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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.
71

Designing and Evaluating Object-Level Interaction to Support Human-Model Communication in Data Analysis

Self, Jessica Zeitz 09 May 2016 (has links)
High-dimensional data appear in all domains and it is challenging to explore. As the number of dimensions in datasets increases, the harder it becomes to discover patterns and develop insights. Data analysis and exploration is an important skill given the amount of data collection in every field of work. However, learning this skill without an understanding of high-dimensional data is challenging. Users naturally tend to characterize data in simplistic one-dimensional terms using metrics such as mean, median, mode. Real-world data is more complex. To gain the most insight from data, users need to recognize and create high-dimensional arguments. Data exploration methods can encourage thinking beyond traditional one-dimensional insights. Dimension reduction algorithms, such as multidimensional scaling, support data explorations by reducing datasets to two dimensions for visualization. Because these algorithms rely on underlying parameterizations, they may be manipulated to assess the data from multiple perspectives. Manipulating can be difficult for users without a strong knowledge of the underlying algorithms. Visual analytics tools that afford object-level interaction (OLI) allow for generation of more complex insights, despite inexperience with multivariate data or the underlying algorithm. The goal of this research is to develop and test variations on types of interactions for interactive visual analytic systems that enable users to tweak model parameters directly or indirectly so that they may explore high-dimensional data. To study interactive data analysis, we present an interface, Andromeda, that enables non-experts of statistical models to explore domain-specific, high-dimensional data. This application implements interactive weighted multidimensional scaling (WMDS) and allows for both parametric and observation-level interaction to provide in-depth data exploration. We performed multiple user studies to answer how parametric and object-level interaction aid in data analysis. With each study, we found usability issues and then designed solutions for the next study. With each critique we uncovered design principles of effective, interactive, visual analytic tools. The final part of this research presents these principles supported by the results of our multiple informal and formal usability studies. The established design principles focus on human-centered usability for developing interactive visual analytic systems that enable users to analyze high-dimensional data through object-level interaction. / Ph. D.
72

Towards developing and improving effective interaction design tools

Bonner, John V. H. January 2002 (has links)
This research began by addressing the question: can effective interface design guidelines be produced for use in the design of future consumer product technologies (CPT)? A literature review explored published studies evaluating existing Human- Computer Interaction guidelines to establish their effectiveness in relation to CPT. Through this review, effectiveness was found to be limited but potentially could be improved using user-centred design methods. In response, six short studies were undertaken to produce user-centred CPT guidelines and to evaluate them using two sets of effectiveness criteria: specificity and applicability. These studies supported findings from the HCI literature. Despite improving the specificity and applicability of the CPT guidelines, passive, non-bespoke design guidelines have still been shown to have little impact on interaction design activity. Other links between research and practice needed to be identified. Two further field investigations indicated that, whilst the use of ergonomics methods was limited in commercial design consultancies, certain types of participative methods considering 'situated design in context' might be helpful. A second literature review was conducted to explore the importance of context-based design activity. As an outcome, design tools were proposed using participative design techniques involving games and role playing. Through a second series of five laboratory and field studies, the proposed design tools were developed and iteratively evaluated. It was demonstrated that the design tools could affect interaction design activity, but further work is still required on improving one of the applicability criteria - 'organisational survival'. These findings demonstrated that interaction designers can effectively produce their own design data using the design tools provided that this design activity is situated within the context of an interaction design problem. It has also been shown that if interaction design tools are to be effective they should satisfy all specificity and applicability criteria established in this inquiry.
73

Interneto vartotojo sąsajos projektavimo metodika ir jos taikymas interneto paslaugų teikėjo sistemai / Methodology of Web Interface Design and its Application for Internet Service Provider System

Martišius, Gytis 25 August 2010 (has links)
Kuriant sistemą, kuri turės sąsają internete, reikia turėti metodiką, kuria būtų galima vadovautis projektuojant šią sąsają. Objektinio projektavimo metoduose ir unifikuotame kūrimo procese RUP (angl. Rational Unified Process) nėra aprašytų specialių procesų interneto sąsajai kurti. Nors šia tema rašė nemažai autorių, tačiau sunku rasti vientisą metodiką, kuria galėtų vadovautis interneto sąsajos ir ja paremtos sistemos kūrėjas. Šiame darbe tiriami esami interneto sistemų sąsajos projektavimo metodai, šablonai bei įvairios kūrimo technologijos, siekiant juos sukonkretizuoti, apibendrinti ir sukurti metodinę medžiagą, kurią būtų galima taikyti interneto sistemas projektuojančioje organizacijoje, mokymo procese ar pateikti kaip gidą, bet kuriam interneto sąsajos projektuotojui. Šiais laikais kompiuteriai dalyvauja daugelyje sričių, ir bendravimas tarp žmogaus ir kompiuterio neišvengiamas. Kad vartotojas galėtų valdyti sistemą, šis bendravimas vyktų sklandžiai, reikalinga sąsaja. Esamos sistemos turi sąsają, tačiau susistemintos metodikos, kaip reikėtų kurti tą sąsają, nėra daug, ji išsklaidyta atskiruose literatūros šaltiniuose ar interneto puslapiuose. Dažnai ši metodika slypi projektuotojų mintyse, bet ji taip ir lieka neaprašyta ir pats sąsajos projektavimas būna intuityvus. / Nowadays, information system creation process consists of several different actions, one of those actions – web interface design. Web interface design process requires a good methodology, to make web interface process better, quicker, flexible and satisfy other web interface design criterions. RUP (Rational Unified Process) don’t present any special creation process of internet web interface. Frequently web interface design process lies in the head of it’s designers. There are no full methodology of web interface design process in one place, only some web interface advices or articles about one or other web interface process steps could be found. The goal of this work is to make a methodology of web interface design and implement it for internet service provider system. Methodology also would be useful for companies which participate in web interface design process, also in school or university study process, or like a guide for any web interface designer. The developed methodology for web interface design was used for implementing internet service provider system web interface, system design process and redesign above-mentioned system web interface for measuring process times. Methodology of web interface design, reduce web interface design process time, help to make web interface design process easier, more flexible and understandable for web interface designer, also certain better web interface appearance independence from system functional part, with possibility to... [to full text]
74

Skapandet av en webbaserad informationsplattform : Designprocess från koncept till slutprodukt / The creation of a web based information platform : Design process from concept to final product

Norén, Jonathan January 2012 (has links)
Jag kommer i denna uppsats beskriva den designprocess som pågått vid skapandet av en webbaserad informationsplattform från koncept till slutprodukt. Mitt uppdrag har varit att effektivisera en webbyrås nuvarande sätt att hantera och sprida information på, som bestod av en blandning mellan digital och analog information, och skapa en ny webbaserad informationsplattform. Den nya webbaserade informationsplattformen ska kunna samla all information på en plats och skapa ett effektivare informationsutbyte mellan de anställda på företaget. Jag har använt mig av två teoretiska ramverk; Nielsens tio heuristics samt Krugs visuella design hierarki. Jag har arbetat nära beställaren för att kunna skräddarsy webbplatsen till deras behov. Resultatet efter ett omfattande arbete med designmallar och front-end kodning blev grunden för webbyråns webbaserade informationsplattform, utvecklad för att effektivisera spridningen av information på företaget. / In this essay I will describe the design process during the creation of a web-based information platform, from concept to final product. My assignment has been to take a web agency’s current way of managing and distributing information, which consisted of a mix between digital and analog information, and create a new web-based information platform. The new web-based information-platforms purpose is to gather all information in one place for easier exchange of information between employees at the company and make it more efficient. I used two theoretical frameworks as a theoretical base working on the project; Nielsen's ten heuristics and Krugs visual design hierarchy. I have worked closely with the client to customize the platform to their needs. The result after extensive work with design templates and front-end coding became the foundation for the web agency’s web-based platform, developed to distribute information more efficiently within the agency.
75

Multi-UAV Control: An Envisioned World Design Problem

Stilson, Mona T. January 2008 (has links)
No description available.
76

Evaluation of Mobile Interface Design when viewing Cross- Media Information / Utvärdering av Mobile Interface Design när visning Cross- Media Information

Mendonsa, Shaun January 2016 (has links)
The objectives and goals of this study is to analyze different styles of viewing information on mobile platforms and to find out what each different view brings to the table by creating and testing them with varied users. The study takes into account List View, Scroll View, and Grid View and compares them while viewing three different data formats. For this study, plain text, tabulated text, and interactive text will be analyzed. Smart mobile devices are the most used platform to view data in today's information rich world according to a survey conducted by Forrester Research. When designing for them, a lot must be considered but not knowing what is best suited for each application can be daunting for developers and designers, especially in the user experience context. This study aims to explore each mobile interface and give a better understanding about the different user interface designs features. Information visualization on cross-media information spaces and platforms is an important part of how information is disseminated today. Considering nowadays people get their information through multiple different media platforms like tablets, mobile phones, and web browsers, how to visualize data across all these platforms is a study to focus on in itself. The study showed that users performed better with certain views paired with different data types over others. Certain features of each view helped users understand the data types better over others while others improved users speed in reading data. Users showed certain preferences when interacting with each view on mobile devices when viewing cross media information which is mentioned in the study. / Målet för den här studien är att analysera olika sätt att visa information på mobila enheter och jämföra dessa genom att testa med olika användare. Studien undersöker de olika vyerna List View, Scroll View och Grid View och jämför dem med tre olika dataformat: vanlig text, tabellerad text och interaktiv text. Smarta mobila enheter är den mest använda plattformen för att synliggöra i dagens informationsrika samhälle enligt en undersökning av Forrester Research. När man utformar designlösningar för smarta mobila enheter är det mycket man behöver ta hänsyn till. Att inte veta vad som är bäst för varje applikation kan vara en svår uppgift för utvecklare och designers, särskilt ur användarperspektiv. Den här studiens syfte är att utforska varje mobilt gränssnitt och ge en bättre förståelse för de olika designlösningarna. Att visualisera information på olika mediers informationsytor och plattformar är en viktig del av hur information sprids idag.Om man tar i beaktan att människor numera får information via flertalet medieplattformar som tex läsplattor, mobiltelefoner, och webbläsare så inser man att visualisering av data på alla dessa medieplattformar är en studie i sig. Studien visade att användare lyckades bättre med vissa vyer och datatyper i kombination jämfört med andra. Specifika funktioner i varje vy hjälpte användare att förstå vissa datatyper bättre än andra, medan andra förbättrade användarnas snabbhet att läsa data. Användare tycktes föredra att interagera med vyer på mobila enheter när de tittade på information på olika medieplattformar, vilket nämns i studien.
77

Going Beyond the Desktop Computer with an Attitude

Sokoler, Tomas January 2004 (has links)
This dissertation is based upon the work within a number of research projects, five of which are presented in detail. The work follows the direction of research laid out by the Ubiquitous Computing and Augmented Reality research programs and concerns the broad question of where to go as we seek to take digital technology, and human interactions with this technology, beyond the traditional desktop computer. The work presented takes a design-oriented approach to Human Computer Interaction research. Five prototype systems are presented: Ambient displays for remote awareness, a navigation device providing guidance through tactile cues, a personal device for wastewater plant operators, paper cards enabling control of video playback, and a cell phone that enables you to ‘talk silent’. It is discussed how these prototypes, despite obvious differences, all reflect the same overall attitude towards the role of digital technology. It is an attitude emphasizing that integration of digital technology with everyday human activities means making computational power manifest as part of a larger patchwork of resources. Furthermore, it is an attitude promoting the design of digital technology that leaves the control and initiative with people and their earned ability to take appropriate action when faced with the particularities of the social and physical settings encountered in everyday life beyond the computer screen. In other words, this dissertation brings forward, by using five prototypes as examples, an attitude that encourages us to recognize, embrace, and take advantage of, the fact that human interaction with digital technology takes place, not in a vacuum, but in a rich and diverse world full of many resources for human action other than the digital technology we bring about. / <p>In collaboration with School of Arts and Communication, Malmö University, Sweden.</p>
78

Age-related cognitive decline and navigation in electronic environments

Sjölinder, Marie January 2006 (has links)
<p>The older population is increasing, as is life expectancy. Technical devices are becoming more widespread and used for many everyday tasks. Knowledge about new technology is important to remain as an active and independent part of the society. However, if an old user group should have equal access to this technology, new demands will be placed on the design of interfaces and devices. With respect to old users it is and will be important to develop technical devices and interfaces that take the age-related decline in physical and cognitive abilities into account. The aim of this work was to investigate to what extent the age-related cognitive decline affects performance on different computer-related tasks and the use of different interfaces. With respect to the use of computer interfaces, two studies were conducted. In the first study, the information was presented with a hierarchical structure. In the second study the information was presented as a 3D-environment, and it was also investigated how an overview map could support navigation. The third study examined the age-related cognitive decline in the use of a small mobile phone display with a hierarchical information structure. The results from the studies showed that the most pronounced age-related difference was found in the use of the 3D-environment. Within this environment, prior experience was found to have the largest impact on performance. Regarding the hierarchical information structures, prior experience seemed to have a larger impact on performance of easy tasks, while age and cognitive abilities had a larger impact on performance of more complex tasks. With respect to navigation aids, the overview map in the 3D-environment did not reduce the age-differences; however, it contributed to a better perceived orientation and reduced the feeling of being lost.</p>
79

Biological Realistic Education Technology (BRET)

Eustace, Natalie Margaret January 2014 (has links)
The aim of this project was to develop and evaluate an interactive Augmented Reality interface for teaching children aged 8 to 15 about biological systems present in the human body. The interface was de- signed as one component of a “human body scanner” exhibit, which is to be featured at the ScienceAlive! Science Centre. In the exhibit, the interface allows visualization and interaction with the body systems while being moved across a human male mannequin named BRET. Prior research has shown that Augmented Reality, Visualization applications, and games are viable methods to teach biology to university aged users, and Augmented Reality and interactive systems have been used with children and learning biology as well. BRET went through three iteration phases, in the first phase, prototypes were evaluated by ScienceAlive! and designs and interactions were implemented, while the use of Augmented Reality through a transparent display was rejected. Iteration two included integration of the non-transparent touch display screen and observational evaluation of six children from 9 to 15 years old. This evaluation resulted in design and interaction changes. Iteration three was the last iteration where final interface and interaction modifications were made and re- search was conducted with 48 children from the ages 8 to 15. This was to determine whether learning, fun, and retention rates were higher for children who interacted with BRET versus those who watched video clips, or read text. Each child used one learning method to learn the three different body systems: skeletal, circulatory, and digestion. The results of the final evaluation showed that overall there was no significant difference in the children’s rating of fun or the amount of information they retained between the different learning methods. There was a positive significant difference between some of the expected fun scores and the actual fun scores. It was also found that learning with text was higher than the interactive condition but there was no differences between learning with video and interaction, or with text and video.
80

Designat för äldre : En utredning av interaktionsdesign för en äldre målgrupp / Designed for the elderly : An inquiry into interface design for an elderly audience

Hilmersson, Jonas January 2019 (has links)
In order to compile a comprehensive representation of the available guidelines regarding interface design for an elderly audience, the available literature was scoured. A prototype interface was then produced based on the guidelines produced from this in combination with previously established needs among elderly that are subject to home care. Six subjects participated in a series of usability test that were implemented to evaluate the design of the prototype, along with complementary interviews that served to investigate the subject’s attitudes towards such a product that the prototype represents in general. The chosen method for these usability tests proved problematic and appropriate measures had to be implemented in order for the tests to produce adequate data. The results of the attuned method showcased an expected animosity towards the type of technology used in the tests while at the same time demonstrating the perceived redundancy in the product due to already established systems in use by the subjects as well as the requirements for such a product to be viable. That is primarily the extended ability to contact and/or communicate with caregivers that such a product offers.

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