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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.
11

Webb Couture : En studie om hur modedesign kan inspirera och förändra webbdesignprocessen för att utmana User Experience standarder / Web Couture : A study about how fashiondesign can inspire and change the web design process in order to challange User Experience standards

Carlfjord, Adam, Gustavsson, Henrik January 2015 (has links)
Webbdesign är ett hantverk med potential till oändlig variation och oräkneliga möjligheter, men det är även en process styrd av standarder och förhållningssätt för att optimera resultatet för slutanvändaren. Begrepp så som user experience och framför allt user experience design har i och med utvecklingen blivit allt viktigare aktörer inom webbdesign. Samtidigt som de underlättar i utvecklingsprocessen genom att diktera hur design bör utformas, skapar de inte också då begränsningar av potentialen för webbdesign? Antalet variationer och möjligheter minskar drastiskt när webbdesigners anpassar sig efter dessa standarder. Den här undersökningen syftar till att utveckla nya metoder och strategier för att främja innovativ webbdesign och undersöka hur modebranschens konstanta strävan efter innovation skulle kunna inspirera och kanske till och med förändra webbdesign utvecklingen. Genom att bryta ner, analysera och sammanfoga designprocesserna för haute couture och webbdesign skapas en designmetod som ger medvetenhet i designval och hjälper att ifrågasätta standarder samt att undersöka alternativa lösningar. Designmetoden kallar vi Webb couture och är ett resultat av undersökningens teoretiska efterforskningar kring user experience och haute couture, designmetoden tillämpas även praktiskt i gestaltningen av undersökningen. / Web design is a craft with unlimited potential for variations and possibilities, but it is also a process controlled by standards and guidelines to optimize results for the end-user. Concepts like User Experience and User Experience Design have through the development of the field become actors of great influence in web design. While they facilitate the development process by dictating how design should be designed, does it not also create limitations to the true potential of web design? The total number of variations and possibilities is reduced drastically when a web designer applies such standards. The goal of this study is to develop new methods and strategies to create innovative web design and to investigate how the fashion industry’s constant quest for innovation could be applied to transform web design. Through breaking down, analyzing and merging the design processes of haute couture and web design we created a design method that gives awareness to the design choices and helps to question the standards and explore alternative solutions. The design method is called Web couture which is a result of the study's theoretical research on user experience and haute couture, this design method is also applied in practice on a web production that is part of the study.
12

Ljud- eller oljud : Hur upplevs ljudsättning av  gränssnitt

Wolczynski, Leon January 2016 (has links)
Att presentera information eller påverka användarens upplevelser via ljudsättning av gränssnitt är lågt prioriterat inom systemutveckling. Design av gränssnitt håller den visuella presentationen av information central därtill sammankopplar detta främst med områden som exempelvis användbarhet eller funktionell form. Syftet med denna studie har varit att undersöka hur ljud påverkar upplevelsen samt hur detta skulle kunna implementeras för att förbättra användares upplevelser av internetbaserade gränssnitt. Det vetenskapliga ramverket har sammanställts genom ett artikelunderlag vilket genererat en grundläggande kategorisering. Detta avsåg koppling till ”Estetik”, ”Sonification”, ”Att ljudsätta användardata” samt ”User experience och audio”. Arbetssättet byggde på en metodkombination där ett kvantitativt internetbaserat frågeformulär undersökte områden inom ramverkets kategorisering samt en kvalitativ ”Think-aloud” undersökning där två verksamma systemutvecklare testade en ljudsatt prototyp. Resultatet från den kvalitativa undersökningen visade hur ljudsättning initialt inte värdesatts vid interaktion med ett gränssnitt samtidigt som prototypens ljudsättning inte upplevdes störande eller negativ. Prototypen framkom som ”för” kreativt vinklat vilket återkopplar till ramverkets beskrivning gällande två estetiska huvudspår inom webbdesign. Den kvantitativa analysen framställer hur användbarhet och ordning värdesatts högre än kreativa upplevelser samt att information i gränssnitt inte sågs lämpligt att förmedla via ljud. Slutsatsen inom arbetet ligger vid att ljudsättning av gränssnitt genom ett balanserat formspråk och en bibehållen känsla av kontroll, kan och bör kopplas till användarens interaktion med gränssnittet. Detta kan trots ett viss motstånd användas för att påverka upplevelser, känslor och därtill uppfattad användbarhet inom ett system.
13

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.
14

Understanding the Effect of Animation and its Speed on User Enjoyment

January 2019 (has links)
abstract: Providing the user with good user experience is complex and involves multiple factors. One of the factors that can impact the user experience is animation. Animation can be tricky to get right and needs to be understood by designers. Animations that are too fast might not accomplish anything and having them too slow could slow the user down causing them to get frustrated. This study explores the subject of animation and its speed by trying to answer the following questions – 1) Do people notice whether an animation is present 2) Does animation affect the enjoyment of a transition? and 3) If animation does affect enjoyment, what is the effect of different animation speeds? The study was conducted using 3 prototypes of an application to order bottled water in which the transitions between different brands of bottled water were animated at 0ms, 300ms and 650ms. A survey was conducted to see if the participants were able to spot any difference between the prototypes and if they did, which one they preferred. It was found that most people did not recognize any difference between the prototypes. Even people who recognized a difference between the prototypes did not have any preference of speed. / Dissertation/Thesis / Masters Thesis Human Systems Engineering 2019
15

Creating and Automatically Grading Annotated Questions

Wood, Alicia Crowder 01 September 2016 (has links)
We have created a question type that allows teachers to easily create questions, helps provide an intuitive user experience for students to take questions, and reduces the time it currently takes teachers to grade and provide feedback to students. This question type, or an "annotated" question, will allow teachers to test students' knowledge in a particular subject area by having students "annotate" or mark text and video sources to answer questions. Through user testing we determined that overall the interface and the implemented system decrease the time it would take a teacher to grade annotated quiz questions. However, there are some limitations based on the way students answered text annotated questions that would require a rewrite of the user interface and system design to decrease the grading time even more for teachers.
16

The critical effect : evaluating the effects and use of video game reviews

Livingston, Ian James 15 July 2011
Game reviews play an important role in both the culture and business of games the words of a reviewer can have an influential effect on the commercial success of a video game. While reviews are currently used by game developers to aid in important decisions such as project financing and employee bonuses, the effect of game reviews on players is not known. Additionally, the use of game reviews to improve evaluation techniques has received little attention. In this thesis we investigate the effect of game reviews on player experience and perceptions of quality. We show that negative reviews cause a significant effect on how players perceive their in-game experience, and that this effect is a post-play cognitive rationalization of the play experience with the previously-read review text. To address this effect we designed and deployed a new heuristic evaluation technique that specifically uses game reviews to create a fine-grained prioritized list of usability problems based on the frequency, impact, and persistence of each problem. By using our technique we are able to address the most common usability problems identified by game reviews, thus reducing the overall level of negativity found within the review text. Our approach helps to control and eliminate the snowballing effect that can be produced by players reading reviews and subsequently posting their own reviews, and thus improve the commercial success of a game.
17

Kundens kund : En studie i användarcentrerad systemutveckling och designmetoder / The Customer's customer : A study in user-centered systems development and design methods

Löfgren, Viktor, Flyckt, Magnus January 2011 (has links)
This thesis investigates how web agencys in Stockholm use, value and incoroprate the terms usability, user experience and interaction design in their work process. The purpose of this study is to investigate how creative professionals works with the notions of usability, user experience and interaction design with focus on the end user. Our definition of creative professionals is every employee at a web agency involved in the work process of developing digital artefacts in any capacity. We wanted to investigate how these notions are considered, consciously or unconsciously, during the workprocess. Semi-structured interviews were conducted at three different web agencys with eight different employees. The result of the study has shown that all web agencys have a constant focus on the end-user during the entire development of digital artefacts towards their customers.This focus is kept during the whole process, from the development of a concept based on knowledge on both the customer and the end-users, until the release of the end-product. The work and design methods differs between the different web agencys in which way they incorporate end-users in the process.
18

The critical effect : evaluating the effects and use of video game reviews

Livingston, Ian James 15 July 2011 (has links)
Game reviews play an important role in both the culture and business of games the words of a reviewer can have an influential effect on the commercial success of a video game. While reviews are currently used by game developers to aid in important decisions such as project financing and employee bonuses, the effect of game reviews on players is not known. Additionally, the use of game reviews to improve evaluation techniques has received little attention. In this thesis we investigate the effect of game reviews on player experience and perceptions of quality. We show that negative reviews cause a significant effect on how players perceive their in-game experience, and that this effect is a post-play cognitive rationalization of the play experience with the previously-read review text. To address this effect we designed and deployed a new heuristic evaluation technique that specifically uses game reviews to create a fine-grained prioritized list of usability problems based on the frequency, impact, and persistence of each problem. By using our technique we are able to address the most common usability problems identified by game reviews, thus reducing the overall level of negativity found within the review text. Our approach helps to control and eliminate the snowballing effect that can be produced by players reading reviews and subsequently posting their own reviews, and thus improve the commercial success of a game.
19

Enhancing user experience when displaying 3D models and animation information on mobile platforms: an augmented reality approach

Sosa, Gabriella January 2015 (has links)
Context. Augmented Reality (AR) is a technique that provides additional and varied information to a real environment. The compatibility to smartphones makes AR applications suitable for location based, social, advertisement as well as education oriented applications. Objectives. This study explores if AR is a suitable method of information visualization that can enhance User Experience(UX) comparedto more traditional methods. The information this project focuses on is 3D model and animation information. Methods. This work utilizes a comparative experiment where subjects get to test and evaluate two prototypes, one consisting of static, rendered images and a video and the other being an interactive mobileAR application. Results. Results were gathered with the Attrakdiff™ User Experience questionnaire and an interview. Conclusions. The experiment showed that there is a possibility to enhance user experience when visualizing 3D model and animation information with the help of mobile AR applications.
20

Mitigating the Risks of Smartphone Data Sharing: Identifying Opportunities and Evaluating Notice

Balebako, Rebecca 01 September 2014 (has links)
As smartphones become more ubiquitous, increasing amounts of information about smartphone users are created, collected, and shared. This information may pose privacy and security risks to the smartphone user. The risks may vary from government surveillance to theft of financial information. Previous work in the area of smartphone privacy and security has both identified specific security flaws and examined users’ expectations and behaviors. However, there has not been a broad examination of the smartphone ecosystem to determine the risks to users from smartphone data sharing and the possible mitigations. Two of the five studies in this work examine the smartphone data sharing ecosystem to identify risks and mitigations. The first study uses multi-stakeholder expert interviews to identify risks to users and the mitigations. A second study examines app developers in order to quantify the risky behaviors and identify opportunities to improve security and privacy. In the remaining three of five studies discussed in this work, we examine one specific risk mitigation that has been popular with policy-makers: privacy notices for consumers. If done well, privacy notices should inform smartphone users about the risks and allow them to make informed decisions about data collection. Unfortunately, previous research has found that existing privacy notices do not help smartphone users, as they are neither noticed nor understood. Through user studies, we evaluate options to improve notices. We identify opportunities to capture the attention of users and improve understanding by examining the timing and content of notices. Overall, this work attempts to inform public policy around smartphone privacy and security. We find novel opportunities to mitigate risks by understanding app developers’ work and behaviors. Also, recognizing the current focus on privacy notices, we attempt to frame the debate by examining how users’ attention to and comprehension of notices can be improved through content and timing.

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