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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.
1

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.
2

Development and Implementation of User Experience Interaction Guidelines

Andersson, Stina January 2012 (has links)
The importance in finding components that may result in won market advantages for an organization has increased in the latest decade, as a result of the increasing competition across a range of industries. One factor that has been shown leading to efficient products and benefits in terms of time- and resource savings has been an implementation of user experience interaction guidelines, UXIG. These are guidelines with the purpose to improve the products within an organization out of a holistic perspective and increase the interaction between the product and its user, in a positive way. This study has been conducted at GE Healthcare Life Sciences, in Uppsala, focusing at chromatography. The purpose of this study was to investigate how to create and implement UXIG at this, large, international organization – with a heterogeneous product portfolio. In order to come up with recommendations in these questions a benchmarking study, interviews and a questionnaire was made. The purpose with the interviews and questionnaire was to find out how other organizations and their employers had been acting and thinking when reasoning about these questions whereas the benchmarking study consisted of a comparison of famous UXIGs. The result of this study shows that e.g. preparation, an overall clarity from the creators/management, a strong communication channel between the management, creators of the UXIG, its users and the users of the systems, how they are matching to the organization, their availability and structure, are important components in order to create/ develop UXIG in a successful way.
3

The work of user experience design: materiality and cultures in designing

Lodato, Thomas James 21 September 2015 (has links)
At a computational technology company called LTC, a large array of employees worked together to design the user experience (UX) of a variety of products. The empirical case study explores the relationship amongst the work of UX design, the work setting, and the larger strategic claims being made about the value, efficacy, and importance of design methods. The main research question is: How is the activity of design reflected and constructed by a local culture and material environment? By addressing the way designing occurs in a particular setting, the dissertation unpacks assumptions about setting and ideology within design studies and human-computer interaction. These assumptions impact the legitimacy of design as work, and challenge accepted justifications for the role of design in the development of technological artifacts. A better understanding of design work explores the proliferation of design as a general strategy for problem-solving, while questioning the agenda of this proliferation. The case study follows three accounts of UX design work at LTC. The research connects these accounts to theoretical concerns within design studies and HCI about agency, the setting of design, and the limits on design practice.
4

Kluster utifrån ett användarvänligt perspektiv : En studie i utveckling utav användargränssnitt för kluster för ökad användarupplevelse och användbarhet

De Geer, Victor January 2023 (has links)
No description available.
5

User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll

Nilsson, Tobias, Tilander, Elias January 2010 (has links)
<p>Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster. Uppsatsen karaktäriseras av en kvalitativ ansats och grundar sig i en explorativ undersökning med loggböcker och intervjuer, där nio respondenters upplevelser ligger till grund för uppsatsens resultat. Uppsatsen bidrar med en modell över User Experience mål för UGC-tjänster. Modellen bidrar till en ökad förståelse för vad som utgör en god User Experience av en UGC-tjänst och kan på så vis vara vägledande för de som designar dessa typer av tjänster.</p>
6

Skeuomorphism : En Studie om Realistiska Designinslag i Digitala Gränssnitt

Croner, Alexander, Wessman, Jonathan January 2013 (has links)
Skeuomorphism är ett relativt nytt begrepp inom interaktionsdesign.Skeuomorphism är en designstil vars mål är att efterlikna realistiska objekt för attframkalla och skapa vissa effekter och upplevelser, som till exempel attunderförstått kommunicera en förståelse till användaren. Litteraturstudien visadepå att ingen har undersökt hur användare upplever inslagen och effekter somutlovas är spekulationer. Denna uppsats undersöker hur användare upplever inslagav skeuomorphism i digitala gränssnitt. Studien utfördes med hjälp av metodernathink-aloud och intervjuer för att besvara frågan, ”Hur upplever användare inslag avskeuomorphism i digitala grafiska gränssnitt?”. Studien resulterade i sex punktersom presenterar hur användare upplever inslag av skeuomorphism. / Skeuomorphism is a relatively new concept in interaction design. Skeuomorphism isa design style that aims to mimic realistic objects to develop and create certaineffects and experiences, such as implicitly communicate an understanding to theuser. The literature review showed that no one has studied how users experiencethese elements and the effects that are promised are only speculations. This essayexamines how users experience the elements of skeuomorphism in digitalinterfaces. The study was conducted using the methods think-aloud and interviewsto answer the question, “How do users experience elements of skeuomorphism indigital graphical interfaces?” . The study resulted in six aspects which presents howusers experience the elements of skeuomorphism.
7

User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll

Nilsson, Tobias, Tilander, Elias January 2010 (has links)
Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster. Uppsatsen karaktäriseras av en kvalitativ ansats och grundar sig i en explorativ undersökning med loggböcker och intervjuer, där nio respondenters upplevelser ligger till grund för uppsatsens resultat. Uppsatsen bidrar med en modell över User Experience mål för UGC-tjänster. Modellen bidrar till en ökad förståelse för vad som utgör en god User Experience av en UGC-tjänst och kan på så vis vara vägledande för de som designar dessa typer av tjänster.
8

The boundary spanning activities of the customer support organization: hearing and articulating the customer's voice to improve software product quality

Van Bennekom, Frederick C. January 1994 (has links)
Thesis (D.B.A.)--Boston University / PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis or dissertation. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you. / Quality management has become a key competitive factor (Garvin, 1988). Product design quality requires incorporating the wants and needs of the customer base into new product development, and product conformance quality relies upon identifying and resolving flaws found in the products. Collecting this feedback requires that the boundary between the customer and the firm be spanned, and applying the feedback requires that it be communicated to the functional group that can effect product improvement. Through its constant interaction with customers, the customer support group is well positioned to sense this customer feedback and communicate it to the product development group. This dissertation examined the strategic role of the customer support organization within software companies as a quality assurance agent. While traditionally viewed as a rectifier of external quality failures, the research model proposed that customer support could also serve appraisal and preventive quality assurance roles through its boundary spanning activities. A small sample, comparative case study tested hypotheses about customer support's boundary spanning and provided for grounded theory building. The research revealed three primary findings. First, service delivery designs that included higher levels of customer contact allowed the service agents to sense a broader range of customer issues. Second, product quality increased when the customer data were collected in a detailed format structured to meet the practices of the development group. Third, product quality also increased when the customer support group had more involvement in product management decisions throughout the product development cycle. Through grounded theory-building, the research identified contextual factors that fostered a preventative quality assurance role for customer support. / 2031-01-01
9

Investigating the usability of software systems for music production and distribution

McGrath, Sean Anthony January 2015 (has links)
The work here aims to evaluate the usability of software applications and define their quality for stakeholders in the music industry. Initial work focuses on standardised tools and procedures and sets benchmarks for performance times and completion rates across software packages, before aiming to make some suggestions about how improvements could be made in the design of said interfaces. Further work goes on to explore industry tools in the context of the real world, live performance tools, categorising them according to purpose and evaluating their success. Finally, a series of workshops and discussion groups aim to identify problems and solutions, suggesting a novel way of evaluating music information systems from a usability perspective. The work here explores usability issues in terms of efficiency, effectiveness and user satisfaction, showing that systems can fail in all three categories. While typical software tools such as Cubase are found to be somewhat usable, the changing requirements of users mean that software systems are no longer effective in performing day to day tasks required of them. There is further exploration into how software tools are used incorrectly or inefficiently, where learning curves are too steep to overcome and where systems inevitably fail. The thesis culminates in a suggested set of heuristics which can be used to evaluate current systems and used as a guideline in developing human-centred systems within the context of music performance and production. The work highlights the strengths of existing systems in terms of enabling creativity and providing an efficient platform for content creation, while making suggestions about future directions of such systems including a discussion in social web integration and pervasive interfaces.
10

Application and evaluation of methods for merging user experience design with agilesoftware development

Eriksson Vikner, Mikael January 2016 (has links)
Cinnober is an organization that develops advanced software solutions for financial institutions. As a part of the technology toolkit used at Cinnober there is a web framework with which GUI development can be driven from the data available on the server, through configuration rather than development. Rather than having the user interface emerge as a result of technology and available data, they would like to explore a software development model driven by user centered design. Cinnober practices scrum, an agile software development framework, which has proven difficult to integrate with user centered design. This thesis strives to identify suitable methods for performing user centered design in the environment of agile software development. A development process based on scrum, lean UX, staggered sprints and the effect map was then utilized and evaluated in a short development project at Cinnober. Utilizing and evaluating those methods yielded valuable input which can be of use in future development efforts. While there was plenty of positive feedback from the development team there was also some room for improvement. Additionally, there are quite a few pieces missing in order for the utilized development process to cover all aspects considered important in one of the most commonly cited definitions of user centered design.

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