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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.
21

Posouzení informačního systému firmy a návrh změn / Information System Assessment and Proposal for ICT Modification

Jambor, David January 2016 (has links)
The thesis describes the analysis and proposal of changes in the information system for the company My to opravime s. r. o. This company deals with electrical equipment servicing. Changes in the information system, which is realized through a web application, were defined based on the analysis. The application is developed in a way that fits the processes of the company and the requirements of the customers, so that it brings the highest added value. The thesis also describes the methods, procedures and current technologies that are used for the development of the web applications
22

Developing Functional Literacy of Machine Learning Among UX Design Students

Srivastava, Akshat 29 September 2021 (has links)
No description available.
23

Kognitiv kostnad av UIelement : Går det att sänkakognitiv kostnad av ettgränssnittselement somindikerar riktning? / Cognitive costs of UIelements: : Is it possible toreduce the cognitive cost ofa user interface elementthat indicates direction?

Söderberg, Sigrid, Orlov, Joacim January 2021 (has links)
Denna studie undersökte rimligheten av att applicera kognitiva teorier och interaktionsdesigns koncept på ett datorspelsgränsnitt med rollen av att hävda en riktning som en användare ska vända sig mot för att hitta sitt mål. För att skapa ett gränssnitt som gör detta valdes olika kognitiva teorier och interaktionsdesign koncept exempel på dessa är Cognitive workload theory” (Kosch, 2020) och Sökbarhet (ware, 2011, s 23-64). Ett gränssnitt skapades för ett FPS-spel där målet var att hitta och sikta mot olika objekt och gränssnittets roll var att hjälpa användaren att hitta dessa mål oavsett vart de var i förhållande till vart användaren tittade. En studie utfördes med två UXD-experter där experterna fick spela genom artefakten och intervjuades efter genomspelningen. Datan visar på att det finns starka bevis för att det går att skapa ett gränssnitt som med låg kognitiv kostnad pekar ut en riktning genom att följa kognitiva teorier och interaktionsdesign koncept. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
24

Gamers with the Purpose of Language Resource Acquisition : Personas and Scenarios for the players of Language Resourcing Games-With-A-Purpose

Droutsas, Nikolaos January 2021 (has links)
Ethical, cheap, and scalable, purposeful games leverage player entertainment to incentivise contributors in language resourcing. However, discourse is scarce around the enjoyability of these games, whose playerbases are divided between a tiny minority of reliable contributors and a vast majority of inconsistent contributors. This study aims to deepen the discourse around design possibilities tailored to the unevenly contributing playerbases of such games by building on player-reported data to create three engaging personas and narrative scenarios. Using Pruitt and Grudin’s way of weighing feature suitability in persona-focused design, social incentives and majority voting are indicated as the most and least prominent features, respectively. Indeed, the weight of the primary persona, representing 3.5% of the playerbase, is 72%, more than double the combined weight, 56%, of the remaining 96.5% of the playerbase. Sticking to the original definition of purposeful games is essential for any gaming approach to crowdsourced data collection to remain ethical, cheap, and scalable.
25

Designing a post activity learning analytics dashboard through information visualization methods

Lin, Binyuan January 2020 (has links)
Rapid developments in the educational system significantly facilitate the popularisation of education, making education more accessible. The learning process should be systematically analyzed to assist teaching, however, traditional learning systems provide limited support for educators. The learning analytics dashboard is, therefore, becoming a popular tool to provide insights into the learning process by analyzing and interpreting the collected data with effective visualizations. With the purpose of improving pedagogical decision-making, it is of importance to provide a comprehensive overview and informative feedback for the learning process. This study aims to explore the affordances and challenges of designing a comprehensive learning analytics dashboard for educators to support personalized learning and adaptive teaching. A large amount of research on the learning analytics dashboard was reviewed as the theoretical foundation. The prototype of the dashboard was developed based on the obtained theories. To examine the prototype, a user study with user experience designers was conducted to evaluate the clarity of the visualization and the effectiveness of the dashboard. The results summarised from the thematic analysis indicated that the dashboard could serve as a potentially valuable tool with overall clear interaction to support educators, and the visualization was considered intuitive to understand the connection of multiple data points. Suggestions for designing a learning analytics dashboard are discussed in terms of visualization, consistency, conception, navigation, interaction, information via text, visual appearance, functionality, and privacy. To further improve the affordances of the dashboard, future research with educators is of importance to conduct. / Den snabba tekniska utvecklingen inom utbildningsområdet har avsevärt underlättat populariseringen av utbildningen och gjort den mer tillgänglig. Inlärningsprocessen bör analyseras systematiskt för att stödja denna utveckling, men traditionella inlärningssystem ger begränsat stöd för lärare. Instrumentpaneler (dashboards) för inlärningsanalys har därför blivit ett populärt verktyg för att ge inblick i inlärningsprocessen genom att analysera och tolka den insamlade informationen med effektiva visualiseringar. I syfte att förbättra det pedagogiska beslutsfattandet är det viktigt att ge en omfattande översikt och informativ och kontinuerlig feedback för inlärningsprocessen. Denna studie syftar till att utforska fördelar och utmaningar med att utforma en omfattande instrumentpanel för lärandeanalys för lärare att stödja den individuella inlärningen och därmed kunna anpassa undervisningen. En stor mängd forskning på instrumentpaneler för inlärningsanalys granskades som underlag. Prototypen på instrumentpanelen utvecklades baserat på detta underlag. För att utvärdera prototypen genomfördes en användarstudie med UX-designers för att avgöra visualiseringens tydlighet och instrumentpanelens effektivitet. Resultaten från den tematiska analysen indikerade att instrumentpanelen kunde fungera som ett potentiellt värdefullt verktyg med en överlage tydlig interaktion för att stödja lärare och visualiseringen ansågs vara intuitiv för att förstå relationen mellan datapunkterna. Förslag för att utforma en instrumentpanel för inlärningsanalys diskuteras avseende visualisering, konsistens, uppfattning, navigering, interaktion, information via text, visuellt utseende, funktionalitet och integritet. För att ytterligare förbättra instrumentpanelens är framtida utveckling och utvärdering med pedagoger viktig att genomföra.
26

Are You Experienced: A Speculative Experiment in UXD Testing Sites

Roll, Melanie Renee 03 May 2022 (has links)
No description available.
27

Keeping the User and User Data in Mind : A Study on Empathy and Personas

Unander, Marcus January 2019 (has links)
One method to create and work with personas is to abstract the user data into a character with a background story and a set of goals. This method has been argued against as the method is argued to lead to, for example, stereotyping users and for not exposing User Experience (UX) designers to user data. User data has been argued to be used by UX designers to make design decision. This study examines the possibility for UX designers to empathize with a persona that have additional accessible representations of user data. The results from this study imply that it is possible for UX designers to empathize with a persona while having access to representations of user data. Additionally, the results indicate that the persona design methods used in this study need further development. / En metod för att skapa och jobba med personas är att abstrahera användardatan till en karaktär med en bakgrundshistoria och ett antal mål. Denna metod har argumenterats mot bland annat för att metoden leder till att man skapar stereotypa användare och för att inte exponera User Experience (UX) designers till användardatan. Användardata har argumenterats användas av UX-designers för att göra designrelaterade beslut. Denna studie undersöker möjligheten att empatisera med en persona som har ytterligare representationer av användardata tillgängliga. Resultatet av denna studie indikerar att det är möjligt för UX designers att empatisera med en persona medan representationer av användardata finns att tillgå. Ytterligare indikerar resultaten att designmetoderna för den persona som användes i denna studie är i behov av ytterligare utveckling.
28

Engaging Speech UI's - How to address a speech recognition interface

Söderberg, Hampus January 2014 (has links)
Speech recognition has existed for a long time in various shapes, often used for recognizing commands, performing text-to-speech transcription or a mix of the two. This thesis investigates how the input affordances for such speech based interactions should be designed to enable intuitive engagement in a multimodal user interface. At the time of writing, current efforts in user interface design typically revolves around the established desktop metaphor where vision is the primary sense. Since speech recognition is based on the sense of hearing, previous work related to GUI design cannot be applied directly to a speech interface. Similar to how traditional GUI’s have evolved to embrace the desktop metaphor and matured into supporting modern touch based experiences, speech interaction needs to undergo a similar evolutionary process before designers can begin to understand its inherent characteristics and make informed assumptions about appropriate interaction mechanics. In order to investigate interface addressability and affordance accessibility, a prototype speech interface for a Windows 8 tablet PC was created. The prototype extended Windows 8’s modern touch optimized interface with speech interaction. The thesis’ outcome is based on a user centered evaluation of the aforementioned prototype. The outcome consists of additional knowledge surrounding foundational interaction mechanics regarding the matter of addressing and engaging a speech interface. These mechanics are important key aspects to consider when developing full featured speech recognition interfaces. This thesis aims to provide a first stepping stone towards understanding how speech interfaces should be designed. Additionally, the thesis’ has also investigated related interaction aspects such as required feedback and considerations when designing a multimodal user interface that includes touch and speech input methods. It has also been identified that a speech transcription or dictating interface needs more interaction mechanics than its inherent start and stop to become usable and useful.
29

Applying UX design approach to Cardiac Home Care Education: Design case studies with print and digital Materials

Zhu, Jiani January 2017 (has links)
No description available.
30

Designing the Digital Collecting and Managing of Inspirational Pictures and Associated Inspirations for Product Design Students

Zhang, Chaozheng January 2018 (has links)
No description available.

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