. Previously the user told the system where to go and the system provided the user with a correct ticket. In the new system the user must tell the system which ticket is the correct one for the intended journeys. This shift of responsibility has been made without changing the information given from the system through its basic channels; the staff and the machinery. By making the tickets digitally stored without adapting the information flow to the new needs has created a system that doesn’t provide the user with its needed information when buying tickets and thus making the system difficult and prone to errors. There are however several strategies available to improve the systems information flow and to transform the system to a user-aiding design.
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Skräddarsy ditt bokningssystem för bättre användarvänlighet : Från en förenings perspektivStegler, Albin January 2024 (has links)
This work was conducted with the intention of designing and developing a purpose-built booking system for the non-profit organization E-town Gaming. The purpose of the project is to develop a user friendly and purpose-made system to fulfill the associations specific needs and demands, to manage and administer bookings to a LAN event. Further on the goal was to answer the research questions about what disadvantages there is with premade booking systems and how you can improve the user experience with the principles from the book “Don’t Make Me Think.” To answer the questions a literature review, interview study and user tests was conducted. The results from the literature study identified important design principles to achieve user friendliness. The interview study with a person that had used the old booking system highlighted problems with the premade system and the user test decided if the implementation of the design principles from the book improved the user experience of the tool. From the collected data the system got designed and developed to book seats for a LAN event. The system provides functionality to manage user registration, choice of seat, form with personal information and confirmation of booking. The work showed that the implementation of design principles from the book improved the user experience. The users experienced the system as more clear, easier to use and more intuitive. From the interview problems such as support, cost and functionality were highlighted. / Detta arbete är utfört med avsikt att designa och utveckla ett anpassat bokningssystem för den ideella föreningen E-town Gaming. Syftet med arbetet var att utveckla ett användarvänligt och skräddarsytt system som uppfyller föreningens specifika krav och behov för att hantera bokningar till ett LAN evenemang. För att sedan besvara forskningsfrågorna om vilka nackdelar som finns med färdiga bokningssystem och hur man kan öka användarvänligheten med designprinciper från boken ”Don’t Make Me Think”. För att besvara frågorna utfördes en litteraturstudie, intervjustudie och användartester. Resultaten från litteraturstudien identifierade viktiga designprinciper för att uppnå användarvänlighet. Intervjustudien med en användare av det tidigare bokningsverktyget lyfte fram nackdelar med befintliga färdigutvecklade system och användartesterna bidrog till att hitta förbättringsområden i den egna prototypen och avgjorde om implementering av designprinciperna från boken förbättrade användarvänligheten av verktyget. Utifrån insamlade data designades och utvecklades ett nytt bokningssystem för bokning av platser till ett LAN event. Systemet tillhandahåller funktionalitet för användarregistrering, val av plats, formulär för personlig information och bekräftelse av bokning. Arbetet visade att implementeringen av designprinciper från boken förbättrade användarupplevelsen. Användarna upplevde systemet som tydligare, enklare att navigera och mer intuitivt. Från Intervjun lyftes många problemområden med ett färdigt bokningsverktyg som support, kostnad och funktionalitet.
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Enhancing content discovery in Video on Demand services for children / Förbättra upptäckt av nytt innehåll i Video on Demand tjänster för barnAndersson, Maja January 2017 (has links)
The media landscape is changing and Internet-based streaming services for children are becoming increasingly popular. The concept of online streaming extends freedom and control over content selection but discovering new content is often experienced as troublesome. The objective of this thesis is to identify parameters to make it easier for users of streaming services for children to discover and watch unfamiliar programs. Guidelines are formed based on literature studies, interviews, observations, a survey, a benchmark, data analysis with Adobe Analytics, a workshop and finally user tests with prototypes. These guidelines conclude that content should be categorized, dynamicized, highlighted and socially engaging. Categorization based on age is primarily important but interests and genres can also be used to make children more interested in a title. Content should be dynamic, customizable and personal to each user to give more accurate recommendations based on age and interests. Making one alternative more visually prominent will make this alternative more interesting especially for younger children and social features with information about other users opinions can motivate a decision to discover new content among older children.
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The benefits of power up the phone while wiring down the mind : Decreasing sleep onset latency through smartphone interactionFahlman, Emma January 2018 (has links)
To be able to sleep is vital for our existence. During the process of falling asleep, many people are struggling and as an outcome, various mental health problems and sleep disorders are occurring among them. Previous studies are blaming the spreading health problems on the smartphone users for bringing their phone into their bedroom. Simultaneously, studies are showing that nocturnal smartphone usage is extremely common, with a huge spike in use during nighttime. Also, findings in studies with a different area of focus are showing that people suffering from sleep difficulties and insomnia benefits from visual stimulation and focused attention during sleep onset. This study aims to find beneficial smartphone interactions for people who are currently experiencing sleep problems. By gathering information from literature and previous studies done in the fields of insomnia, mental health problems, smartphone usage, human-computer interaction and sleep in general, the theoretical foundation of this study is laid out. To verify the previous findings and find out more about nocturnal smartphone usage, interviews and exercises with both subjective good and bad sleepers are performed. Ideas are generated and extracted through a workshop together with the collaboration partners. Visualization of the possible solution is made as a hi-fi prototype, which is later tested upon the target group of bad sleepers for three nights. In combination, the solution concept is tested together with a secondary concept through the Wizard of Oz method. The evaluation of the concepts is collected as an online form through their smartphones and the feedback from the participants is leading to a final design suggestion. This study is presenting solutions for designing for nocturnal usage, which through this study has been proven decreasing the subjective sleep onset latency among the users and in the long run will improve the user's digital well being.
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Designing for Augmented Reality in aviation E-CommerceGunillasson, Alexander January 2020 (has links)
In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer. This thesis has examined design guidelines for AR in a literature study, along with general principles for user experience (UX). Based on the findings from the literature study, a prototype for a webshop with integrated VTO, targeting IFE, has been build in an iterative design process. Furthermore, a small application has been built using Google’s AR-framework ARCore for Android, where users can try different virtual glasses. The literature study, along with usability testing in each design iteration, showed that there are no guidelines which can cover everything when designing for AR; however, the design guidelines presented by Google and Apple are a great place to start. Furthermore, the usability testing showed that people have certain expectations of a webshop, which indicates that VTO should be integrated seamlessly into the application without interfering with the layout. The application development showed that ARCore certainly is a potent tool when it comes to AR-development. However, ARCore is not open source,which could make it less appealing for companies in need of highly flexible solutions.
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Distansstudenters relation till chattbotar inom högre utbildning : En enkätstudie om distansstudenters syn på användandet av chattbotar / Distance Students' Relationship with Chatbots in Higher Education : A Survey Study on Distance Students' Perceptions of the Use of ChatbotsRosengren, Charlie, Roinila Holmqvist, Emmi January 2024 (has links)
Under de senaste åren har lärosäten genomgått betydande förändringar, med en ökande trend mot distansutbildning, särskilt på grund av Covid-19-pandemins påverkan. I den digitala omställning som blivit, har artificiell intelligens (AI) och särskilt chattbotar börjat spela en allt större roll inom utbildning. Genom att det erbjuder omedelbar tillgång till studiematerial och stöttning. Chattbotar har blivit alltmer populära bland studenter, för deras förmåga att tillhandahålla omedelbar hjälp eller stöd. Särskilt i en tid där distansundervisning har blivit normen. Denna studie belyser den alltmer växande integreringen av chattbotar inom utbildning. Genom inspiration av modeller som Technology Acceptance Model (TAM) och Task Technology Fit (TTF), strävar undersökningen efter att förstå faktorer som påverkar studenternas acceptans och användning av chattbotar. Syftet är att bidra till en djupare förståelse för distansstudenters inställning och syn på chattbotars användning och roll inom högre utbildning. Studien präglas av en semistrukturerad enkätundersökning som skickats ut till en grupp distansstudenter inom högre utbildning i Sverige, det vill säga individer som studerar vid högskola eller universitet. Resultatet visar att respondenterna ser chattbotar som ett värdefullt komplement till traditionella undervisningsmetoder, som effektiviserar studier genom snabb information och stöd, men också på i flera fall, utmaningar. Genom att identifiera både potentialen och utmaningarna med chattbotar öppnar denna studie upp för en bredare dialog om teknologins roll i att främja lärande och pedagogisk utveckling i det digitaliserade samhället. / In recent years, educational institutions have undergone significant changes, with a growing trend towards distance studies, particularly due to the impact of the Covid- 19 pandemic. In the digital transition that has ensued, artificial intelligence (AI), especially chatbots, has begun to play an increasingly prominent role in education by offering immediate access to study materials and support. Chatbots have become increasingly popular among students for their ability to provide immediate assistance or support, especially in a time when distance learning has become the norm. This study highlights the increasingly growing integration of chatbots in education. Drawing inspiration from models such as the Technology Acceptance Model (TAM) and Task Technology Fit (TTF), the study aims to understand the factors influencing students' acceptance and usage of chatbots. The aim is to contribute to a deeper understanding of distance students' attitudes and perceptions regarding the use and role of chatbots in higher education. The study is characterized by a semi-structured survey sent to a group of distance students in higher education in Sweden, that is, individuals studying at colleges or universities. The result shows that the respondents view chatbots as a valuable complement to traditional teaching methods, enhancing studies through quick information and support, but also presenting several challenges. By identifying both the potential and challenges of chatbots, this study opens up a broader dialogue about the role of technology in promoting learning and pedagogical development in the digitized society.
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Sammanslagning av fabriker och integrering av informationssystem / Merger of factories and integration of information systemsBäckström, Josefin, Bergfeldt, Johnna January 2024 (has links)
Det råder idag ett behov för producerande företag att öka sin effektivitet för att bibehålla sin konkurrenskraft till följd ökade och varierande kundkrav. Dessa krav på förbättring av effektivitet är särskilt påtagliga i en tid av snabb teknisk utveckling och digitalisering. Företag, såsom studiens caseföretag, väljer att effektivisera och möta kraven genom att slå samman två av sina fabriker, vilket förväntas ge ekonomiska och tidsmässiga besparingar. Dock innebär detta omfattande planering och integration av processer och informationsflöden. Studien undersöker de fördelar och nackdelar som uppstår vid en sammanslagning där studien finner bland annat att integration är en avgörande faktor för att uppnå studiens fördelar. Vidare ser studien hur bristande integration av informationssystem kan påverka företagets interna kommunikation. Resultaten tyder på att de identifierade bristerna leder till ökade kostnader, ineffektivitet och slöseri med resurser. Slutligen undersöker studien hur ett effektiviserat informationsflöde kan minimera icke-värdeskapande aktiviteter mellan råvarulager och produktion. Denna praktiska vinkel av studien syftar till att identifiera slöserier inom caseföretaget. Ett effektiviserat informationsflöde bidrar till ökad kontroll och spårbarhet inom en fabrik, och på detta sätt minimerar det icke-värdeskapande aktiviteter. Syftet med studien är att analysera och identifiera möjliga effektiviseringsåtgärder samt brister inom informationsflödet hos tillverkningsföretags operativa verksamhet. Detta i särskilt samband med sammanslagning av två fabriker. Studien är baserad på teori, intervjuer samt beräkningar. / There is currently a need for manufacturing companies to increase their efficiency to maintain their competitiveness due to increased and varied customer demands. These demands for efficiency improvement are particularly noticeable in a time of rapid technological development and digitization. Companies, such as the case-company in the study, choose to streamline and meet the demands by merging two of their factories, which is expected to result in economic and time savings. However, this entails extensive planning and integration of processes and information flows. The study examines the advantages and disadvantages that arise from a merger, finding, among other things, that integration is a crucial factor in achieving the study's benefits. Furthermore, the study observes how inadequate integration of information systems can affect the company's internal communication. The results suggest that the identified shortcomings lead to increased costs, inefficiency, and resource wastage. Finally, the study explores how an efficient flow of information can minimize non-value-added activities between raw material storage and production. This practical aspect of the study aims to identify waste within the window company. An efficient flow of information contributes to increased control and traceability within a factory, thus minimizing non-value-added activities. The purpose of the study is to analyze and identify possible efficiency measures and shortcomings in the flow of information in the operational activities of manufacturing companies, particularly in the context of merging two factories. The study is based on theory, interviews, and calculations.
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Investigating the design features for cognitive support in mass casualty triage : Developing a design for a cognitive tool to support decision-makingEhrling, Stella January 2024 (has links)
In response to the critical need for a national mass casualty triage system in Sweden, this design study presents an iterative approach to developing a cognitive support tool tailored for medical personnel. The study integrates user feedback garnered through interviews with potential end-users and thematic analysis to understand the needs, preferences, and challenges in triage situations. The themes derived work to inform the creation of two distinct design proposals, with one of them based on existing support material to support the recognition primed decision making (RPDM) theory. Subsequently, these proposals undergo rigorous evaluation via a questionnaire designed to assess various criteria crucial to effective decision-making in such high-pressure scenarios. This questionnaire measures multiple design criteria essential for effective decision-making, including clarity, ease of use, comprehensiveness, and usability. Participants also provide qualitative feedback, offering insights into the strengths and weaknesses of each design proposal. Analysis of the questionnaire data reveals a clear preference for specific aspects of each proposal. Specifically, participants favour the front side of Proposal 2 for its simple design of the triage algorithm. The back side of Proposal 1 received higher scores for its recognition primed design and intuitive portray of the triage system. The findings of this study underscore the importance of iterative design processes informed by user feedback in the development of decision support tools for high-stakes scenarios such as mass casualty triage. Future iterations of the design will integrate these preferences to refine the tool further, ultimately aiming to enhance the effectiveness and efficiency of medical personnel in responding to mass casualty incidents and to investigate the cognitive theories supporting design.
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