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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.
21

Användbarhet på webbgränssnittet i ett internt stödsystem : Beroendekartan

Solli, Emelie January 2018 (has links)
Systemet som kallas Beroendekartan skall kunna användas av anställda på Försäkringskassan IT för att ta fram information om kodberoenden. Tekniken för att ta fram och visa informationen är utvecklad, men webbgränssnittet som användare möter är inte så intuitivt som det borde vara, och risken är att den tänkta användaren har svårigheter att använda webbgränssnittet för att hitta den information hen behöver. Rapporten skall genom användbarhetstester undersöka webbgränssnittets användbarhet och föreslå förbättringar. Förbättringar kommer att fokusera på webbgränssnittet och presenteras i form av mockups. Rapporten kommer också gå in på webbgränssnittets användarvänlighet och om språket i systemet är väl anpassat till användaren..
22

Porslinblomman : Webbutik åt antikbutiken Porslinblomman

Moustafa, Hosein January 2024 (has links)
This project report describes and goes through the purpose of the project, which has been to create an online store for the company Porslinblomman, which specializes in selling mainly antique things such as antiques, glass, vases, plates, and other valuable antique objects. Porslinblomman wants to be able to reach out to more customers and be able to be more visible to everyone who is interested in their sale of antique items and at the same time also reduce their costs as they must pay a certain percentage fee for each item they sell and don’t want to be tied to the platform they have their store right now. In order for this to be achieved, they need their own online store, so they avoid the unnecessary costs they have today and also have the opportunity to place ads and improve company’s visibility to their customers. They company have expressed that the most important thing is to have a basic function for the company’s web store such as displaying the products, adding new products in a smooth way, making the website responsive for different devices and of course a way for the customers to but the products they offer. Their online store will be build using JavaScript library React.js Tailwind as the frontend and Firebase as the backend where the data is saved and retrieves its information from. / Denna projektrapport beskriver och går igenom syftet med projektet som har varit att skapa en webbutik åt företaget Porslinblomman som specialiserar sig på att främst sälja antika saker så som antika glas, vaser, tallrikar och andra värdefulla antika objekt. Porslinblomman vill kunna nå ut till flera kunder och kunna synas mer för alla som är intresserade av deras försäljning av antika saker och samtidigt dra ner på sina kostnader då de måste betala en viss procent för varje såld vara de säljer och inte längre vara bundna till plattformen de har sin butik idag. För att detta ska kunna uppnås så behöver de en egen webbutik så de slipper de onödiga kostnaderna de har idag och även ha möjligheten att lägga ut annonser och förbättra företagets synlighet för deras kunder. Företaget har uttryckt sig att det viktigaste är att ha en grundfunktion för företagets webbplats så som att visa produkterna, lägga till nya produkter på ett smidigt sätt, göra webbplatsen responsiv för olika enheter och såklart ett sätt för kunder att köpa produkterna de erbjuder. Deras webbutik kommer att byggas med hjälp av JavaScript biblioteket React.js, TailwindCSS som frontend och Firebase som backend där datan är sparad och hämtar sin information ifrån
23

Visualizing Dynamics –The Perception of Spatiotemporal Data in 2D and 3D

Kjellin, Andreas January 2008 (has links)
<p>In many command and control situations the understanding of dynamic events is crucial. With today’s development of hard- and software architecture, we have the possibility to visualize data in two-dimensional (2D) and three-dimensional (3D) images. The aim of this thesis is therefore to investigate different approaches to visualizing dynamic events. The visualization techniques investigated include 2D animation and time representations as markings on a 2D map. In 3D the visualization technique investigated is the “space time-cube” A further aim is to study whether the Cue Probability Learning (CPL) paradigm can be used to evaluate visualizations.</p><p>By mapping time onto a spatial dimension, in the 2D visualization as lines with different densities and in 3D as height over the map, a simultaneous visualization of space and time is possible. The findings are that this mapping of time onto space is beneficial to users as compared with animations, but the two mapping techniques are not interchangeable. If a task requires judgments of metric spatial properties, a 2D visualization is more beneficial; however, if the task only requires judgments of more qualitative aspects, a 3D visualization is more beneficial.</p><p>When we look at a 3D visualization, we utilize different sources of depth information. These sources are always present and each defines either a 3D scene or a projection surface. By using these different sources of depth information wisely, a visualization can be created that efficiently shows relevant information to a user while requiring a minimal amount of specialized hardware.</p><p>Finally, the CPL paradigm seems to be a worthwhile option as an experimental paradigm in visualization experiments. One of the advantages of CPL is that novice users can be trained to be task experts in a controlled and time-efficient way.</p>
24

In Romance with the Materials of Mobile Interaction : A Phenomenological Approach to the Design of Mobile Information Technology

Fällman, Daniel January 2003 (has links)
<p>This thesis deals analytically and through design with the issue of Human­Computer Interaction (HCI) with mobile devices; mobile interaction. Specifically, it is an investigation into and a capitalization on the multistable kinds of relations that arise between the threefold of human user, artifact, and world, and how dealing with this kind of technology and these relations in many ways must be regarded as different from mainstream HCI. This subject matter is theoretically, methodologically, and empirically approached from two to HCI unconventional outlooks: a phenomenological and a design-oriented attitude to research. The main idea pursued in this work is that while HCI for historical reasons follows a tradition of disembodiment, its opposite—embodiment—needs to come into view as an alternative design ideal when dealing with mobile interaction. The tradition of disembodiment in HCI, how it is applied within mobile interaction, and the conceptual switch in focusing on embodiment and human, technology, world relations are thoroughly analyzed and discussed. A proper understanding of these issues are seen as necessary for the primary purpose of this book: to provide designers of mobile interaction with the conceptual means needed to construct new and better styles of mobile interactions. To equip designers and researchers with the possibility of choosing an alternative path, the book provides a range of alternative conceptualizations for design, modeled primarily around phenomenological concepts such as embodiment, meaning, and involvement. In order to minimize the distance between these new notions and how they may be practically applied for design, four research prototypes are presented and discussed that all in different ways capitalize on these conceptualizations. The thesis concludes with an empirical-style study, which uses the Repertory Grid Technique to elicit the participants’ experiences of using a number of mobile information technology devices, including the research prototypes presented in this work.</p>
25

On the Relative Utility of 3D Interfaces

Tavanti, Monica January 2004 (has links)
<p>Three-dimensional (3D) interfaces are made with the ambition to reinvent traditional two-dimensional (2D) displays into intuitive 3D environments that allow natural interactions and guarantee users’ satisfaction. However, reality is far from the expectations and 3D interfaces remain experimental. The results of empirical studies comparing 2D and 3D interfaces are incoherent and do not indisputably endorse the development of 3D applications. The reason behind this incoherency is that empirical comparisons often discard several factors that go beyond the specific style of the interface itself although they play a major role in human performance. Specifically: perceptual factors, factors related to semantics, contextual factors.</p><p>The identification of these factors was carried out through a set of empirical studies tackling two applications domains: information management (namely, the retrieval of data and on spatial memory tasks) and Air Traffic Control. Concerning the first domain, the results suggest that 3D interfaces can support spatial memory if the 3D interface is provided with a spatial structure that has also a semantic function. Also, the specific content of the objects disseminated in the 3D structure seem to affect performance. It is argued that when there is a strategic coupling of the semantics of the spatial structure with the meanings of the objects, 3D interfaces could enhance spatial memory. Concerning the second domain, the results indicate that 3D interfaces could support controllers’ tasks only for a limited set of activities. These do not include standard monitoring tasks where the presence of 3D would actually cause detriment to the performance due to perceptual biases. Finally, it is claimed that the idea of familiarity with an interface style can affect the way people interact with it and, despite the fuzziness of the concept, familiarity may represent a real challenge in users’ acceptance of 3D interfaces. </p>
26

Collaborative Visualization : Designing and evaluating systems for co-located work

Pettersson, Lars Winkler January 2008 (has links)
<p>This thesis investigates new ways of using information visualization to support collaboration in co-located work. To study this phenomenon, Multiple Viewer Display Environments (MVDEs) with independent views have been applied to present information such that all viewers at the same time and in the same display can see correct views of 3D models, see correctly oriented text and see different parts and aspects of information in each view. Several prototypes have been developed either as proof of new conceptual designs or to evaluate particular research questions. These prototypes have been used to investigate general properties that apply to co-located collaborative visualizations. </p><p>A prototype system to keep track of the viewpoints and information in the independent views was implemented on MVDE hardware to support discussions on future command and control environments and to provide the necessary framework for conducting empirical studies (Paper II). Another prototype, the in situ tomographic display, was developed to support presentation of spatial 3D data (e.g., temperature or airflow) in 2D views in situ with working environments (Paper III). In addition to the visualization systems, a technique for high precision pen-based interaction in rear-projection display environments - the PixelActiveSurface – was developed (Papers IV and V). </p><p>The empirical studies evaluate how new forms of visualization in MVDEs with independent views affect the way information is perceived and can be shared in collaboration. The conclusion is that multiple independent views can provide more effective and efficient visualization when the following conditions are met: text is oriented towards the viewer (Paper VI), different aspects of information are coordinated between different views of the same display (Paper VIII) and correct views of 3D models are used to compare ordinal information and relations in spatial data (Paper VII). However, for the techniques to support co-located work efficiently, it is necessary that the type of work and the task to be solved are first properly analyzed and understood (Papers VII and IX).</p>
27

In Romance with the Materials of Mobile Interaction : A Phenomenological Approach to the Design of Mobile Information Technology

Fällman, Daniel January 2003 (has links)
This thesis deals analytically and through design with the issue of Human­Computer Interaction (HCI) with mobile devices; mobile interaction. Specifically, it is an investigation into and a capitalization on the multistable kinds of relations that arise between the threefold of human user, artifact, and world, and how dealing with this kind of technology and these relations in many ways must be regarded as different from mainstream HCI. This subject matter is theoretically, methodologically, and empirically approached from two to HCI unconventional outlooks: a phenomenological and a design-oriented attitude to research. The main idea pursued in this work is that while HCI for historical reasons follows a tradition of disembodiment, its opposite—embodiment—needs to come into view as an alternative design ideal when dealing with mobile interaction. The tradition of disembodiment in HCI, how it is applied within mobile interaction, and the conceptual switch in focusing on embodiment and human, technology, world relations are thoroughly analyzed and discussed. A proper understanding of these issues are seen as necessary for the primary purpose of this book: to provide designers of mobile interaction with the conceptual means needed to construct new and better styles of mobile interactions. To equip designers and researchers with the possibility of choosing an alternative path, the book provides a range of alternative conceptualizations for design, modeled primarily around phenomenological concepts such as embodiment, meaning, and involvement. In order to minimize the distance between these new notions and how they may be practically applied for design, four research prototypes are presented and discussed that all in different ways capitalize on these conceptualizations. The thesis concludes with an empirical-style study, which uses the Repertory Grid Technique to elicit the participants’ experiences of using a number of mobile information technology devices, including the research prototypes presented in this work.
28

On the Relative Utility of 3D Interfaces

Tavanti, Monica January 2004 (has links)
Three-dimensional (3D) interfaces are made with the ambition to reinvent traditional two-dimensional (2D) displays into intuitive 3D environments that allow natural interactions and guarantee users’ satisfaction. However, reality is far from the expectations and 3D interfaces remain experimental. The results of empirical studies comparing 2D and 3D interfaces are incoherent and do not indisputably endorse the development of 3D applications. The reason behind this incoherency is that empirical comparisons often discard several factors that go beyond the specific style of the interface itself although they play a major role in human performance. Specifically: perceptual factors, factors related to semantics, contextual factors. The identification of these factors was carried out through a set of empirical studies tackling two applications domains: information management (namely, the retrieval of data and on spatial memory tasks) and Air Traffic Control. Concerning the first domain, the results suggest that 3D interfaces can support spatial memory if the 3D interface is provided with a spatial structure that has also a semantic function. Also, the specific content of the objects disseminated in the 3D structure seem to affect performance. It is argued that when there is a strategic coupling of the semantics of the spatial structure with the meanings of the objects, 3D interfaces could enhance spatial memory. Concerning the second domain, the results indicate that 3D interfaces could support controllers’ tasks only for a limited set of activities. These do not include standard monitoring tasks where the presence of 3D would actually cause detriment to the performance due to perceptual biases. Finally, it is claimed that the idea of familiarity with an interface style can affect the way people interact with it and, despite the fuzziness of the concept, familiarity may represent a real challenge in users’ acceptance of 3D interfaces.
29

On knowing who knows : An alternative approach to knowledge management

Groth, Kristina January 2004 (has links)
The topic of this thesis is how computer applications can support knowledge sharing between individuals in an organization. The thesis particularly focuses on solutions that facilitate for people to find other persons to share knowledge with, rather than solutions where information is stored in some kind of database for the purpose of being reused by other persons. The thesis describes one shorter and one longer ethnographic study about information and knowledge sharing in two different settings. The studies have shown that what actions people take when they search for information and knowledge depends on the problem itself, and on the situation in which the problem occurs. The results from the studies indicate that supporting people in knowing about others’ activities and availability would be more important when supporting knowledge sharing, than a specific knowledge system with the purpose of storing information to be reused as knowledge. This awareness can be supported in a number of different ways, some based on social activities, and some based on technical solutions. Social activities involve supporting the development of social networks, communities of practice, and other kinds of social activities that facilitate for people to get to know each other and get an opportunity to talk to each other. There exists many technologies that can support people’s knowledge about others’ activities and availability. Awareness systems focus on collecting and presenting information about, for example, where a person is located and how busy a person is. Some awareness systems collect such information automatically using, for example, sensor technology or electronic calendars, while others require the user to enter the information by him- or herself. It is more difficult to get the second kind of systems to work in practice because it requires that the time a user spends on supporting the system is also returning a benefit in the end. Ordinary information systems may also contribute to supporting people’s knowledge about others’ activities and availability, but they need to be structured and searchable in a way that fulfils this purpose. Also, there usually exist more than one documentation repository in an organization among which some may be structured and some not. Based on the studies that have been conducted a number of prototypes supporting knowledge sharing have been developed and evaluated. The technologies focused on are notification systems including mobile solutions to communicate with others, awareness systems focusing on activities and availability, and information management to make already existing written documentation structured and searchable. These prototypes have been evaluated using video recorded scenarios, based on the studies conducted, and focus groups in a medium sized consultancy organization. The results from the evaluation show that the suggested prototypes in the large fulfil the purpose of supporting knowledge sharing in an organization. Based on the three field studies conducted within the work of this thesis, a framework for supporting knowledge sharing through computer support is suggested. The framework focuses on issues such as annoying interruptions, platform independent communication, privacy aspects, and how the information can be presented. / QC 20100609
30

Visualizing Dynamics –The Perception of Spatiotemporal Data in 2D and 3D

Kjellin, Andreas January 2008 (has links)
In many command and control situations the understanding of dynamic events is crucial. With today’s development of hard- and software architecture, we have the possibility to visualize data in two-dimensional (2D) and three-dimensional (3D) images. The aim of this thesis is therefore to investigate different approaches to visualizing dynamic events. The visualization techniques investigated include 2D animation and time representations as markings on a 2D map. In 3D the visualization technique investigated is the “space time-cube” A further aim is to study whether the Cue Probability Learning (CPL) paradigm can be used to evaluate visualizations. By mapping time onto a spatial dimension, in the 2D visualization as lines with different densities and in 3D as height over the map, a simultaneous visualization of space and time is possible. The findings are that this mapping of time onto space is beneficial to users as compared with animations, but the two mapping techniques are not interchangeable. If a task requires judgments of metric spatial properties, a 2D visualization is more beneficial; however, if the task only requires judgments of more qualitative aspects, a 3D visualization is more beneficial. When we look at a 3D visualization, we utilize different sources of depth information. These sources are always present and each defines either a 3D scene or a projection surface. By using these different sources of depth information wisely, a visualization can be created that efficiently shows relevant information to a user while requiring a minimal amount of specialized hardware. Finally, the CPL paradigm seems to be a worthwhile option as an experimental paradigm in visualization experiments. One of the advantages of CPL is that novice users can be trained to be task experts in a controlled and time-efficient way.

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