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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.
81

Diseño de ambientes educativos interactivos multimedia para museos

Gómez García, Juan Pablo 05 April 2016 (has links)
[EN] This thesis is about the Design of Interactive Multimedia Learning Environments for Museums. Having into account the rapid advance and adoption of the Internet, which turns it into the new industrial revolution, whose innovative system influence and transform all socio--¿cultural and communicative paradigms. It raises the need for reformulating the models across all human domains, and specially those studied in this thesis, education, communication, patrimony/heritage, manipulation and information access. During the research on its bibliography support, it has lead this research to the concept of Virtual Museums (MOCA, Don Archer and Bob Dodson, 1993) as a ground for exploration and experimentation. Adopting from revolutionary cognitive theories, some educational tools such as graphic information representation and storytelling, to enhance knowledge construction and meaningful learning in a ubiquitous computing world, where there are plenty of opportunities for innovation and creativity but also there are also threats for human isolation and alienation . Data navigation and construction is proposed to be developed using concept maps as a systematic approach and storytelling as a human learning epistemological approach. / [ES] Esta tesis doctoral trata sobre el Diseño de Ambientes Educativos Interactivos Multimedia aplicados a museos. Teniendo en cuenta el rápido avance y adopción de la Internet, que la convierte en la nueva revolución industrial, cuyo sistema innovador influye y transforma todos los paradigmas sociales, culturales y de comunicación, suscitando un replanteamiento de los modelos de las actividades humanas y en el caso particular de esta tesis, la educación, el patrimonio o herencias, el acceso y la manipulación de la información. Durante la investigación bibliográfica, hemos tomado el concepto de Museos Virtuales (MOCA, primer museo virtual creado por Don Archer y Bod Dodson en 1993), como un lugar de exploración y experimentación. De teorías cognitivas revolucionarias, se han adoptado herramientas educativas como la representación gráfica del conocimiento y la narración de historias, para mejorar las condiciones de construcción del conocimiento y el aprendizaje significativo, en un mundo de computación omnipresente, donde las oportunidades para la innovación y la creatividad se multiplican, pero a la vez, presenta riesgos de aislamiento y alienación Como una aproximación sistémica para la navegación y construcción de la información, se propone el uso de los mapas conceptuales y como aproximación epistemológica de la transmisión del conocimiento, se propone la narración de historias. Ambos se estructuran en un andamiaje conceptual del Diseño Industrial, como disciplina encargada de la cultura artificial, centrada en los usuarios. / [CAT] Aquesta tesi doctoral tracta sobre el disseny d'ambients educatius, interactius, multimèdia, aplicats a museus. Tenint en compte el ràpid avanç i adopció d'Internet, que la converteix en la nova revolució industrial, el sistema innovador de la qual influeix i transforma tots els paradigmes socials, culturals i de comunicació, suscitant un re-plantejament dels models de les activitats humanes i en el cas particular d'aquesta tesi, l'educació, el patrimoni o herència, l'accés i la manipulació de la informació. Durant la recerca bibliogràfica, hem pres el concepte de Museus Virtuals (MOCA, primer museu virtual creat per Don ARCHER i Bob DODSON en 1993) com un lloc d'exploració i experimentació. De teories cognitives revolucionàries, s'han adoptat eines educatives com la representació gràfica del coneixement i la narració d'històries, per a millorar les condicions de construcció del coneixement i l'aprenentatge significatiu, en un món de computació omnipresent, on les oportunitats per a la innovació i la creativitat es multipliquen, però al mateix temps, presenta riscos d'aïllament i alienació. Com una aproximació sistèmica per a la navegació i construcció de la informació, es proposa l'ús dels mapes conceptuals i com una aproximació epistemològica de la transmissió del coneixement, es proposa la narració d'històries. Totes dos s'estructuren en una bastida conceptual del disseny industrial, com a disciplina encarregada de la cultura artificial, centrada en els usuaris. / Gómez García, JP. (2016). Diseño de ambientes educativos interactivos multimedia para museos [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/62151 / TESIS
82

Inclusive and Accessible Workplaces: AI- and Robotics-Based Assistive Technologies for Professionals with High-Functioning Autism

Rode, Sonia January 2021 (has links)
Although every society member should be offered an equal chance to participate in working life, individuals with high-functioning autism encounter many barriers. Here, assistive technologies using AI and robotics can provide new possibilities to create accessibility and inclusion. This thesis followed the methodology of user-centred design by performing an online survey with 48 autistic professionals to understand their current work experiences and attitudes towards AI- and robotics-based assistive technologies. Based on the survey findings, neurotypical participants from different educational backgrounds ideated in workshops novel technological solutions. The survey results indicate that autistic professionals are open to AI and robotics to overcome, among others, barriers of sensory overload resulting from sounds and many simultaneous social interactions. Thus, the ideas of headphones using personalisation to cancel specific noises and a device summarising conversation content from team meetings for the remotely located professional can be supportive. Finally, the research results can be a starting point for future design ambitions addressing autistic individuals in their work environments.
83

User-Centred Design Methods, Time to Market and Minimum Viable Product in Startup Development Practices / Användarcentrerade Designmetoder, Tid till Marknadsintroduktion, och Minsta Bärkraftiga Produkt i utvecklingspraxis hos uppstartbolag

Reif, Vitali January 2017 (has links)
This study aimed to answer the question whether time to market and competition pressure are important issues for new companies with a software products and whether they affect the development process and decision-making regarding releasing or the product. The study is based on the literature data and interviews with six technology startup companies. It investigated how the concept of minimum viable product is used by the companies for testing the product-market fit and how they apply principles of user-centred design for providing a good user experience of their products. I found that innovative products helped the companies escape direct competition. The development cycle was mostly defined by the industry standards and concrete customer needs rather than the competition pressure. User-centred design practices are widely implemented by the startups, but they are not always complete. In today's software market, the experience that the customers are provided with new products seems to be more important for the startups than formalisation of the development process and the product's time to market. / Den här studien sökte besvara frågan huruvida tid till marknadsintroduktion och tryck från konkurrenter är viktiga faktorer för nya uppstartbolag inom mjukvaruutveckling och huruvida dessa faktorer påverkar utvecklingsprocessen och beslut rörande produktlansering. Studien baserar sig på en litteraturgranskning och intervjuer med sex teknologiuppstartbolag. Studien undersökte hur konceptet av minsta bärkraftiga produkt används av uppstartbolagen för att testa hur bra produkten passar marknaden och hur bolagen använder principer från användarcentrerad design för att ge en god användarupplevelse i sina produkter. Jag fann att innovatina produkter hjälpte bolagen undvika direkt konkurrens. Utvecklingscykeln bestämdes framför allt av industristandarder och konkreta behov från kunderna i stället för av trycket från konkurrenter. Användarcentrerad designpraxis är vida erkänd hos uppstartbolagen, men tillämpningen är inte alltid komplett. I dagens mjukvarumarknad verkar kunders användarupplevelse i nya produkter vara viktigare för uppstartbolagen än att formalisera utvecklingsprocessen och produktens tid till marknadsintroduktion.
84

Custom Base Maps for Utility Network Applications / Anpassade Baskartor för Allmänyttiga Nätverksapplikationer

Eduards, Rasmus January 2019 (has links)
Web maps are today used more than ever. These are often displayed in geographical information system solutions. Web maps are often constructed in the terms of different layers where the bottom-most layer is called base map or background map. A specific kind of base maps are those that are the canvas for utility networks. These base maps can look vastly different from each other. Sometimes the base map can be overlooked. Currently there are different theories and opinions on how these base maps shall be designed and what information they shall contain. This thesis investigates a suitable base map design for utility network management and also creates some prototypes as a proof of concept. The thesis focus mostly on three factors, colour, information visualisation and symbology. This is investigated by using a user-centred design approach and comparing it to existing findings in literature and among map theories. The user-centred design process involves a case study performed with participants that work with utility networks in web map solutions. The research method is an iterative process where the participants are answering three quantitative surveys. The surveys includes prototypes which is refined for each step after analysing the participants answers. The thesis concludes that low saturated colours is good practise to enhance the network, this is both evident in literature as well as in the case study. Amount of lightness in the base map seem to be more of a opinionated matter and can highly differentiate depending on users device. Using hue is recommended to make borders between map elements more distinct. The base map shall only obtain the most relevant information and more specific information is recommended to be added through additional layers. Further studies need to be done in order to investigate the networks design and there is also a need to investigate how a map solution with several layers shall be design and how the relationships between those layers shall be constructed for utility network management
85

An investigation into a distributed virtual reality environment for real-time collaborative 4D construction planning and simulation

Zhou, Wei January 2009 (has links)
The use and application of 4 Dimensional Computer Aided Design (4D CAD) is growing within the construction industry. 4D approaches have been the focus of many research efforts within the last decade and several commercial tools now exist for the creation of construction simulations using 4D approaches. However, there are several key limitations to the current approaches. For example, 4D models are normally developed after the initial planning of a project has taken place using more traditional techniques such as Critical Path Method (CPM). Furthermore, mainstream methodologies for planning are based on individual facets of the construction process developed by discrete contractors or sub-contractors. Any 4D models generated from these data are often used to verify work flows and identify problems that may arise, either in terms of work methods or sequencing issues. Subsequently, it is perceived that current 4D CAD approaches provide a planning review mechanism rather than a platform for a novel integrated approach to construction planning. The work undertaken in this study seeks to address these issues through the application of a distributed virtual reality (VR) environment for collaborative 4D based construction planning. The key advances lie in catering for geographically dispersed planning by discrete construction teams. By leveraging networked 4D-VR based technologies, multidisciplinary planners, in different places, can be connected to collaboratively perform planning and create an integrated and robust construction schedule leading to a complete 4D CAD simulation. Establishing such a complex environment faces both technological and social challenges. Technological challenges arise from the integration of traditional and recent 4D approaches for construction planning with an ad hoc application platform of VR linked through networked computing. Social challenges arise from social dynamics and human behaviours when utilizing VR-based applications for collaborative work. An appropriate 4D-based planning method in a networked VR based environment is the key to gaining a technical advancement and this approach to distributed collaborative planning tends to promote computer-supported collaborative work (CSCW). Subsequently, probing suitable CSCW design and user interface/interaction (UI) design are imperative for solutions to achieve successful applicability. Based on the foregoing, this study developed a novel robust 4D planning approach for networked construction planning. The new method of interactive definition was devised through theoretical analysis of human-computer interaction (HCI) studies, a comparison of existing 4D CAD creation, and 3D model based construction planning. It was created to support not only individual planners’ work but multidisciplinary planners’ collaboration, and lead to interactive and dynamic development of a 4D simulation. From a social perspective, the method clarified and highlighted relevant CSCW design to enhance collaboration. Applying this rationale, the study specified and implemented a distributed groupware solution for collaborative 4D construction planning. Based on a developed system architecture, application mode and dataflow, as well as a real-time data exchange protocol, a prototype system entitled ‘4DX’ was implemented which provides a platform for distributed multidisciplinary planners to perform real-time collaborative 4D construction planning. The implemented toolkit targeted a semi-immersive VR platform for enhanced usability with compatibility of desktop VR. For the purpose of obtaining optimal UI design of this kind of VR solution, the research implemented a new user-centred design (UCD) framework of Taguchi-Compliant User-Centred Design (TC-UCD) by adapting and adopting the Taguchi philosophy and current UCD framework. As a result, a series of UIs of the VR-based solution for multifactor usability evaluation and optimization were developed leading to a VR-based solution with optimal UIs. The final distributed VR solution was validated in a truly geographically dispersed condition. Findings from the verification testing, the validation, and the feedback from construction professionals proved positive in addition to providing constructive suggestions to further reinforce the applicability of the approach in the future.
86

The Rocky Road : Why Usability Work is so Difficult

Winter, Jeff January 2013 (has links)
Achieving product and process quality are among the central themes of software engineering, and quality is an important factor in the marketplace. Usability and user experience (UX) are two important aspects of quality, particularly for interactive products. To achieve usability means producing products that let users do things in a satisfactory, efficient and effective way. To develop products with good UX, means going beyond usability, in ways that are still not clear to us. Achieving good usability and UX is hard. This thesis is concerned with organizations which work towards these goals. This research is concerned with understanding and improving the processes by which technology is designed and developed, and understanding the demands and expectations users have. It is about how companies can and actually develop products with good usability and UX, and what stops them from working towards this as efficiently as they could. We have viewed the usability and UX challenge from the viewpoints of Quality, Organizations, and Institutions, with a focus on participatory design, user-centred design and wicked problems. The research can be characterised as empirical research performed over a period of seven years, in close cooperation with industrial partners. The research was performed using multiple data collection methods to create constructs and shape theory. The field methods have ranged from being a participant observer, to performing interviews and holding workshops with members of the participating organisations. A case study approach was initially used, but focus soon moved from case study methodology to a closer focus on grounded theory, and finally the focus shifted to constructivist grounded theory. The thesis contributes to the field of software engineering in several ways. Usability has a long history within software engineering, human computer interaction, and design science, but the different discourses within the fields have meant that communication between the fields was problematic. The research in this thesis has moved between the different fields, contributing to bridging the gap between the areas. It gives an illustration of how usability work actually takes place in different types of companies, from a developer of operating systems for smartphones, to a global engineering company, which knows that it must find ways of working with, and measuring, usability and user experience. It gives concrete knowledge about the way in which companies can work with usability testing, and how they can provide information to satisfy the information needs of different stakeholders. It provides a discussion of the state of UX today, taking up the problems that stop industry making use of the definitions and theories of UX that exist. Thus, it gives an illustration of the different factors in product design, development and sales, from dealing with organizational factors to satisfying user needs, that all make usability work such a rocky road to navigate.
87

What improves the user-designer communication in co-design?

Zeb, Irfan, Fahad, Shah January 2013 (has links)
Today’s business and IT systems have strongly focused on effective communication. The communication based on poor foundation might create huge communication problems for the system designer and user. These communication problems have a severe impact on the efficiency of information system and most importantly when it comes to the building of a new information system through co design process. For any business organization, IT plays a huge role these days. Although this is not given much emphasis sometimes, it is important to understand that the use of IT in business cannot be taken for granted because it is viewed as part of business organization these days. The business needs to continuously make investments in their IT systems. This will not only help the organization, but the industry as a whole. Effective communication is extremely important for business and IT systems now-a-days. With the help of this particular thesis, the importance of effective communication would have been reflected accordingly. The purpose of this research is therefore to analyze the communication problem between the designer and user during co-design mainly in the field of business and information technology and to create an understanding for how it is possible to create a better communication between the different parties in system development through co-design. Research can also be classified on the basis of the structure of the problem to be solved into exploratory, descriptive and casual research. The research can be regarded as exploratory research because large amounts of data can be gathered from the past researches and literature. Exploratory research explores the parameters of the problems in order to identify what should be measured and how best to undertake a study. In this research the qualitative data is gathered through detailed interviews and literature review. This helps in better understanding through words. Data is generated through the method of triangulation. The results will be presented using detailed analysis of data gathered from interviews and the analysis of theoretical part. It is a very challenging task to meet the changing needs of the business world. Designing effective information technology for this purpose is also very challenging. The co-design of business and IT systems has a lot of benefits for the organizations. The information technology is basically used to support business and its functions. Therefore it is extremely important that the information technology is aligned with the business processes. It should be considered as a part of the business and should not be designed independently. Effective Communication is important for managers in the companies in order to perform the fundamental management functions, i.e., Planning, Leading, Organizing, and Controlling. Communication facilitates managers to execute their jobs as well as responsibilities. Communication provides a foundation for planning. All the vital information should be communicated to the managers who consecutively should communicate the plans in order to apply them. Organizing also needs efficient communication with others regarding their job task. Hence, we can say that “effective communication is a basic element of successful business”. In other words, communication works as blood of organization. Strong literature review as well as strong capabilities towards research methodology and analytical part will certainly enhances the productivity of this thesis and will furnish good understandings among the readers. / Program: Masterutbildning i Informatik
88

En kvalitativ studie i användarcentrerad webbdesign / A qualitative study in user-centered web design

Eidergren, Sandra, Jacobsson, Maria January 2009 (has links)
<p>Examensarbetet har gått ut på att genom kvalitativa undersökningar ta reda på hur grafisk form ochinformationsstruktur samverkar för att skapa användarcentrerade webbplatser. Målet var att ta fram en grund för huranvändarcentrerade webbplatser bör byggas. Denna grund är tänkt att fungera som riktlinjer för formgivare som villskapa användarcentrerad webbdesign.</p><p>Studien visar att det viktigaste för att skapa användarcentrerad webbdesign är att involvera användarna kontinuerligti utvecklingsprocessen. Detta sker genom användartester och intervjuer med representanter för målgruppen. Vi harkommit fram till att graden av användbarhet spelar stor roll för hur målgruppen uppfattar webbplatsen som sådan,men också vilken uppfattning de får om företaget bakom.</p> / <p>This thesis considers a qualitative study in how info structure and graphical design collaborate to form a usercentredweb site. The aim was to produce guidelines for how to build user-centred web sites. The results from thestudy are built on qualitative interviews, user tests with the target group and expert evaluation.</p><p>The study has shown that the most important thing for creating user-centred web sites is to continuously involve thetarget group in the development process. This should be done through interviews and user tests. The level ofusability determines how the target group experience both the company and their web site.</p>
89

User-Centred Systems Design : Designing Usable Interactive Systems in Practice / Användarcentrerad systemdesign : Design av användbara interaktiva system i praktiken

Göransson, Bengt January 2004 (has links)
<p>Have you ever been frustrated with that IT system at work that does not behave the way you expect it to? Or had problems with using the features on your new mobile phone? When systems and appliances do not support us in what we are doing, and do not behave the way we expect them to, then usability is neglected. Poor usability may be frustrating and irritating when trying out your mobile phone, but in a critical work situation poor usability may be disastrous.</p><p>In this thesis, user-centred systems design (UCSD) is advocated as an approach for facilitating the development of usable interactive systems. Systems that suit their intended use and users do not just “emerge”. They are the result of a UCSD <i>process</i> and a user-centred <i>attitude</i> during the development. This means in short that the real users and their needs, goals, context of use, abilities and limitations, drive the development – in contrast to technology-driven development. We define UCSD as: a process focusing on usability throughout the entire development process and further throughout the system life cycle. I argue that this definition along with a set of key principles do help organisations and individual projects in the process of developing usable interactive systems. The key principles include the necessity of having an explicit focus on users and making sure that users are actively involved in the process.</p><p>The thesis provides knowledge and insights gained from real-life situations about what UCSD is and how it can be put into practice. The most significant results are: the proposal of a clear definition of UCSD and a set of key principles encompassing UCSD; a process for usability design and the usability designer role. Furthermore, design cases from different domains are provided as examples and illustrations.</p>
90

Designing Work Support Systems – For and With Skilled Users

Olsson, Eva January 2004 (has links)
<p>Computer users often suffer from poorly designed support systems that hinder them from performing their work efficiently and with satisfaction. The evidence is found in observations of users at work, interviews, evaluations of systems, and numerous reports of systems with poor usability that fail from start. </p><p>Those who use the systems are proficient in their work, and those who develop systems are proficient in software engineering. These two groups have often little knowledge and understanding of each other’s worlds and their vocabularies are quite different. In systems development projects, users are often confronted with representations of their work that they hardly recognize. Systems designers compose these representations in an attempt to reduce the complexity of the work practices in a way that is appropriate for systems development. It is very difficult for users to appreciate the consequences fully on their future work situation from such representations, since they are removed from the social setting and often describe work in a fragmentized way. The unfamiliar view of their work may make the users less inclined to participate in the forthcoming design process. </p><p>This thesis presents research performed to increase the usability of systems in working life and to explore conditions that facilitate the design of systems that really support the users work. The research comprises field studies in different work contexts, e.g. health care, dentistry, public service, and transportation. Information on the essentials of work has been gathered and analyzed to learn how such findings can be translated into systems design. Another goal has been to explore how to make the most of users’ experiences and skills to assure systems that better fit their work. Along with a growing awareness of the importance of user involvement in design, a participatory design process including the analysis and design of work has evolved.</p>

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