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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.
91

Designing an Interactive Micro-Learning Application : A New Way to Learn Thermography

Nilsson, Rebecka January 2021 (has links)
Micro-learning is a concept of small units of focused and condensed learning activities that can be performed on various devices. Micro-learning has turned out to be an effective approach to strengthen the long-term memory. This master’s thesis project explores the concept of micro-learning, how thermography can be taught using micro-learning, and how a micro-learning application can be designed to encourage learning of thermography. This project was done in collaboration with FLIR Systems AB that wants to develop their current training offer and investigate micro-learning as an alternative. The goal of this master’s thesis project was to design and test an interactive prototype of a micro-learning application to learn thermography. Semi-structured interviews were conducted in order to define the target group for the application, and the prototype was tested and evaluated by test participants from the target group. The user testing and evaluation showed that all test participants would use a micro-learning application for learning thermography if it was available on the market. Three out of four test participants would feel more motivated to learn thermography using a micro-learning application compared with other ways of learning. / Mikroinlärning är ett koncept bestående av små delar av fokuserade och komprimerade lärandeaktiviteter som kan utföras på olika enheter. Mikroinlärning har visats sig vara ett effektivt sätt för att stärka långtidsminnet. Detta examensarbete utforskar mikroinlärning som koncept, hur termografi kan läras ut med hjälp av mikroinlärning samt hur en mikroinlärningsapplikation kan designas för att främja lärandet av termografi. Detta projekt genomfördes i samarbete med FLIR Systems AB som vill utveckla deras nuvarande utbildningserbjudande och undersöka mikroinlärning som ett alternativ. Målet med detta examensarbete var att designa och testa en interaktiv prototyp av en mikroinlärningsapplikation för att lära sig termografi. Semistrukturerade intervjuer gjordes för att definiera målgruppen för applikationen och prototypen testades och utvärderades av testpersoner från målgruppen. Användartestet och utvärderingen visade att alla testdeltagare skulle använda en mikroinlärningsapplikation för att lära sig termografi om det fanns tillgängligt på marknaden. Tre av fyra testdeltagare skulle känna sig mer motiverade att lära sig termografi med hjälp av en mikroinlärningsapplikation jämfört med andra sätt att lära sig.
92

Designové metody českých UX designérů / Design methods of Czech UX designers

Tsitova, Darya January 2020 (has links)
(in English): The diploma thesis deals with the use of design methods among Czech UX designers in the design of web and mobile applications. The aim of this work is to find out and critically describe how Czech UX designers use design methods in practice. The thesis analyse the design process of website, web and mobile applications, its various stages and procedures. The theoretical part of the thesis introduces the basic terminology of the User Experience field and current research in the field, with emphasis on relevant terms and processes that occur in design practice. This part of the thesis is based on data obtained in the practical part, according to which popular approaches, frameworks, processes and methodologies of the UX field will be identified and described on the basis of professional literature. In the research part, qualitative research will be carried out in the form of semi-structured interviews with Czech User Experience designers, focused on the identification of methods, procedures and principles and ways of their usage. At the end of the thesis, the obtained data will be evaluated and it will be identified whether Czech designers in their practice adhere to academic approaches, or what existing and theoretically described methodologies and procedures their design process...
93

Student Perceptions and Sense of Self-efficacy Regarding Interface Design and Consistency in an Online Learning Environment

Reeder, Elaine M. 12 1900 (has links)
The purpose of this exploratory study was to investigate student perceptions of the design and consistency of the online learning environment in relation to motivation, satisfaction, and self-efficacy. Through surveys, think-aloud observation sessions, and reflection interviews, data were collected concerning student perspectives of design and consistency in the online learning environment. SPSS was used to process the survey data and a multi-step process was used to code the observations and interviews. Nine categories emerged from the analysis: (1) frustration; (2) excitement; (3) feeling of being lost; (4) confusion; (5) disgust; (6) positivity; (7); anxiety; (8) understanding; (9) action. The findings are discussed and recommendations for future research are provided to inform future development of online courses.
94

Creating Library Learning Spaces that Support Twenty-First Century Pedagogy and Student Learning

Christoffersen, Deborah Lynn 17 June 2020 (has links)
University libraries struggle to keep up with rapidly changing technology and the associated change in teaching strategy. Most administrators and librarians are often not trained to assess space needs and struggle to reassign library spaces for non-traditional library use. As such, they often embark on expensive and time-consuming feasibility studies, using (typically) hard-earned monies to complete the research or to pilot a new space. What academic research library administrators and staff lack is an analysis tool for discovering and planning needed renovations and improvements in aging library facilities. The purpose of this research project was to determine how students use library spaces for learning in this new high-tech, hands-on education experience (i.e. synthesis of previous research); develop a tool that can be used by library staff to self-analyze existing academic library spaces, identifying areas that could be improved for student benefit (e.g. provide a checklist of potential learning spaces that institutions should carefully consider adding to their facilities); and provide some examples/case studies of potential facility improvements. The end result is a hierarchical self-analysis tool that merges space options, Abraham Maslow's Hierarchy of Needs, and an example of library-user personas. It also provides some general cost guidelines, helpful construction tips, and a synthesis of exploratory questions related to strategy and space. The tool uses evidence-based design to facilitate important conversations, provide an organized checklist of various considerations, and be a quick reference for library administrators and facility managers as they navigate the world of twenty-first century pedagogy and student learning.
95

Understanding First-time User Experiences in an Educational Crowdsourcing Platform

Akash Ravi (11878004) 18 April 2023 (has links)
<p>User onboarding for Graphical User Interface (GUI) applications usually involve walkthrough tutorials explaining various UI elements, functions, and navigation screens. These First-time User Experiences (FTUEs) are crucial in determining any subsequent user interaction. The purpose of this study has been explored by eliciting answers to two research questions in specific. The study primarily investigates a user's perception of a tailored onboarding experience. Following this, the impact of these tutorials on the user's performance has also been used as a way to verify their effectiveness.</p> <p><br></p> <p>The emergence of educational crowdsourcing platforms has revolutionized traditional models of teaching and learning by engaging students in collaborative, real-world problem-solving activities. However, the success of crowdsourcing platforms in education largely depends on their ability to provide a positive and engaging user experience, particularly for first-time users. As a part of another ongoing study, the need for an engaging onboarding tutorial to educate users on the concept of worked-out examples and peer evaluations was evident. Thus, the interventions developed in this study are built upon a crowdsourcing platform designed to collect worked-out examples from university students. </p> <p><br></p> <p>Through a combination of qualitative and quantitative research methods, this study seeks to provide insights into the design of effective onboarding tutorials in the context of crowdsourcing educational resources. There have been numerous attempts to devise effective onboarding strategies. For instance, the interplay of narration and animation has been utilized as a way to gamify and design engaging FTUEs. The design choices for tailoring the experience were hence determined through Rapid Iterative Testing and Evaluation (RITE) methods. Analysis of the experimental data shows that there is a statistically significant improvement in the FTUE when users are presented with a tailored onboarding tutorial. Their usage patterns also tend to improve post their interactions with the tutorials. These results hope to contribute to a better understanding of user engagement in FTUEs, thus paving the way for furthering product adoption and value metrics on a broad scale.</p>
96

Development of Enhanced User Interaction and User Experience for Supporting Serious Role-Playing Games in a Healthcare Setting

Alow, Mark Lee January 2022 (has links)
No description available.
97

Strategic Designs for Online Platforms

Weilong Wang (13900263) 10 October 2022 (has links)
<p>Platforms are now everywhere in our society. Some platforms share real-time information such that people can refer to many aspects, i.e., transportation, weather, news, etc. For example, online learning platforms can play a significant role in accelerating learning through things like providing more real-time feedback loops. Due to the recent innovation in mobile devices as well as faster networks, live streaming platforms become a new trend. Several usages of live streaming platforms are gaming experience sharing such as Twitch, or shopping experience like Amazon Live. My dissertation studies the strategic designs of different online platforms, especially how information affects users’ strategic behaviors and how it creates<br> different market outcomes.</p>
98

<b>Leveraging Advanced Large Language Models To Optimize Network Device Configuration</b>

Mark Bogdanov (18429435) 24 April 2024 (has links)
<p dir="ltr">Recent advancements in large language models such as ChatGPT and AU Large allow for the effective integration and application of LLMs into network devices such as switches and routers in terms of the ability to play a role in configuration and management. The given devices are an essential part of every network infrastructure, and the nature of physical networking topologies is complex, which leads to the need to ensure optimal network efficiency and security via meticulous and precise configurations.</p><p dir="ltr">The research explores the potential of an AI-driven interface that utilizes AU Large to streamline, enhance, and automate the configuration process of network devices while ensuring that the security of the whole process is guaranteed by running the entire system on-premise. Three core areas are of primary concern in the given study: the effectiveness of integrating the AU Large into network management systems, the impact on efficiency, accuracy, and error rates in network configurations, and the scalability and adaptability to more complex requirements and growing network environments.</p><p dir="ltr">The key performance metrics evaluated are the error rate in the generated configurations, scalability by looking at the performance as more network devices are added, and the ability to generate incredibly complex configurations accurately. The high-level results of the critical performance metrics show an evident correlation between increased device count and increased prompt complexity with a degradation in the performance of the AU Large model from Mistral AI.</p><p dir="ltr">This research has significant potential to alter preset network management practices by applying AI to make network configuration more efficient, reduce the scope for human error, and create an adaptable tool for diverse and complex networking environments. This research contributes to both AI and network management fields by highlighting a path toward the “future of network management.”</p>
99

Les dispositifs d’aide à la consommation : une analyse qui prend compte des obstacles à la rationalité dans l’évaluation des biens de consommation

Leggett-Dubé, Justine 12 1900 (has links)
Ce projet de recherche vise à explorer le rôle du design dans l’acte d’achat et l’évaluation des produits. L’hypothèse de recherche repose sur le fait que le design est un obstacle à la rationalité dans le choix d’un bien, car ce dernier est rattaché à des singularités qui lui sont propres, le rendant difficilement comparable aux autres biens d’un même marché. Les produits deviennent difficiles à évaluer et à classer parmi les autres biens similaires dans le marché. En soi, la finalité et les vertus du design permettent aux consommateurs d’avoir une plus grande liberté de choix, mais ce rôle dynamique et économique que peut prendre le design peut aussi confondre les consommateurs devenant brouillés par l’abondance de choix. En ce sens, le design serait la clé de la voûte d’une économie des singularités telle que proposée par Lucien Karpik dans L’économie des singularités. Avec une méthodologie ethnologique, cinq projets d’évaluation de produits au sein de deux organismes produisant des dispositifs d’aide à la consommation ont été observés sur une période de deux ans. À la conclusion de cette étude, il a été démontré que certaines améliorations pouvaient être apportées aux processus d’évaluation, plus particulièrement en ce qui concerne les facteurs qui ne sont pas pris en compte dans les dispositifs d’aide à la consommation actuels, comme l’évaluation de produits centrée sur l’usager à l’aide de scénarios d’usages, plutôt que l’évaluation de produits centrée sur l’objet, ainsi que la considération de l’expérience de l’usager dans l’évaluation des biens. / This research project aims at exploring the role of design within the act of purchasing and rating products. This premise is based on the fact that design is an obstacle to an individual’s rationality when choosing goods because they are multidimensional and of uncertain quality, as proposed by Lucien Karpik. This creates a difficulty faced by consumers when trying to find comparable products on the market. The research hypothesis of this project suggests that design is an obstacle to reason by offering multidimensional products to consumers. It then becomes harder for them to evaluate singular products available on the market, and to make wise consumption choices. One of the aims of design is to offer users freedom of choice, but this dynamic and economic role of design can also lead to confusion, where consumers become blinded by the abundance of choices. In this sense, design would be the keystone of a singularity-based economy. Five product rating projects were observed on a two-year period within two agencies involved in producing consumption aid devices by using an ethnological approach. The conclusion of this study has shown that some improvements could be made to the product rating processes, particularly for the facts that have not been accounted for in the actual consumption aid devices, such as user-centered product ratings based on user scenarios instead of object-centered product ratings, as well as considering user experience in product evaluation.
100

En studie i blått : En ombyggnation av startsidan för en idrottsorganisations webbplats / A Study in Blue : A redevelopment of the home page of a sport organization’s website

Höglund, Salomon January 2016 (has links)
Målet med detta praktiska examensarbete var att ta fram ett färdigt förslag på en ny startsida åt en idrottsorganisation för dess webbplats byggd på WordPress. Detta har åstadkommits genom att ha analyserat den befintliga startsidan samt fyra utomstående idrottsorganisationers webbplatsers startsidor. Analysen resulterade i en Low-Fidelity Wireframe över flödet på den nya startsidan, samt en hårdkodad High-Fidelity Prototyp. Det hela mynnade ut i ett WordPress Child-tema till idrottsorganisationens webbplats befintliga Parent-tema som var väl anpassad efter idrottsorganisationens önskemål och krav, samt byggd med responsivitet i åtanke för att möta den växande skara besökare på mobila enheter. / The goal with this practical thesis was to develop a finished proposal of a new home page to a sport organization for its website built on WordPress. This has been achieved by analyzing the existing home page, as well as the home page of four external sports organization’s websites. The analysis resulted in a Low-Fidelity Wireframe showing the main flow of the new home page, as well as a hard coded High-Fidelity Prototype. It all resulted in a WordPress Child-theme to the existing Parent-theme for the sport organization’s website that was well adapted to the organization’s wishes and demands, and built with responsive web design in mind to meet the growing group of visitors on mobile devices.

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