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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.
51

Experiência do usuário e e-readers : uma análise a partir da perspectiva do design emocional /

Moschin, Isabela Zamboni. January 2019 (has links)
Orientador: Vânia Cristina Pires Nogueira Valente / Banca: Marcos Américo / Banca: Daniela Melaré Vieira Barros / Resumo: Os e-readers, aparelhos voltados para leitura de livros digitais, a cada dia oferecem mais funcionalidades, a fim de proporcionar uma experiência de leitura similar ao dos livros impressos. Nesse contexto, a proposta desta pesquisa é discutir e questionar o uso de tecnologias voltadas para a leitura de e-books, em um cenário em que as mídias digitais estão cada vez mais intrínsecas na sociedade. Foi realizada uma pesquisa exploratória e qualitativa, a fim de analisar a interface, usabilidade e funcionalidades dos principais e-readers vendidos no Brasil, comparando-os com livros impressos. Para o referencial teórico, foram utilizadas as teorias da Experiência do Usuário e do Design Emocional, propostas por Norman (2008), para que fosse possível relacionar as principais diferenças entre os e-readers e livros impressos. A metodologia utilizada para a obtenção de dados foi a aplicação de um questionário online com um grupo de usuários de e-readers. A partir das respostas do questionário, foi realizada uma interpretação dos dados obtidos com as teorias expostas no referencial teórico e, por fim, uma discussão a respeito dos hábitos de leitura de livros impressos e digitais / Abstract: The e-readers, devices aimed at reading digital books, each day offer more features to provide a reading experience similar to printed books. In this context, the proposal of this research is to discuss and question the use of technologies aimed at reading e-books, in a scenario where digital media are increasingly intrinsic in society. An exploratory and qualitative research was carried out in order to analyze the interface, usability and functionalities of the main e-readers sold in Brazil, comparing them with printed books. For the theoretical reference, the theories of User Experience and Emotional Design, proposed by Norman (2008), were used, so that it was possible to relate the main differences between e-readers and printed books. The methodology used to obtain data was the application of an online survey with a group of ereader users. From the answers of the survey, an interpretation of the data obtained with the theories exposed in the theoretical framework was carried out and, finally, a discussion about the habits of reading of printed and digital books / Mestre
52

User Experience för navigationsmeny, en bättre upplevelse : Utveckling av modul i SiteVision

Nour Bakhsh, Ara January 2019 (has links)
No description available.
53

Diferenças culturais brasileiras e suas implicações na experiência do usuário em interfaces web / Brazilian Cultural Differences and Their Effects on the Web Interfaces User Experience

Souza, Tales Rebequi da Costa Borges de 21 August 2015 (has links)
Possuir uma interface que oferece uma boa experiência do usuário tornou-se um fator crítico para o sucesso em sistemas de informação. As diferenças culturais, no entanto, podem ter um impacto significativo em sua experiência, mas raramente são levadas em consideração durante o projeto interface e avaliação, particularmente no Brasil, um país multicultural de dimensões continentais. O objetivo deste trabalho foi investigar se as diferenças culturais entre as cinco macrorregiões socioeconômica do Brasil são profundas o suficiente para afetar a experiência do usuário em interfaces baseadas na Web e, em caso afirmativo, como. Foi realizado um experimento com 110 participantes, 22 por região, em cinco capitais brasileiras: Belém, Salvador, Goiânia, São Paulo e Porto Alegre. Comparou-se as diferenças culturais identificadas pelo VSM, instrumento de mapeamento de dimensões culturais criado por Hofstede, com o desempenho em tarefas e a avaliação, utilizando o questionário de experiência de uso QUIS, de um sistema bancário fictício Internet. As diferenças culturais foram identificadas e correlacionadas com as diferenças na experiência do usuário, particularmente no que diz respeito à quantidade de informação e cores exibidas na interface. / Having an interface that provides a good user experience has become a critical factor for success in information systems. Cultural differences, however, may have a significant impact in this experience, but are seldom taken into account during interface design and evaluation, particularly in Brazil, a multicultural country with continental dimensions. Our goal was to investigate whether the cultural differences between the five socio-economical macro-regions of Brazil are profound enough to impact user experience in web-based interfaces and, if so, how. An experiment with 110 participants, 22 per region, was conducted in five Brazilian state capitals: Belém, Salvador, Goiânia, São Paulo and Porto Alegre. We compared the cultural differences identified by VSM, a cultural dimensions mapping tool created by Hofstede, with performance on tasks and user experience evaluations, using the QUIS questionnaire, of a fictitious Internet Banking System. Cultural differences were identified and correlated with differences in user experience, particularly in regards to the amount of information and colors shown in the interface.
54

A User Centred Approach To Sustainable Development : How UX as means to develop a tool to reduce everyday stress and promote a sustainable lifestyle.

Gylling, Fanny January 2019 (has links)
How can user experience as means support people in their struggle to keep up with their stressful life. This thesis cover how user experience can be used as method to develop a application that in short term reduce everyday stress, and in long term support a sustainable development. A literature study was conducted what stress is and what impact it has on people, also a compilation of sustainable development in everyday life together with the theory of user experience on a mobile platform was made. To create a prototype of a mobile application an iterative design process been conducted by design, test and evaluate prototypes in three stage from paper prototypes, lo-fi to hi-fi. Finally interactive prototype of a mobile application were created with functionality that reduce stress among people in their everyday life.  This applications functionality to ease the burden on chores that frequently accrued in the user study as source of stress. Mainly related to laundry, cleaning and food chores.
55

Socio-technical gaps and social capital formation in Online Collaborative Consumption communities

Gheitasy, Ali January 2017 (has links)
Information Communication Technologies (ICTs) are transforming social activities and interactions which are naturally varied and dynamic. In this process, ‘gaps’ develop between the technologies and emerging social requirements. Given that the main challenge for Computer Supported Cooperative Work (CSCW) is to identify and ameliorate these socio-technical gaps, it is essential to understand how individuals work and collaborate in groups, societies, and communities. The main question addressed in this study regards the identification of these gaps in the social activities of Online Collaborative Consumption (OCC). The intention is to improve user experience and design requirements to support OCC at the socio-technical design level. OCC facilitates sharing, swapping, trading, or renting products, services, and resources, via the computer-mediated interactions. Etsy, an online marketplace and community for handmade and craft goods, is the focus of this study as a community in which OCC takes place. The evaluation of online communities by using an ethnographic approach is an equally important question which this study investigates. Due to a lack of standard methods, a new combined methodological approach is proposed in this research (Predictive ethnography) and it was used in evaluation of collaborative communities to investigate the socio-technical gaps. In this approach, online ethnography complemented predictive evaluation with the aid of heuristics including sociability, usability, and user experience (UX) items. These heuristics were drawn from previous literature as the success factors for the online communities. The textual interactions from discussions of the forum and teams on Etsy that were related to these heuristics were collected and coded. Over 1000 posts from 178 threads were collected. Their frequencies were measured to demonstrate their importance, and further ethnography helped the researcher in qualitative analysis and meaning making of the textual interactions. The subsidiary question this research aims to answer is how social capital is developed in the OCC communities. Social capital is utilised as a tool to enhance the understanding of the socio-technical requirements of OCC communities and to improve the process of social capital generation. The same above-mentioned methodological approach (Predictive ethnography) was applied with the heuristics replaced by social capital measures. Over 9500 posts collected from 97 threads from the textual discussions of different Etsy teams. This study investigates the social capital formation in different types of teams such as topic-based ones that are created based on the common interest topics, and location-based ones that are created based on the shared locations of the members. In the topic-based teams, a significant amount of knowledge sharing and intellectual capital was observed. In location-based teams, most interactions were within social interactions and relational capital. The new method proposed in this research has shown its effectiveness in gaining insight from the natural discussions of the members. In total, 33 socio-technical gaps were identified and presented with possible recommendations. The most significant gaps concerned: Trust creation features; relevant rules of behaviour; clear displayed policies; and social presence tools.
56

Diferenças culturais brasileiras e suas implicações na experiência do usuário em interfaces web / Brazilian Cultural Differences and Their Effects on the Web Interfaces User Experience

Tales Rebequi da Costa Borges de Souza 21 August 2015 (has links)
Possuir uma interface que oferece uma boa experiência do usuário tornou-se um fator crítico para o sucesso em sistemas de informação. As diferenças culturais, no entanto, podem ter um impacto significativo em sua experiência, mas raramente são levadas em consideração durante o projeto interface e avaliação, particularmente no Brasil, um país multicultural de dimensões continentais. O objetivo deste trabalho foi investigar se as diferenças culturais entre as cinco macrorregiões socioeconômica do Brasil são profundas o suficiente para afetar a experiência do usuário em interfaces baseadas na Web e, em caso afirmativo, como. Foi realizado um experimento com 110 participantes, 22 por região, em cinco capitais brasileiras: Belém, Salvador, Goiânia, São Paulo e Porto Alegre. Comparou-se as diferenças culturais identificadas pelo VSM, instrumento de mapeamento de dimensões culturais criado por Hofstede, com o desempenho em tarefas e a avaliação, utilizando o questionário de experiência de uso QUIS, de um sistema bancário fictício Internet. As diferenças culturais foram identificadas e correlacionadas com as diferenças na experiência do usuário, particularmente no que diz respeito à quantidade de informação e cores exibidas na interface. / Having an interface that provides a good user experience has become a critical factor for success in information systems. Cultural differences, however, may have a significant impact in this experience, but are seldom taken into account during interface design and evaluation, particularly in Brazil, a multicultural country with continental dimensions. Our goal was to investigate whether the cultural differences between the five socio-economical macro-regions of Brazil are profound enough to impact user experience in web-based interfaces and, if so, how. An experiment with 110 participants, 22 per region, was conducted in five Brazilian state capitals: Belém, Salvador, Goiânia, São Paulo and Porto Alegre. We compared the cultural differences identified by VSM, a cultural dimensions mapping tool created by Hofstede, with performance on tasks and user experience evaluations, using the QUIS questionnaire, of a fictitious Internet Banking System. Cultural differences were identified and correlated with differences in user experience, particularly in regards to the amount of information and colors shown in the interface.
57

A Study of Barriers to the Wearing of Face Masks by Adults in the US to Prevent the Spread of Influenza

January 2018 (has links)
abstract: In the United States, seasonal influenza is responsible for enormous medical costs and lost earnings as well as thousands of deaths. Medical masks are effective non-pharmaceutical preventions for minimizing the spread of illness in the event of an influenza outbreak. However, people in the United States rarely wear face masks the way many people in Asian countries do. In a previous study of public response to the 2009 influenza A H1N1 pandemic, 71% of United States respondents supported the recommendation to wear a mask during the flu outbreak, while only 8% of respondents reported they wore a mask in public to protect themselves from getting sick. What are the factors that cause this gap? The purpose of this exploratory study is to identify barriers to the wearing of masks among adults in the United States. The research was conducted through an online survey of 84 American residents via the Survey Monkey Audience service to collect their opinions on influenza, mask-wearing, and the perceived barriers to wearing face masks for flu prevention. The results are presented in the descriptive analysis and the non-parametric analysis. The results showed a barrier against social interaction is a significant factor (p=0.003) regarding the impact between flu experience and the perceived barriers. The participants believed mask-wearing may lead other people difficult to perceiving their feelings. Regarding the relationship between mask-wearing experience and the perceived barriers, there were significant differences in perceived benefits (p=0.028), perceived risks (p= 0.003), and social value (p=0.021). Participants who have had worn masks had perceived higher benefits of mask-wearing, higher risks of catching the flu, and a higher agreement of importance to protect other people from getting the flu from them. The most common perceived barrier among the participants is product satisfaction. 85.71% of the participants agreed that wearing face masks is uncomfortable. 80.95% of the participants agreed with the importance to wear face masks as it protects other people from getting the flu from them, but only 37.5% of the participants with flu history had worn face masks. By examining barriers to the wearing of masks for influenza prevention, this study can assess public willingness to adopt personal prevention behaviors and provide information for related policies in the future. / Dissertation/Thesis / Masters Thesis Design 2018
58

Empathy and the Instructional Designer

Williams, Gregory Spencer 01 March 2016 (has links)
The purpose of this study was to understand how instructional designers define empathy in the context of instructional design technology and how empathy was manifest in their daily work. Through a series of in-depth interviews with six designers, three definitions of empathy emerged including caring for the learner, referencing personal experience in service of the learner, and taking on somebody else's viewpoint. Additionally, analysis of empathy in participants' daily work resulted in six themes: personal experience, metacognition or self-awareness, project management constraints, multiple stakeholders, practical processes and traditional learner analysis, and navigating learner goals and motivation. Several complexities regarding empathy and learner analysis were revealed, including those pertaining to institutional constraints, managing empathetic relationships with various stakeholders beyond learners, the amount of learner analysis necessary for a good design, the degree to which interaction between designer and learner is necessary, and whether increased content knowledge helps designers effectively empathize with learners. In addition to these complexities of practice, the gap in research regarding learner analysis and empathy in instructional design were recommended as important topics for further research.
59

Human experience affects form and function

Chen, Yingjie 01 May 2017 (has links)
Nowadays, people spend lots of time in digital worlds, such as social media and the internet. Their product purchasing decisions are influenced by this digital world. As a result, when looking around the house, lots of physical products, from utensils to giant furniture are sometimes not the ideal choice for fitting into the space or users’ need. People are usually more fascinated by product appearance. However, after a brief period of time, they may get bored and eventually abandon the product. Due to the fact mentioned above, I, as a designer, want to explore a different route to design products so that they can be more significant and meaningful to people’s lives. After a lot of research, I found that human experience and ritual can provide very helpful guidance on product development. Based on the research and findings, my lounge chair is designed to prove my design thinking. This paper focuses on the development of the lounge chair from concept sketch to computer modeling to the actual prototype and finishing.
60

Interactive user experience design : creating an effective online experience

Park, Ji Yong, n/a January 2007 (has links)
Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a model integrating key design dimensions of this experience, surveys design literate university students on effective online experiences, and develops a prototype for a hypothetical commercial web site that incorporates elements of co-creation and identity play. This practice-based project contributes a new proposal for web-based design and new knowledge in the form of an approach to user experience design.

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