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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.
61

Lost Fragments: A Therapy Center to cope with grief in Richmond, Virginia

Shah, Drishti Rajesh 27 June 2019 (has links)
An exploration began to understand the relationship between architecture and human emotion. Inspired by a personal story of loss, this thesis began to disseminate the five stages of the Elizabeth Kübler Ross model of grief. Each of the stages was studied in depth to find architectural elements that relate to every stage. Furthermore, the elements helped establish a mood and quality of the spaces that were directly associated with program, light, and material. As the project began to evolve, a series of questions of architectural sequence, material practices, and placemaking followed and with every step, a decision was to be made. This constant decision-making was influenced by sets of conditions and contexts resulting in a methodology specific to a particular site. This thesis presents a case to look at architecture through a qualitative design process. It endeavors to define and explore elements of architecture to create an experience, that has impact on human emotion. / Master of Architecture
62

Creation of a Support Tool for the Needs Assessment Process: A Design and Development Study

Trotman, Carmalita 10 April 2020 (has links)
Organizations in the private and public sector provide employee training for different reasons and cover a variety of subject and skill areas. In some cases, training is provided without implementing the complete instructional design process, omitting the needs assessment and analysis step, which can result in less than desired training outcomes. Research details challenges that private and public sector organizations encounter related to needs assessments, along with the benefits of assessing needs prior to the design of a training program. This development study and research supports these details. As a part of this research, a needs assessment tool was designed to assist instructional designers and training managers gather key information to better determine if training is needed and to identify the best means for moving through the instructional design process. An expert review of the needs assessment tool validated the tool and provided feedback for further development of the tool. This study presents the challenges and benefits of identifying needs, describes the development of a needs assessment tool, analyzes and summarizes expert review and feedback, and suggests potential revisions to the tool. / Doctor of Philosophy / Organizations in the private and public sector provide employee training for different reasons and cover a variety of subject and skill areas. In some cases, training is provided without implementing the complete instructional design process. The complete instructional design process involves conducting a needs assessment, analyzing the needs assessment, designing a learning plan, developing the instruction based on the learning plan, implementing the instruction, and evaluating the instructional outcomes. When the first step, conducting the needs assessment is omitted, in some cases this may result in less than desired training outcomes. Research details challenges that private and public sector organizations encounter related to needs assessments, along with the benefits of assessing needs prior to the design of a training program. This development study and research supports these details. As a part of this research, a needs assessment tool was designed to assist training developers, instructional designers, and training managers gather key information to better determine if training is needed and to identify the best means for moving through the instructional design process. A group of individuals who work in the training and instructional design field, also referred to as expert reviewers, reviewed and validated the needs assessment tool and provided feedback for further development of the tool. This study presents the challenges and benefits of assessing needs, describes the development of a needs assessment tool, analyzes and summarizes the expert review and feedback, and suggests potential revisions to the tool.
63

A Framework for the Implementation of Digital Technologies in the Concept Stage of the Architectural Design Process

Al-Rqaibat, Sana'A Mohammad 29 April 2019 (has links)
The use of digital tools such as Sketchup, Rhino, AutoCAD and others is now commonplace in the architectural design process. These tools have advantages for time management and support the iterative nature of design, while also providing an efficient connection to later stages of design development and construction documentation. However, it could be argued that the use of digital tools during the ideation and concept phases of designing limits the cognitive connection between thought and the hand that is present in freehand sketching. If we accept that this cognitive connection is foundational to the design process, then new digital sketching tools are needed that have features similar to freehand sketching while processing sketches to 2D and 3D representations that are translatable to 3D printing, digital fabrication, and eventually Building Information Modeling. What this new tool might be is currently unclear. The purpose of this research is to identify the characteristics of a next generation of sketching tools that could support ideation activities in the concept stage of architectural design. The results will help to design a roadmap for the implementation of digital technologies in the architectural design process. This research will contribute to a shift in the implementation of digital tools in the architectural design process. This research relied on multiple data sources. First, a logical argument tactic was used to develop the research design model through a comprehensive review of the scholarly work that addresses the design process in the concept stage and the role of sketching and digital tools throughout these processes. Second, case study observation and interviews were used to explore how architects and architectural students at Virginia Polytechnic Institute and State University (Virginia Tech) use sketching, 3D modeling, and existing digital tools to represent, develop, iterate, and communicate their design ideas in the concept stage and how the tools they used affect their design process. Third, two immersive case studies were conducted to identify and develop the characteristics of a digital sketching tool. The last step was to determine consensus for the appropriateness of the To-Be model through Delphi tactics. / Doctor of Philosophy / The use of digital tools such as Sketchup, Rhino, AutoCAD and others is now commonplace in the architectural design process. These tools have advantages for time management and support the iterative nature of design, while also providing an efficient connection to later stages of design development and construction documentation. However, it could be argued that the use of digital tools during the ideation and concept phases of designing limits the cognitive connection between thought and the hand that is present in freehand sketching. If we accept that this cognitive connection is foundational to the design process, then new digital sketching tools are needed that have features similar to freehand sketching while processing sketches to 2D and 3D representations that are translatable to 3D printing, digital fabrication, and eventually Building Information Modeling. What this new tool might be is currently unclear. The purpose of this research is to identify the characteristics of a next generation of sketching tools that could support ideation activities in the concept stage of architectural design. The results will help to design a roadmap for the implementation of digital technologies in the architectural design process. This research will contribute to a shift in the implementation of digital tools in the architectural design process. This research relied on multiple data sources. First, a logical argument tactic was used to develop the research design model through a comprehensive review of the scholarly work that addresses the design process in the concept stage and the role of sketching and digital tools throughout these processes. Second, case study observation and interviews were used to explore how architects and architectural students at Virginia Polytechnic Institute and State University (Virginia Tech) use sketching, 3D modeling, and existing digital tools to represent, develop, iterate, and communicate their design ideas in the concept stage and how the tools they used affect their design process. Third, two immersive case studies were conducted to identify and develop the characteristics of a digital sketching tool. The last step was to determine consensus for the appropriateness of the To-Be model through Delphi tactics.
64

Life in the City: Housing, History and the Supermarket, an Episode in Urban Architecture

Parsons, Marc Alan 22 February 2001 (has links)
The project began as a response to a proposal to construct a suburban style grocery store and surface parking lot in the middle of an existing residential neighborhood, including the substantial demolition and 'strip-mall' conversion of a historic theater located on the Washington, DC site. The Thesis evolved as an exploration of how do we reconcile our contemporary mercantile needs within the urban environment; specifically, how can one incorporate a suburban-scaled, 'big-box' retail structure in an existing, complex urban context. The proposal that follows offers an integrated, mixed-use and contextually sensitive solution, incorporating a full size grocery store (the most fundamental of our consumer needs) with multiple levels of parking below, new residential row-housing and commercial space above - retaining and restoring both the historic theater and the overall neighborhood fabric. / Master of Architecture
65

white noise PANORAMA: Process-based Architectural Design

Mitsogianni, Vivian, Vivian.Mitsogianni@rmit.edu.au January 2009 (has links)
This PhD by project is an examination of process-based architectural design. It offers an examination of one approach to undertaking process-based experimentation in architecture - based on reflection of my own practice and body of work - through which I have been able to consider a complex array of questions and issues that are associated with working in this way. By
66

Model-based approaches to support process improvement in complex product development

Wynn, David Charles January 2007 (has links)
The performance of product development processes is important to the commercial success of new products. The improvement of these processes is thus a strategic imperative for many engineering companies - the aero-engine is one example of a complex product for which market pressures necessitate ever-shorter development times. This thesis argues that process modelling and simulation can support the improvement of complex product development processes. A literature review identified that design process modelling is a well-establishedresearch area encompassing a diverse range of approaches. However, most existing tools and methods are not widely applied in industry. An extended case study was therefore conducted to explore the pragmatic utility of process modelling and simulation. It is argued that iteration is a key driver of design process behaviour which cannot be fully reflected in a mechanistic model. Understanding iteration can help select an appropriate representation for a given process domain and modelling objective. A model-based approach to improve the management of iterative design processes was developed. This approach shows that design process simulation models can support practice despite their limited fidelity. The modelling and simulation framework resulting from this work was enhanced for application to a wider range of process improvement activities. A robust and extensible software platform was also developed. The framework and software tool have made significant contribution to research projects investigating process redesign, process robustness and process optimisation. These projects are discussed to validate the framework and tool and to highlight their applicability beyond the original approach. The research results were disseminated in academia and industry - 72 copies of the software were distributed following requests in the first three months of its release.
67

Contribuições ao processo de projeto de arquitetura no setor público - um estudo de caso / Contributions to the architeture design process in the public sector- a case study

Chrystianne Maria Rodrigues de Oliveira 20 May 2016 (has links)
Essa dissertação descreve ferramentas e mecanismos do processo de projeto da FDE (Fundação Pelo Desenvolvimento da Educação), órgão responsável pela execução de projetos e obras de escolas públicas no Estado de São Paulo. Dentre outros aspectos, foram identificadas e examinadas a sistematização e a padronização realizadas pela Fundação, além da caracterização de projetos contratados. Foram também estudadas metodologias ainda pouco utilizadas no processo de projeto do setor público, tais como a certificação de escolas pela AQUA-HQE (Alta Qualidade Ambiental- Haute Qualité Environmentale). Os elementos analisados nesta dissertação sugerem que as ferramentas e procedimentos adotados pela FDE possam ser adaptados e utilizados por outras instituições, servindo como uma referência tanto para entidades quanto para agentes e prestadores de serviços envolvidos no processo de projetos de obras públicas. Este trabalho visa trazer contribuições para a melhoria da qualidade do processo de projeto de arquitetura no setor público. / This study describes tools and mechanisms of design process applied in FDE (Foundation For Education Development), which is the company responsible for project and construction of public schools in São Paulo. The systematization and standardization processes carried out by the Foundation have been identified and examined in this paper, as well as the characterization of these projects. They were also studied methodologies not so used in the public sector regarding to the design process, such as certification of schools by AQUA-HQE (High Quality environmentally- Haute Qualité Environmentale). The elements analyzed in this paper suggest that the tools and procedures adopted by the FDE can be adapted by other institutions, serving as a reference for both entities and for service providers involved in the process of public construction projects. This study aims to bring contributions to improving the quality of the architectural design process in the public sector.
68

How to create interaction moments at concerts : Designing user experiences

Möller, Rebecka January 2018 (has links)
The concert industry has been expanded enormously the last couple of years. At the same time as the increasing engagement for concerts, the digital market is growing rapidly. Today during concerts, people use their smartphones to send text messages, connect on social media, take photos, record film clips, and use the flashlight function in a replacement of a lighter. This behaviour may be perceived as a distracting moment and instead moves the person’s focus from the live performance to the phone. The distracting moment can be solved by making an application that makes the interaction more enjoyable through the study of user experience. This can lead to more focus on the music and therefore, enhance the concert experience. In this project, the work behind the development of designing prototypes is described. The method used in the thesis is the process of Design Thinking. The process is divided into a five-step model: empathize, define, ideate, prototype and test. The result presents three prototypes that are based on digital competitions that interact the audience during a concert experience. At the end of the thesis, a discussion about how to secure a positive outcome of interacting the audience and the artist is presented. The conclusion was that the interactions have good potential to work in a concert environment, but the interactions need to be additionally tested to secure a positive outcome. Another conclusion was that the time before a concert has more scope to make interactions work well and to not distract the users from the live performance. / Konsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.
69

Gripper Tool Designed for a Surgical Collaborative Robot / Gripdon designad för en kirurgisk kollaborativ robot

Andersson, Emma January 2019 (has links)
In surgery, suturing is the use of needle and thread to join cut and/or damaged anatomical structures together. This repair strategy is highly versatile and is universal for all types of surgery as the goal is to restore, repair or improve function and/or appearance. The needles are almost always curved in shape, and it is handled and maneuvered by surgeons with a special tool called: needle driver. The versatility of this setup has proven its worth over time as needle drivers are one of the indispensable instruments in all types of surgery. We are entering a future where robots can be programmed to execute tasks with much higher level of precision and speed compared to humans. Medical robotics in surgery has gained ground over the past decades due to promising clinical results. A straightforward step in this direction would be to create a solution that enables the robot to grip needle driver. The purpose of this study was to develop a gripper tool that enables a collaborative robot to perform suturing with one of the most common types of needle drivers used in surgery. The Double Diamond design framework was employed. The selected content in the predefined four phases were: 1) Discover: Observation, MoSCoW Prioritization, Brainstorming, Choosing a Sample, Fast Visualisation, 2) Define: Assessment criteria, 3) Develop: Physical prototyping 4) Deliver: Final testing and Evaluation. In the first phase, Discover, clinical and technical demands were formulated. In the second phase, Define, numerous design ideas were generated and drafted on paper whereof the one with highest assessment score was chosen for physical prototyping. In phase three, Develop, the selected design idea was modelled in cardboard, clay and silicon, and 3D printed. Multiple design iterations were guided by feedback from clinical and technical experts and resulted in a final prototype design that was accepted by the experts. In phase four, Deliver, the final prototype was subjected to final testing and evaluation. Observation of five live and one video recording of surgical procedures on real patients were made. The insights gained were confirmed with the lead and co-surgeons of each procedure and were summarized in 24 clinically important observations relevant for the gripper tool design. Careful analysis of the previously designed gripper tool, live observation of the robot’s motion pattern and range, and interview with robotic engineer were summarized in ten technically important observations. The observations were then used to formulate the clinical and technical demands that the gripper tool design aims to fulfill, followed by prioritizing the demands and design features according by MoSCoW method and brainstorming on how to improve previous gripper tool design. To limit the scope of the design challenge, one of the five types of needle drivers used in pediatric heart surgery in Lund was selected in the method Choosing a Sample. To further characterize the clinical and technical demands, a test bench was set up to Define and measure force vectors applied on the needle driver when held by a surgeon during suturing. The radial forces vectors in six directions perpendicular to the tip of the needle driver ranged from 1.6 N to 3.8 N. The axial force along the length of the needle driver was 7.6 N towards the tip and 8.4 N towards the back end. The clockwise and counterclockwise torque along the length axis of the needle driver was 0.2 Nm and 0.18 Nm, respectively. The set of defined demands were sufficient to sketch numerous ideas of gripper tool designs according to the Fast Visualization method. These designs were then used in the Define phase to communicate the design ideas with surgeons, robotic and product development engineers. The most promising idea was advanced to the Develop phase where physical prototypes were produced in cardboard, clay and silicon and 3D printed. Inadequacies were found during design feedback with interviews and testing together with clinical and technical experts, and design actions were taken to arrive at the final prototype. The final prototype was brought into the Deliver phase for final testing and evaluation. The gripper tool could handle lager force loads than the human surgeon in all the stability tests. However, deflection of the needle driver occurred with the gripper tool unlike when the surgeon was subject to stability testing. One pediatric heart surgeon and one robotic engineer was asked to generate a composite score of fulfillment rate from 1–5, where 1 is bad, 3 satisfactory, and 5 excellent after final testing of the gripper tool was carried out. The final prototype of the gripper tool fulfills all clinical and technical demands at the level of 4, and 3–5, respectively. In conclusion, the design methodology used in this study was useful in the development of a gripper tool design that respects both clinical and technical demands. This suggest that the methodology may be used in similar setting of design challenges in the field between medical and technical innovation. The gripper tool fulfilled the demands, although further refinement in the choice of material, further testing and investigation of regulatory aspects are required before it can be implemented in the operating room. / Vid operation är suturering användningen av nål och tråd för att sammanfoga snittad och/eller skadade anatomiska strukturer. Denna reparationsstrategi är mycket mångsidig och universell för alla typer av kirurgi eftersom målet är att återställa reparera eller förbättra funktion och/eller anatomisk defekt. Nålarna är nästan alltid krökta i sin form och de hanteras och manövreras av kirurgerna med ett speciellt verktyg som kallas: nålförare. Mångsidigheten i denna uppställning har visat sig över tid eftersom nålförare är ett av de oumbärliga instrumenten vid alla typer av operationer. Vi går in i en framtid där robotar kan programmeras för att utföra uppgifter med mycket högre precision och hastighet jämfört med människor. Medicinska robotar inom kirurgi har varit på frammarsch senaste årtionden på grund av goda kliniska resultat. Ett steg i denna riktning skulle vara att skapa en lösning som gör det möjligt för en robot att greppa nålföraren. Syftet med denna studie var att utveckla ett gripdon som möjliggör för en kollaborativ robot att utföra suturering med hjälp av en av de vanligaste typerna av nålförare som används vid operation. Design metodiken Double Diamond användes för att beskriva design processensen. Det valda metoderna i de fyra för definierade faser var: 1) Discover: Observation, MoSCoW Prioritization, Brainstorming, Choosing a Sample, Fast Vissualization, 2) Define: Assessment criteria, 3) Develop: Physical Prototyping, 4) Deliver: Final testing and Evaluation. I första fasen, Discover, formulerades kliniska och tekniska krav. I den andra fasen, Define, definierades flera designidéer som skissades på papper, varav den med den högsta poängen valdes i Assessment criteria. I fas tre, Develop, modellerades den valda designidén i kartong, lera och silikon samt 3D-printades. Flera designiterationer gjordes baserat på feedback från kliniska och tekniska experter vilket resulterade i en slutlig prototypdesign som godkändes av experterna. I fas fyra, Deliver, testades och utvärderades den slutliga prototypen. Observation av fem realtids och en videoinspelning av kirurgiska ingrepp på riktiga patienter gjordes. Insikterna som gjordes bekräftades med kirurgerna som genomförde operationen och sammanfattades i 24 kliniskt viktiga observationer som var relevanta för gripdon designen. Noggrann realtids observation av robotens rörelsemönster samt analys av det tidigare utformade gripdonen och intervju med en robotingenjör sammanfattades i tio tekniskt viktiga observationer. Observationerna användes för att formulera kliniska och tekniska krav som gripdons designen strävar efter att uppfylla, följt av prioritering av kraven och designegenskaper enligt MoSCoW-metoden och brainstorming kring hur tidigare gripdons design kan förbättras. För att begränsa designutmaningens omfattning valdes en av de fem typer av nålförare som används vid barnhjärtkirurgi i Lund genom metoden Chossing a sample. För att ytterligare karakterisera de kliniska och tekniska kraven upprättades en testbänk för att definiera och mäta kraftvektorer som appliceras på nålföraren när den hålls av en kirurg under suturering. De radiella krafterna i sex riktningar vinkelrätt mot nålförarens spets varierade från 1,6 N till 3,8 N. Den axiella kraften längs nålförarens längd var 7,6 N mot spetsen och 8,4 N mot bakänden. Medurs och moturs vridmoment längs nålförarens längdaxel var 0,2 Nm respektive 0,18 Nm. Dom definierade kraven låg till grund för skisser av flertal gripdondesign idéer enligt Fast Visualization. Dessa skisser användes sedan i Define fasen för att kommunicera designidéer med kirurger samt robot- och produktutvecklingsingenjörer. Den mest lovande idén togs till Develop fasen där fysiska prototyper togs fram i kartong, lera och silikon samt genom 3D-printning. Förbättringspunkter hittades under testning och återkoppling med intervjuer tillsammans med kliniska och tekniska experter. Designåtgärder baserat på återkopplingen gjordes för att komma fram till den slutliga prototypen. Slutlig testning och utvärdering av den slutliga prototypen genomfördes i Deliver fasen. Gripdons designen kunde hantera större belastningar än den mänskliga kirurgen i alla stabilitetstester. Böjning av nålföraren uppstod dock i testerna med gripverktyget till skillnad från testerna med kirurgen var föremål för stabilitetsprovning. En barnhjärtkirurg och en robotingenjör poängsatte uppfyllnadsgrad av de kliniska respektive tekniska kraven efter att slutlig testning av gripdonet utförts. Uppfyllnadsgraden poängsattes från 1–5 där 1 var dålig, 3 tillfredsställande och 5 utmärkt. Gripdonets slutliga prototyp uppfyller alla kliniska och tekniska krav på nivå 4 respektive 3–5. Designmetodiken som användes i denna studie var användbar för utvecklingen av gripdon som uppfyller både de kliniska och tekniska kraven. Detta tyder på att denna metod kan användas i liknande designutmaningar inom området mellan medicinsk och teknisk innovation. Gripdonet uppfyllde kraven även om ytterligare förfining i materialvalet, ytterligare testning och undersökning av regulatoriska aspekter krävs innan den kan användas under riktiga operationer i operationssalen.
70

Streamlining Field Operations Through Interface Design : Redesigning Evado Mobile Flow for Enhanced Usability and Efficiency

Andersson, Hanna January 2024 (has links)
In today's digital age, efficient field operations are crucial for success across various industries. However, usability challenges are often overlooked in favour of functionality, hindering seamless task execution in the field. Evado, a company specialising in software solutions for field workers, offers the Evado Mobile Flow application to help streamline their operations. Yet, as demands evolve and complexities increase, usability shortcomings become increasingly apparent. Therefore, this master's thesis aims to optimise field operations by redesigning Evado Mobile Flow to enhance usability and efficiency. Critical usability challenges within the current interface are identified, such as usage difficulties for new users, followed by a comprehensive redesign process using the double diamond design approach. The methodology encompasses discovery, definition, development, and delivery phases, ensuring an effective outcome. The project started with the discovery and define phases, focusing on understanding user needs and interface limitations. Various techniques, including literature review, benchmarking, navigation flowchart, interviews, observations, hierarchical task analysis, and personas, provided valuable insights into the interface and user understanding, which helped to understand the existing problems. Next up was the development and delivery phase, which employed ideation methods such as braindrawing and scampering to generate a broad range of improvements and ideas. These were evaluated through a Pugh matrix and refined through iterative prototyping. The winning design proposal then underwent usability tests, focusing on task completion rates, clicks, user satisfaction, and potential improvements. The initial round of testing on the first prototype prompted a redesign, addressing newly identified usability challenges and introducing new functionalities aligned with evolving user needs. After a redesign, the final design underwent a second usability test and a system usability scale, yielding a usability score of 88.8 and recommendations for future iterations. Recommendations for future work and iterations include exploring the redesigned interface's long-term impacts on field operations and opportunities for further enhancement. This thesis emphasises the importance of user-centred design in developing effective digital solutions and provides a framework for similar endeavours in mobile interface design. / I dagens digitala ålder är effektiva fältoperationer avgörande när det gäller framgång inom olika industrier. Trots det förbises användbarhetsutmaningar ofta till förmån för funktionalitet, vilket förhindrar effektivt utförande av uppgifter i fältet. Evado, ett företag specialiserat på programvarulösningar för fältarbetare, erbjuder applikationen Evado Mobile Flow för att hjälpa till att effektivisera denna typ av verksamhet. Ändå, i takt med att kraven utvecklas och komplexiteten ökar, blir bristerna i applikationens användbarhet alltmer uppenbara. Därför syftar detta examensarbete till att optimera fältoperationer genom att omforma Evado Mobile Flow för att förbättra användbarheten och effektiviteten. Kritiska användbarhetsutmaningar inom den nuvarande gränssnittet har identifierats, som svårigheter att använda gränssnittet som en ny användare, och följts upp med hjälp av en omfattande designprocess. Vilket har skett med hjälp av double diamond design processen. Metoden omfattar de olika faserna av upptäck, definiera, utveckla och leverera, vilket säkerställer ett effektivt resultat. Projektet inleddes med faserna upptäck och definiera, vilka fokuserade på att förstå användarnas behov och gränssnittets begränsningar. Olika tekniker, inklusive litteraturundersökning, benchmarking, navigationsflödesschema, intervjuer, observationer, hierarkisk uppgiftsanalys och personas, gav värdefulla insikter i gränssnitt- och användarförståelse, vilket hjälpte till att förstå de befintliga problemen. Nästa steg var utvecklings- och leveransfasen, som använde idégenererings metoder som braindrawing och scamper för att generera ett brett utbud av förbättringar och idéer. Dessa utvärderades genom en Pugh-matris och förfinades genom iterativa prototyper. Det vinnande designförslaget genomgick sedan användbarhetstester, med fokus på godkänt genomförande, klick, användarnöjdhet och potentiella förbättringar. Den initiala omgången av testning som skedde på den första prototypen ledde till en iteration i designen, vilket adresserade nya identifierade användbarhets-utmaningar och introducerade nya potentiella funktioner som kan anpassas till användarnas behov. Efter denna iteration genomgick den slutliga designen ett andra användbarhetstest samt metoden system usability scale, vilket resulterade i ett betyg på användbarheten, på 88.8 poäng och nya rekommendationer för framtida iterationer. Rekommendationer för framtida arbete och iteration på denna applikation kan vara att utforska det omformade gränssnittets långsiktiga påverkan på fältoperationer och möjligheter till ytterligare förbättringar. Detta examensarbete betonar även på vikten av användarcentrerad design i utvecklingen av effektiva digitala lösningar och tillhandahåller därmed en ram för liknande utveckling inom mobilgränssnittsdesign.

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