• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 636
  • 268
  • 62
  • 39
  • 36
  • 30
  • 17
  • 11
  • 6
  • 6
  • 5
  • 2
  • 2
  • 2
  • 2
  • Tagged with
  • 1199
  • 1199
  • 585
  • 433
  • 410
  • 322
  • 285
  • 233
  • 232
  • 231
  • 220
  • 195
  • 189
  • 181
  • 179
  • 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

The effect of user onboarding : How can a tailored user onboarding be designed for an audiobook application to increase its usage?

Rosdahl, Rebecka January 2021 (has links)
User onboarding is a concept to convince and introduce users to use an application and a way for users to understand the application and what it can be used for. This research aimed to explore whether user onboarding could increase the usage of an audiobook application, and help users to find a suitable book. To examine the research question a human-center-design method was applied. It consisted of an extensive literature study, interviews, journey mapping and iterative prototyping, which resulted in an implemented user onboarding prototype for an audiobook application. The prototype was evaluated with an A/B-test, where the user onboarding prototype was compared to another prototype without user onboarding.  Interesting results have emerged through A/B-testing. Findings in this research did not provide any significant correlation between user onboarding and increased usage of an audiobook application. However, the user onboarding motivated users to listen to books, compared to one not being exposed to a user onboarding.  Furthermore, results also revealed that the prototype with user onboarding was helping the users to find a book they were interested in. The results also showed that women who were introduced to the prototype with user onboarding were more positive to use the application again. There was a significant correlation between user onboarding and the perceived simplicity of finding an interesting book in the group of participants aged between 26 and 30. Regarding the perceived usability, findings showed that the users who were introduced to the user onboarding experienced that it was easier to find a book, felt more motivated to listen to a book, felt that the application helped them to find a book that suited them and felt that the application introduced them to the audiobook format to a greater extent than those who were not exposed to user onboarding. However, it could not be proven that there was a statistically significant difference between the group that was introduced to the user onboarding and the group that was not exposed to the user onboarding.  In this research a total of 66 people participated in the A/B-test. For future research a larger number of participants could provide interesting results, since an A/B-test benefits from a high number of participants. Some of the results were bordering to prove that there were a significant correlation between being exposed to user onboarding and greater usage of an application.
22

User experience se zaměřením na credibilitu v oblasti e-commerce

Hlávková, Barbora January 2017 (has links)
Hlávková Barbora. User experience focused on credibility in e-commerce. Brno: Mendel University in Brno, 2017. The thesis deals with User experience focused on credibility in e-commerce survey of the Y generation. To determine the perception of the credibility on e-shops was used eye tracking (n = 30) with in-depth interviews (n = 30) and questionnaire survey (n = 155). The aim of the thesis is to suggest general recommendations for e-commerce in terms of consumer trust.
23

Introducing Transferability and the Upmds Usability Framework in a Multiple-Device System

Huang, Yunchen 11 May 2013 (has links)
This research introduces the concept of transferability into the usability construct and creates the Usability Paradigm for Multiple Device System (UPMDS) to conceptualize and quantify the usability in multiple device scenarios. This study fills the literature gap that no effective method exists in measuring transferability and in quantifying usability in a multiple device context. This study also answers the research questions regarding the impact of task complexity, user experience, and device order on the total usability of the system. Study one follows a systematic approach to develop, validate, and apply a new questionnaire tailored specifically to measure the transferability within a multiple device system. The System Transferability Questionnaire (STQ) is obtained after validation with 15 question items. In a software usability study, the STQ demonstrated excellent internal reliability and validity. Results show that the STQ is effective in capturing four factors regarding transferability, which are transfer experience (TE), overall experience (OE), consistency perception (CP) and functionality perception (FP). Validation results show good convergent, discriminant, criterion and nomonlogical validity. Study two adopts a systematic tool to consolidate usability constructs into a total usability score. The study utilizes principal component analysis (PCA) to determine the weight of the four usability components (satisfaction, transferability, effectiveness, and efficiency), which is used when obtaining the total usability score. Results show slightly different weights for the four components. This quantitative tool can be applied in different usability context in which multiple devices are involved. Usability specialists are encouraged to adjust the tool based on different usability scenarios. Study three investigates the impact of task complexity, user experience, and device order on the total system usability. Results show that the total usability score is not affected by task complexity, user experience or device order. However, lower physical task complexity leads to longer performance time and lower errors from the users. High experienced users have significantly lower errors made in tasks. The machine order also has divergent results. When the mini-lathe machine was used first, users had better transferability results but poorer performance outcomes as compared to when the drill press was used first.
24

Fun: An Exploration in its Relevance to Interaction Design

Woolley, Elise M. 27 September 2010 (has links)
No description available.
25

Understanding the Selection and Use of Water Related Innovations in Green Buildings

Chambers, Benjamin Daniel 04 February 2014 (has links)
This manuscript provides an understanding of water conservation related innovations in green buildings, both in terms of what is being selected in design phase and how professionals perceive their experiences with these innovations. The innovations examined include toilets, showers, sinks, plumbing, water heating, appliances, alternative water sources, landscaping, performance monitoring, and user education. It contains a literature review of unanticipated consequences associated with these innovations, and creates a framework for categorizing these based on a synthesis of the literature of unanticipated consequences. A review of certification documents from the Leadership in Energy and Environmental Design (LEED) rating system identifies what landscaping, toilet, and shower innovations are most commonly designed for in LEED certified buildings. These data are also used to identify differences in innovation selection across climate regimes. An internet survey of green building professionals provides a picture of satisfaction with these innovations in practice. It also gives examples of these experiences so that future users can take advantage or take caution as necessary. / Master of Science
26

Enhance the user experience with a second screen

Granlund, Jenny January 2013 (has links)
The goal for this thesis is to create a second screen application that will enhance the experience while watching a first screen. In order to create that type of application research within the subject and reviews of existing application is conducted. The reviews resulted in functionality and content that a second screen application should have. One of the big challenges for working with a second screen balance the focus between the screens and to make sure that the application creates value, rather than taking time and being frustrating. A concept of an application based on findings and iterations that will en- hance the experience were created. The concept were realised in wireframes and design mockups. The main functionality for the application is implemented with the native language objective-c as a working prototype on iPad. The biggest finding during this thesis is to remember to focus on solving one specific problem for the user.
27

How Does Interaction Fidelity Influence User Experience in VR Locomotion?

Nabiyouni, Mahdi 06 February 2017 (has links)
It is often assumed that more realism is always desirable. In particular, many techniques for locomotion in Virtual Reality (VR) attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques influences effectiveness and user experience. In the previous VR studies, the effects of interaction fidelity have been coarse-grained, considering interaction fidelity as a single construct. We argue that interaction fidelity consists of various independent components, and each component can have a different effect on the effectiveness of the interface. Moreover, the designer's intent can influence the effectiveness of an interface and needs to be considered in the design. Semi-natural locomotion interfaces can be difficult to use at first, due to a lack of interaction fidelity, and effective training would help users understand the forces they were feeling and better control their movements. Another method to improve locomotion interaction is to develop a more effective interface or improve the existing techniques. A detailed taxonomy of walking-based locomotion techniques would be beneficial to better understand, analyze, and design walking techniques for VR. We conducted four user studies and performed a meta-analysis on the literature to have a more in-depth understanding of the effects of interaction fidelity on effectiveness. We found that for the measures dependent on proprioceptive sensory information, such as orientation estimation, cognitive load, and sense of presence, the level of effectiveness increases with increasing levels of interaction fidelity. Other measures which depend more on the ease of learning and ease of use, such as completion time, movement accuracy, and subjective evaluation, form a u-shape uncanny valley. For such measures, moderate-fidelity interfaces are often outperformed by low- and high-fidelity interfaces. In our third user study, we further investigated the effects of components of interaction fidelity, biomechanics and transfer function, as well as designers' intent. We learned that the biomechanics of walking are more sensitive to changes and that the effects of these changes were mostly negative for hyper-natural techniques. Changes in the transfer function component were easier for the user to learn and to adapt to. Suitable transfer functions were able to improve some locomotion features but at the cost of accuracy. To improve the level of effectiveness in moderate-fidelity locomotion interfaces we employed an effective training method. We learned that providing a visual cue during the acclimation phase can help users better understand their walking in moderate-fidelity interfaces and improve their effectiveness. To develop a design space and classification of locomotion techniques, we designed a taxonomy for walking- based locomotion techniques. With this taxonomy, we extract and discuss various characteristics of locomotion interaction. Researchers can create novel locomotion techniques by making choices from the components of this taxonomy, they can analyze and improve existing techniques, or perform experiments to evaluate locomotion techniques in detail using the presented organization. As an example of using this taxonomy, we developed a novel locomotion interface by choosing a new combination of characteristics from the taxonomy. / Ph. D. / Virtual Reality researchers have been trying to develop natural travel techniques to allow users to physically walk and move in virtual environments rather than using unnatural methods such as joysticks. Using such techniques, the user can physically move or perform actions similar to walking to navigate through virtual environments. More natural travel methods can improve various parameters such as sense of presence and spatial understanding. However, the effects of increasing naturalness of walking on the user experience have not been known for years. In this dissertation, we have run four user experiments, performed a meta-analysis on the literature and developed a taxonomy to contribute a better understanding of how increasing levels of walking naturalness can affect user experience in Virtual Reality. Our findings can benefit designers and researchers in designing novel travel techniques, improve existing techniques or more in-depth understating of what to expect when employing a certain travel technique.
28

User Experience : Att konkretisera tillvägagångssättet med utgångspunkt från ett fallföretag / User Experience : A methodology based on a case company

Salomonsson, Dennis, Häll, Viktor January 2019 (has links)
There are many different details to consider for developers when creating a new product. Many believe that the functions is the most important. However the question about how the products User Experience should be handled gets more and more important. Because of that there are lots of tests before every launch to ensure that the product gets a better welcoming with the customers. The purpose with this study was to create a overview for how to create a better User Experience. We have created a guideline in this topical subject through creating a methodology to follow. This was done because of the difficulty to follow the current guidelines, and especially from those who really don´t know the subject. This study was based on previous research with a qualitative data collection method. We did our study from the eyes of a case business where we had interviews to get their opinions about User Experience and methodologies that already exists. The information that were used as method for the selection of informants because it was important for us that the informants knew what they were talking about. The purpose of the empirical data was to conclude which parts that were necessary to include in a methodology to get a more advanced User Experience but also why it is important. With this information we could give our version of a methodology to create a User Experience that fit in different projects. The results of the study contain the parts that we thought was important for creating a methodology that the developers could use. These were Design, UX-design, User Behavior, Usability and Human Computer Interaction that we later compiled to different phases in our methodology for User Experience. Furthermore when we concluded the phases for our methodology and these were Understanding where the developers shall create an understanding about what the user really wants. Research where you research what techniques that should be a part of a modern product. Sketch where you work from what the customer wants to get prototypes and test them to get their opinion. Design where you confirms which of the prototypes you will use in a completed design. Implementation where you create the product. The last phase is Evaluate where you do usability testings continuously to know that it is really working.
29

Consumo colaborativo no mundo digital: um estudo sobre design e percepção em sites de colaboração / Collaborative consumption in the digital world: a study about design and perception in sites for collaboration

Furtado, Eva Jussara Carvalho 31 October 2016 (has links)
A cultura da participação abre no mundo digital um leque de novos e remodelados comportamentos do mundo clássico. Tanto os formatos de participação, quanto a colaboração e cooperação se ressignificam dentro da cibercultura. O que é fundamental para entender o consumo colaborativo. Este trabalho delineia um posicionamento conceitual do consumo colaborativo entre outros conceitos semelhantes como compartilhamento, cooperação e dilemas sociais, com o objetivo de diferenciar gradientes de colaboração dentro dos modelos de consumo colaborativo. Na investigação teórica, o que se encontrou foi uma linha tênue que distingue os graus de colaboração e cooperação pelo nível de envolvimento pró-social e a interação entre consumidores. Do ponto de vista da comunicação e do design de user experience, esse trabalho realizar um estudo de recepção que compara os elementos informativos gráficos mais recorrentes nos sites de consumo colaborativo com a percepção de importância desses elementos pelos usuários. Além de contribuir com uma escala de colaboração que pode ser aplicada em iniciativas desse tipo para classificá-las desde altamente cooperativas a altamente colaborativas. Os achados auxiliarão futuras pesquisas acadêmicas nessa área. / The participatory culture in the digital world opens a range of new and refurbished behaviors of the classical world. The shades of sharing, collaboration and cooperation are resignify within cyberculture. This is critical to understand the collaborative consumption. This paper outlines a conceptual positioning of the collaborative consumption and other similar concepts such as sharing, cooperation and social dilemmas, in order to differentiate collaboration gradients inside collaborative consumption models. In theoretical research, we found a fine line that distinguishes the degrees of collaboration and cooperation by the level of prosocial involvement and interaction among consumers. From the point of view of communication and user experience design, this work conduct a study of reception that compares the most frequent graphic pieces of information on collaborative consumption websites with the perceived importance of these elements by the users. Besides contributing with a collaborative scale that can be applied in such initiatives to rank them from highly cooperative to highly collaborative. The findings will help future academic research in this area.
30

User Experience messen und gezielt steuern – Jeder will es, doch wer kann es? Wir zeigen, wie es geht!

Toussaint, Claude 31 May 2018 (has links) (PDF)
designaffairs entwickelt seit 20 Jahren Strategien und Design für Produkte in den Bereichen Hardware, Software und Services. Mit weltweit mehr als 70 Experten bieten wir Leistungen in Research, Strategie, Design und Engineering an. Dabei kombinieren wir erfolgreich Kreativität mit wissenschaftlichen Methoden. [... aus dem Text]

Page generated in 0.0925 seconds