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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.
481

Iterera, iterera, iterera : En studie om hur en upprepande designprocess kan förbättra användbarheten i Provbankens interaktiva distansprov

Danielsson, Pehr-Henric January 2006 (has links)
<p>Provbanken är en del i ett nationellt provsystem som är tänkt att vara ett bedömningskomplement till existerande prov i gymnasieutbildningen. Växjö universitet har varit delaktig i utvecklingen av prov för de yrkesinriktade ämnena sedan 1997. Eftersom innehållet i dessa numera webbanpassade prov är det väsentliga, måste utformningen av provet göras lättförståelig. Användbarheten måste m a o vara självklar och inte ställa till problem för användaren. Som en av utvecklarna av dessa interaktiva prov, ville jag finna ett sätt att minimera problemen och öka användbarheten. I de bakgrundsstudier som gjordes, fann jag att en iterativ designprocess föreslogs vara den bästa metoden för att åstadkomma mitt mål. Med hjälp av användartest kopplade till teoretiska referensramar, utvärderades ett av proven som skapats vid Växjö universitet. Eftersom ett omvårdnadsprov valdes, blev målgruppen sex omvårdnadselever. Tre av dem deltog i det första användartestet. Datainsamlingen utfördes med hjälp av en kvalitativ metod, där både observationer och intervjuer användes som empiriska insamlingstekniker. I analysen som följdes upptäcktes sex höga eller medelhöga problem, varav tre av de mest akuta valdes att förändras. Dessa problem utvärderades och implementerades med hjälp av teoretiska riktlinjer i en prototyp som användartestades med de tre kvarvarande omvårdnadseleverna. I den analys som gjordes kunde de jämförda resultaten peka på en förbättring av användbarheten i det specifika prov som undersökts. Det kunde dock även konstateras att ett flertal problem återstod för att helt uppnå målet med en minimering av problem.</p><p>Denna uppsats visar på betydelsen av att göra iterativa designprocesser i interaktiva system för att öka dess användbarhet. Studien pekar tydligt på vikten av att göra användartest samt hur teori kan vara ett komplement till utformning av interaktiva gränssnitt.</p> / <p>Provbanken is part of a national examination system, which is meant to be a mark-setting complement to existing tests in the upper secondary school. Växjö University has been part of the development of tests regarding the vocational subjects since 1997. Because the content of these web-adapted tests is essential, the design of the tests must be made easy to understand. In other words, the usability has to be obvious and must not create trouble for the user. As one of the developers of these interactive tests, I wanted to find a way to minimize the problems and increase the usability. In the conducted background studies, I found that the iterative design process was suggested as the best method to achieve my goal. With the help of usability tests applied to theoretical frame of reference, one of the tests created at Växjö University was evaluated. Since a test regarding homecare was chosen, the target group became six homecare students. Three of them took part in the first usability test. The gathering of data was conducted with the help of a qualitative method, where observations and interviews were used as empirical techniques. In the following analysis six high or medium high problems were discovered, out of which three of the most urgent problems were solved. These problems were evaluated and implemented with help of theoretical guidelines into a prototype, which later became usability tested with the three remaining homecare students. In the analysis made, the compared results showed an improvement of the usability in the specific, investigated test. However, it could clearly be stated that several issues persisted until the goal of minimizing the problems could be achieved.</p><p>This thesis shows the importance of performing iterative design processes in interactive systems in order to increase the usability. The study clearly points out the importance of usability tests and how theory can be a complement in the design of interactive interfaces.</p>
482

Μέθοδοι και εργαλεία αξιολόγησης ευχρηστίας φορητών εφαρμογών

Φιωτάκης, Γεώργιος 07 July 2009 (has links)
Η παρούσα διατριβή πραγματεύεται το πρόβλημα της αποτελεσματικής αξιολόγησης ευχρηστίας φορητών εφαρμογών. Με τον όρο “φορητές εφαρμογές” περιγράφονται οι ηλεκτρονικές υπηρεσίες που είναι σχεδιασμένες να παρέχονται μέσω φορητών συσκευών και έχουν ως στόχο να βοηθήσουν τον άνθρωπο στις καθημερινές του προσωπικές ή επαγγελματικές δραστηριότητες. Η αλληλεπίδραση ενός χρήστη με μία τέτοια ηλεκτρονική υπηρεσία είναι μια διαδικασία πολύπλοκη που δεν υποστηρίζεται από μία μεμονωμένη εφαρμογή και δεν περιορίζεται πλέον στα στενά όρια ενός γραφείου. Αντίθετα, επιτυγχάνεται με διαμεσολάβηση σύγχρονων και συχνά πολυχρηστικών υπολογιστικών μονάδων (φορητές συσκευές, υπολογιστές) και επιμέρους συσκευών και λαμβάνει χώρα σε διάφορα φυσικά περιβάλλοντα. Σε πολλές περιπτώσεις εμπλέκει περισσότερους από έναν χρήστες οι οποίοι μπορεί να συνεργάζονται είτε εκ του σύνεγγυς είτε εξ αποστάσεως προκειμένου να εκτελέσουν μια εργασία. Η μελέτη αυτής της αλληλεπίδρασης μπορεί να δώσει πολύτιμα συμπεράσματα τόσο για την ευκολία χρήσης των σύγχρονων υπολογιστικών συστημάτων όσο και για τη χρησιμότητά τους και αποτελεί μια σημαντική ερευνητική πρόκληση του επιστημονικού πεδίου Αλληλεπίδρασης Ανθρώπου Υπολογιστή και ιδιαίτερα της Τεχνολογίας Ευχρηστίας. Οι κλασσικές μέθοδοι ευχρηστίας καλούνται να αντιμετωπίσουν την πρόκληση της επιτυχούς αξιολόγησης των φορητών εφαρμογών, δηλαδή της αποτίμησης των χαρακτηριστικών ποιότητάς τους που επηρεάζουν την εμπειρία χρήσης τους. Τόσο τα χαρακτηριστικά των χρησιμοποιούμενων συσκευών όσο και το περιβάλλον χρήσης των εφαρμογών αυτών, τις διαφοροποιούν κατά πολύ από τις εφαρμογές επιτραπέζιου υπολογιστή. Καθώς η διείσδυσή τους στις καθημερινές δραστηριότητες του ανθρώπου είναι ολοένα και αυξανόμενη, η ανάγκη για μεθοδολογίες και εργαλεία που μπορούν να βοηθήσουν την αξιολόγηση της χρήσης τους κρίνεται επιτακτική. Στην παρούσα εργασία καταρχήν περιγράφονται οι κλασσικές μέθοδοι αξιολόγησης υπολογιστικών συστημάτων και στη συνέχεια αξιολογούνται ως προς την επάρκεια των δεδομένων που μπορούν να συλλέξουν και την πληρότητα των αποτελεσμάτων που μπορούν να δώσουν στην περίπτωση χρήσης τους για αξιολόγηση ευχρηστίας φορητών εφαρμογών. Παράλληλα γίνεται επισκόπηση της βιβλιογραφίας που Περίληψη 12 Διδακτορική διατριβή αφορά την αξιολόγηση ευχρηστίας των φορητών εφαρμογών και εξετάζονται τα κυριότερα ζητήματα της μεθόδου αξιολόγησης, περιλαμβάνοντας μεταξύ άλλων την επιλογή του χώρου αξιολόγησης και τα δεδομένα που πρέπει να συλλεγούν και αναλυθούν. Στη συνέχεια προτείνεται η μεθοδολογία αξιολόγησης ευχρηστίας φορητών εφαρμογών MOBELIC (MOBile Evaluation Life Cycle methodology). Η MOBELIC υποστηρίζει την αξιολόγηση ευχρηστίας μιας φορητής εφαρμογής σε όλο τον κύκλο ανάπτυξής της. Αποτελεί συνδυασμό από υπάρχουσες μεθόδους αξιολόγησης λαμβάνοντας όμως υπόψη τη φάση ανάπτυξης στην οποία βρίσκεται η υπό αξιολόγηση φορητή εφαρμογή, την ποιότητα των αποτελεσμάτων που προκύπτουν από κάθε μέθοδο, το χρόνο και τους πόρους που απαιτούνται για τη διεξαγωγή καθεμιάς από αυτές, καθώς και το χρόνο για την ανάλυση των δεδομένων τους και την εξαγωγή πολύτιμων συμπερασμάτων. Η συνεισφορά της μεθοδολογίας MOBELIC έγκειται στο γεγονός ότι βελτιστοποιεί τη διαδικασία αξιολόγησης μιας φορητής εφαρμογής υποστηρίζοντάς την από τις αρχικές φάσεις ανάπτυξης μέχρι τα τελευταία στάδια ολοκλήρωσής της. Προκειμένου να υποστηριχθεί η μεθοδολογία ΜOBELIC, σχεδιάστηκε και αναπτύχθηκε το εργαλείο ActivityLens. Αποτελεί ένα εργαλείο παρατήρησης και ανάλυσης των δεδομένων που συλλέγονται κατά τη διάρκεια μελετών της αλληλεπίδρασης χρηστών με φορητές εφαρμογές. Το εργαλείο παρέχει τη δυνατότητα παρακολούθησης των διακριτών φάσεων ανάπτυξης μιας φορητής εφαρμογής και επιτρέπει τη σύγκριση των προβλημάτων ευχρηστίας που παρατηρούνται σε αυτές, χρησιμοποιώντας κοινό σχήμα κωδικοποίησης των προβλημάτων. Παράλληλα, ενσωματώνοντας κατάλληλα σχεδιασμένες λειτουργίες, βοηθάει τον αναλυτή να απομονώσει συγκεκριμένους τύπους δράσεων που υποδεικνύουν πρόβλημα στη χρήση των εξεταζόμενων εφαρμογών. Τέλος στα πλαίσια της παρούσας διατριβής, εξετάζεται η εφαρμοσιμότητα της προτεινόμενης μεθοδολογίας καθώς και η αποτελεσματικότητα του εργαλείου ανάλυσης, μέσα από μία μελέτη περίπτωσης που περιλαμβάνει τη διενέργεια 3 διακριτών πειραμάτων. Η αξιολόγηση αφορά μία συνεργατική εκπαιδευτική φορητή εφαρμογή προορισμένη να πληροφορεί μαθητές για τα εκθέματα ενός Μουσείου. / This thesis deals with the problem of effective usability evaluation of mobile applications. The term “mobile applications” describes the electronic services that are designed to operate under mobile devices in order to meet the everyday needs of people. There are special characteristics of mobile applications, compared to established desktop applications. Thus, the dynamic context of use and the small size of mediating mobile devices differentiate their use and increase the complexity of their usability evaluation. There are various established methods that have been extensively used in traditional human-computer interaction research in order to evaluate the use of desktop applications. This thesis, firstly examines the suitability of such methods in usability evaluation of mobile applications. The survey indicated that all these methods can be effective. However their application produces different types of data and requires different amount and kind of resources. In the frame of this thesis, MOBELIC, a new methodology for the usability evaluation of mobile applications, is proposed. The goal of MOBELIC is the optimization of evaluation process due to the short life-cycle of mobile applications. It is an effective combination of selected established methods supporting the redesign of a mobile application during its development life-cycle. The main characteristic of this methodology is that it proposes the iterative application of each evaluation method, depending on certain factors, such as the mobile application implementation phase, the quality of the expected method results and the required resources. Subsequently, the design and the implementation of a usability evaluation tool, the ActivityLens, that support the proposed methodology, are described in this thesis. ActivityLens integrates and synchronizes multiple heterogeneous data that describe the interaction of real users with mobile applications. Furthermore, the tool incorporates especially designed mechanisms for annotation and analysis of collected data in order to facilitate usability experts to extract meaningful information. The applicability of the proposed methodology and the effectiveness of the ActivityLens are examined through an extended case study in which the usability of an educational mobile application is evaluated. The case study consists of three discrete experiments including the use of different evaluation methods according to the proposed methodology.
483

Smartphones, Användare och Estetik : En Användbarhetsstudie / Smartphones, Novices and Aesthetics : A Usability Study

Heimler, Torgny January 2003 (has links)
The Ericsson R380 is a so-called smartphone, combining an advanced mobile phone with a Personal Digital Assistant (PDA). To evaluate the usability of the Ericsson R380 and benchmark it against the Nokia 9110 Communicator and the Motorola A6188 Accompli, a repeated measurements experiment was performed. 18 subjects (10 men and 8 women) with no previous experience of any of the interfaces participated. Half of the subjects had extensive experience from using Ericsson mobile phones and half of the subjects had extensive experience from using Nokia mobile phones. A set of 9 tasks to be solved on each interface was presented to the subjects. The order in which the subjects used the interfaces was balanced with a Latin square design while the tasks were presented in consecutive order and were identical for all interfaces. Level of completeness, completion time and number of actions were assessed for each task and interface. Subjects also rated the perceived usability and aesthetics of the interfaces. Overall, subjects were most successful using the Motorola A6188 Accompli, using fewer keystrokes and less time as well as needing fewer hints compared to the Ericsson R380 and Nokia 9110 Communicator. However, the Ericsson R380 was rated significantly higher than the other interfaces on perceived usability. Previous experience with Ericsson or Nokia mobile phones did not have a major impact on how well subjects succeeded with using the interfaces in the test. Certain mistakes made by each group of subjects could be explained in terms of mental models, Einstellung effects and the use of so- called Function-Object interaction style where Object-Function interaction was appropriate. Contrary to earlier findings, aesthetics and perceived usability did not correspond to a great extent. Finally, the results are discussed and some suggestions for improvements are put forward.
484

Att möta kunden med användbarhet

Forsman, Johan, Svenn, Daniel January 2011 (has links)
In relation to the development of IT-products it is very important that the software supplier is aware not only of the target group but also the field of application. Usability should characterize the whole IT-design process as, in relation to this context, design includes more than merely those aspects which are visible to and thus can be interpreted by the naked eye. The study examines the specific qualities and properties that substantiate the usability and the demands that a customer rightfully expects from an IT-product. The user and the customer are highlighted in the same context in order to demonstrate that it is through the customer that an IT-product is defined as being useful. Thus, from this perspective, the user and customer can be considered as being the same person. The empirical survey was based on those factors that were considered to constitute usability and each interview was conducted using these usability factors together with the intended IT-product. The survey has been carried out using analysis models in order to enable the assertions to be both validated and tested and to ensure the appropriateness of the model’s system and also the independence of the method. This qualitative study has been carried out using randomly chosen respondents and IT-products and the perceptions of these respondents in relation to what they felt were the properties that represented a usable IT-product have been noted. The analysis section deals with the usability properties which have been assumed to further substantiate the five usability factors utilized in the survey.  It is apparent from the analysis that is it quite possible to determine a minimum level of what constitutes usability and that this can be applied regardless of what IT-product is being described. The conclusion to be drawn from this is that the opinions and experiences of both user and customer should be considered in order to provide guidance in relation to satisfying the requirements with regards to the design of IT-products.
485

Metody uživatelského hodnocení HMI v prostředí automotive. Případová studie. / HMI user assessment methods in automotive environment. Case study.

Křepelková, Sabina January 2019 (has links)
The thesis focuses on the topic of benefits and limitations of various HMI user assessment methods. In the theoretical part of the thesis there is introduced the HMI theory, summarized HMI user assessment methods, presented knowledge about their utilization and the available tools are mapped. The goal of the practical part is testing of selected HMI user assessment methods related to the requirements of the commercial automotive sector. The result of practical part is a comparison of the strengths and weaknesses of individual approaches and their specifics. The diploma thesis was prepared in accordance with the valid internal regulations of the Charles University and other methodological guidelines and normative documents. Keywords: user experience, UX, usability, user interface, UI, HMI, human-machine interface, automotive, usability evaluation, user assessment, user testing, usability testing
486

Impact of Gamification on usability and engagement with regards to a financial savings application

Beseetti, Tej Kiran January 2019 (has links)
The implementation of game elements has quintessentially uplifted the overall experience of applications in various domains and thereby expanding the customer base. This process is called gamification which has now been introduced in many domains. The purpose of the study is to understand gamification and how its impact would be if it is deployed in a financial savings application. The gamified elements are implemented based on a gamification framework called the Octalysis framework1. This Octalysis framework is a human-centric gamification framework which serves as a template to implement the required gamified elements. Based on a pre-study of financial applications and the Octalysis framework, two distinct prototypes (Version A and Version B) of the same mobile app concept were developed where the difference is the presence of gamified elements in one prototype. The evaluation is based on analyzing the impact the gamified elements have caused on the usability and the emotional engagement of the financial savings application. The participants are provided to interact with both prototypes and interviews are conducted to evaluate the emotional engagement and the usability of both the prototypes of the financial savings application. The study shows an increase in emotional engagement corresponding to the gamified elements whereas the usability more or less remained the same, indicating a deeper investigation of the gamified elements with regards to usability is required.
487

Clinical Decision Support System for Chronic Pain Management in Primary Care: Usability Testing

Malaekeh, Sadat Raheleh 10 1900 (has links)
<p>Chronic low back pain is the second most prevalent chronic condition in Canadian primary care settings. The treatment and diagnosis of chronic pain is challenging for primary care clinicians. Their main challenges are lack of knowledge and their approach toward assessing and treating pain. Evidence based guidelines have been developed for neuropathic pain and low back pain.</p> <p>CDSSs for chronic diseases are becoming popular in primary care settings as a mean to implement CPGs. A CDSS prototype for diagnosis and treatment of chronic, non-cancer pain in primary care was developed at McMaster University. It is evident that poor usability can hinder the uptake of health information technologies.</p> <p>The objective of this study was to test the usability of Pain Assistant using think aloud protocols with SUS scores in 2 iterations. In this study 13 primary care providers including family physicians, nurse practitioners and residents used Pain Assistant to complete 3 different patient case scenarios. Participants were asked to comment on both barriers and facilitators of usability of Pain Assistant. Additionally time to complete patient case scenarios was calculated for each participant. A comparison questionnaire gathered user preference between introducing CPGs in paper format and computerized decision support system.</p> <p>This study showed that iterative usability testing of the Pain Assistant with participation of real-end users has the potential to uncover usability issues of the Pain Assistant. Problems of user interface were the main usability barrier in first testing iteration following by problems of content. Changes were made to system design for second round based on the issues came up in the first iteration. However, because of time constrains not all the changes were implemented for second round of testing. Most of the refinements were to resolve user interface issues. In the second iteration, the problems with the content of Pain Assistant were the major barrier. The changes to the system design were successful in resolving user interface problems since the changed issues did not come up again in second round. Pain Assistant had an above the average usability score however no significant changes seen in SUS score. The time needed to complete tasks remained identical in both iterations. In addition, participants preferred to have CPGs in electronic formats than paper. Further study after implementing all the system changes needed to determine the effectiveness of system refinements.</p> / Master of Science (MSc)
488

Examining Usability, Accessibility, and Cognitive Load in a Higher Education Website: A Usability Study

Measles, Sylena Marie 05 1900 (has links)
This qualitative, exploratory dissertation aimed to describe how accessibility, usability, and cognitive load experts explained and experienced the usability and accessibility aspects of the LT department's website pages, information, and digital links. A usability, accessibility, and cognitive load manual examination was conducted with four experts. The usability, accessibility, and cognitive load examination comprised WCAG 2.1 four standards and Nielsen's 10 usability heuristics. Transcripts and observational field notes were coded through an iterative process in the analysis tool Dedoose. Two groups and four main categories were discovered using emic and etic coding. The two groups were macro challenges and page with most codes. The four main categories included macro, usability, accessibility, and cognitive load. The findings for accessibility, usability, and cognitive load are discussed. Website recommendations for creating an accessible and usable site and suggestions for future research are provided.
489

Integration von Altersfaktoren in digitale Menschmodelle zur altersgerechten Arbeitsprozessgestaltung / Integration of age-related changes of human ability into digital human models for age-appropriate work process design

Spitzhirn, Michael, Bullinger, Angelika C. 07 April 2017 (has links) (PDF)
Bei einer altersgerechten Arbeitsgestaltung mittels digitaler Menschmodelle (DMM) sind die altersbedingten Veränderungen der menschlichen Leistungsfähigkeit zu berücksichtigen. Altersbedingte Veränderungen wie bspw. der Beweglichkeit sind aktuell nur rudimentär bei der virtuellen Arbeitsprozessgestaltung abbildbar. Deshalb wird im Beitrag ein Konzept zur Integration von Altersfaktoren in DMM vorgestellt. Dem User-Centered-Design Prozess folgend, werden die einzelnen Schritte zur Integration von Altersfaktoren am Beispiel der Beweglichkeit dargestellt. Dazu werden die erhobenen Nutzeranforderungen und die Darstellung der nutzerorientierten Konfiguration der Altersfaktoren im DMM dargestellt. Im Ergebnis wird gezeigt, wie altersbedingte Veränderungen der menschlichen Leistungsfähigkeit in DMM nutzer-orientiert eingebunden werden können. Dem Nutzer soll damit perspektivisch eine effektive und effiziente altersgerechte Gestaltung in DMM mittels akkurater, relevanter Daten sowie geeigneter Unterstützung ermöglicht werden.
490

Erhebung von Nutzeranforderungen an eine digitalisierte EAWS-Auswertung mittels Online-Umfrage / Determination of user requirements for a digitization of an Ergonomic Assessment Worksheet (EAWS) evaluation system using an online survey

Spitzhirn, Michael 07 April 2017 (has links) (PDF)
Eine Digitalisierung des EAWS-Verfahrens kann bei der Identifikation ergonomischer Probleme und der Ableitung darauf aufbauender Maßnahmen unterstützen. Aktuelle EAWS-Digitalisierungen beschränken sich mehrheitlich auf die Darstellung von EAWS-Punkten und Belastungen. Um EAWS-Auswertungen bedarfsgerecht weiterzuent-wickeln, wurden mit Hilfe einer Online-Befragung der Bedarf und die Anforderungen an EAWS-Auswertungsfunktionen und Gestaltungs-elemente ermittelt. Hierzu wurden auch der EAWS-Nutzungskontext sowie die eingesetzten EAWS-Auswertungssysteme und deren Bewertung erhoben. Insgesamt nahmen 61 Personen u. a. aus den Bereichen Arbeits-planung, IE, Ergonomie, Gesundheitswesen und Management teil. Die Ergebnisse zeigen, für was das EAWS-Verfahren eingesetzt wird, welche Personen daran beteiligt sind, welche Systeme genutzt und welchen Auswertungsfunktionen ein besonderer Bedarf zugeordnet wird. Daraus lassen sich Schwerpunkte für die Weiterentwicklung von EAWS-Auswertungen ableiten.

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