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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.
111

Navigating through Frustrations : A User-Centered Approach to Enhancing Airborne Early Warning and Control System Operator Experience

Jönsson, Josef January 2023 (has links)
This master thesis focuses on enhancing the user interface experience for Airborne Early Warning and Control (AEW&C) system operators in a military context. Collaborating with Saab, a defense sector company, the study employs the research through design and a user-centered design approach to investigate user needs and how they interact with the interface. The research reveals that despite the unique nature of the defense industry, operators respond poorly to a difficult-to-use interface, leading to frustration and underutilization of functionalities. The study identifies contextual factors such as information overload, user interface design and personalization, task difficulty and lack of help systems, stress, and cognitive load. Through the development and testing of a new interface prototype, incorporating design feedback sessions and iterations, the thesis addresses these contextual demands. The findings highlight the significance of introducing user experience in military environments, where complex system engineering and functionality have been traditionally preferred over simplicity and usability.
112

Improved interface design for submitting student generated multiple choice questions : A comparison of three interfaces / Förbättrad gränssnittsutformning för flervalsfrågor genererade av studenter : En jämförelse av tre gränssnitt

Åkerlund, Elias January 2022 (has links)
Active learning has been suggested to be more effective than traditional learning in terms of exam results and time spent on the course material, making it an attractive alternative to the traditional lectures. One way of practicing active learning is through active learnersourcing, a method of learning that also generates material that contributes to further learning. Learnersourcing can be practiced by generating multiple choice questions (MCQs) related to the course material. However, generating useful and high-quality MCQs is challenging for students, especially since the available digital systems developed for this purpose have great issues in terms of user-friendliness and their outdated visual design. Two of these systems are RiPPLE and PeerWise. When developing a platform designed for generating MCQs for learning, there are general and specific guidelines that can be followed: Nielsen’s 10 heuristics for a good user interface/user experience, and 10 principles for a good MCQ. In this thesis, a new system was developed where these guidelines were applied, as an attempt to investigate if the user experience can be improved compared to the currently available interfaces RiPPLE and PeerWise. The project was named MyCleverQuestion. A user test was conducted, in which the three systems’ interfaces for creating and submitting a question were compared and graded. The results shows that the users had the best experience when using MyCleverQuestion. 83.3% of the users said they would use MyCleverQuestion again, stressing the importance of both a good user interface and user experience. / Aktivt lärande har visat sig vara effektivare än traditionellt lärande i avseende till tentamensresultat och tid studenter spenderar på kursmaterialet, och är således ett attraktivt alternativ till de traditionella föreläsningarna. Ett sätt att utöva aktivt lärande är genom att skapa flervalsfrågor kopplade till kursmaterialet. Denna metod kallas aktiv learnersourcing och gör att man genom lärandet även bidrar med material som kan användas för vidare lärande. Det är dock svårt för studenter att skapa högkvalitativa och användbara flervalsfrågor med hjälp av de digitala system som utvecklats för detta syfte, då deras användarvänlighet är bristande och visuella utformning är föråldrade. RiPPLE och PeerWise är två system utvecklade för att skapa flervalsfrågor i utbildningssyfte, och har båda användarvänlighetsproblem. Det finns särskilda riktlinjer som kan följas för att utveckla ett system där studenter kan generera flervalsfrågor för att utöva aktivt lärande. I denna uppsats har både generella och specifika riktlinjer använts: 10 generella heuristiska principer för att skapa en bra användarupplevelse och användargränssnitt, samt 10 principer för att skapa en bra flervalsfrågas, för att slutligen undersöka om användarupplevelsen kan förbättras jämfört med RiPPLE och PeerWise. Namnet som valdes för projektet var MyCleverQuestion. En användarundersökning genomfördes, där gränssnittet för att skapa en fråga för varje system utvärderades. Resultatet visar att gränssnittet med bäst användarupplevelse är MyCleverQuestion. 83,3% av användarna angav att de skulle använda MyCleverQuestion igen, vilket bevisar vikten av ett bra gränssnitt.
113

Using UX design principles for comprehensive data visualisation / Tillämpning av UX designprinciper för omfattande datavisualisering

Ali, Umar, Sulaiman, Rabi January 2023 (has links)
Workplace safety, particularly in manual handling tasks, is a critical concern that hasbeen increasingly addressed using advanced risk assessment tools. However, pre-senting the complex results of these assessments in an easily digestible format re-mains a challenge. This thesis focused on designing and developing a user-friendlyweb application to visualise risk assessment data effectively. Grounded in a robusttheoretical framework that combines user experience principles, and data visualisa-tion techniques. The study employed an iterative, user-centric design process to de-velop the web application. Multiple visualisation methods, such as pie charts for vis-ualising risk distribution, bar chart, and line chart for time-based analysis, were eval-uated for their effectiveness through usability testing. The application's primary con-tribution lies in its efficient data visualisation techniques, aimed at simplifying com-plex datasets into actionable insights. This work lays the groundwork enabling futuredevelopment by pinpointing areas for improvement like enhanced interactivity andaccessibility. / Belastningsergonomiska risker i arbetsmiljön, särskilt i uppgifter som involverarmanuell hantering, är en kritisk fråga som alltmer har adresserats med hjälp av avan-cerade riskhanteringsverktyg. Men att presentera de komplexa resultaten av dessabedömningar i ett lättillgängligt format kvarstår som en utmaning. Denna avhand-ling fokuserade på att designa och utveckla en användarvänlig webbapplikation föratt effektivt visualisera riskbedömningsdata. Studien bygger på en robust teoretiskram och kombinerar principer för användarupplevelse med datavisualiseringstekni-ker. Webbapplikationen har utvecklats med hjälp av en iterativ och användarcentre-rad designprocess. Flera visualiseringsmetoder, såsom cirkeldiagram för att visuali-sera riskfördelning, stapeldiagram och linjediagram för tidsbaserad analys, utvärde-rades för deras effektivitet genom användningstester och utvärderingsformulär. Ap-plikationens primära bidrag ligger i dess effektiva datavisualiseringstekniker, somsyftar till att förenkla komplex information till handlingsbara insikter. Detta arbetelägger grunden och möjliggör framtida utveckling genom att peka ut områden förförbättring, som förbättrad interaktivitet och tillgänglighet.
114

A comparison of the effects of mobile device display size and orientation, and text segmentation on learning, cognitive load, and user perception in a higher education chemistry course

Karam, Angela Marie 27 August 2015 (has links)
This study aimed to understand the relationship between mobile device screen display size (laptops and smartphones) and text segmentation (continuous text, medium text segments, and small text segments) on learning outcomes, cognitive load, and user perception. This quantitative study occurred during the spring semester of 2015. Seven hundred and seventy-one chemistry students from a higher education university completed one of nine treatments in this 3x3 research design. Data collection took place over four class periods. The study revealed that learning outcomes were not affected by the mobile screen display size or orientation, nor was working memory. However, user perception was affected by the screen display size of the device, and results indicated that participants in the sample felt laptop screens were more acceptable for accessing the digital chemistry text than smartphone screens by a small margin. The study also found that neither learning outcomes, nor working memory was affected by the text segmentation viewed. Though user perception was generally not affected by text segmentation, the study found that for perceived ease of use, participants felt medium text segments were easier to learn from than either continuous or small test segments by a small margin. No interaction affects were found between mobile devices and text segmentation. These findings challenge the findings of some earlier studies that laptops may be better for learning than smartphones because of screen size, landscape orientation is better for learning than portrait orientation in small screen mobile devices, and meaningful text segments may be better for learning than non-meaningful, non-segmented, or overly segmented text. The results of this study suggest that customizing the design to the smartphone screen (as opposed to a one-size-fits-all approach) improves learning from smartphones, making them equal to learning from laptops in terms of learning outcomes and cognitive load, and in some cases, user perspective. / text
115

Smartphone Evaluation Heuristics for Older Adults

Calak, Piotr 20 February 2013 (has links)
Age-related physical and cognitive changes hinder the ability of older adults to operate smartphones. While many user interface (UI) heuristics exist today, there is a need for an updated set designed specifically to assess the usability of mobile devices for an older audience. Smartphone evaluation heuristics for older adults based on age-related changes in vision, hearing, attention, memory and motor control were developed in this thesis by analyzing literature on age-related physical and cognitive changes impacting smartphone usability. Support for heuristics was found by gathering information on how older adults use cell phones through interviews and an online survey. It was demonstrated that strength of support for some heuristics increases with age. The evaluated heuristics provide usability practitioners and designers with a framework for evaluating the usability of smartphones for older adults.
116

Gränssnitt för AOD-simulator / Interface for an AOD Simulator

Eriksson, Johan January 2016 (has links)
Att kunna simulera en AOD-process (Argon, OxygenandDecarburization) är i dagsläget möjligt med hjälp av en programvara. En sådan programvara används till utbildning och forskning för utveckling av rostfritt stål.   Kobolde & Partners AB är ett företag som äger en sådan programvara. I detta projekt byggs programmet ut för att ge användare möjlighet att simulera en AOD-process med osäkerhet i mätdata. Genom detta kan forskare få ökad förståelse hur processens mätresultat skiljer sig med osäkerhet i mätdata. / : Being able to simulate an AOD process (Argon, Oxygen andDecarburization) is possible nowadays with help of software. This kind ofsoftware is used for education andresearch for development of stainless steel.   Kobolde & Partners AB is a company that owns this kind of software. This project will further develop this software to enable users to simulate an AOD process with uncertainty in measurement. This allows scientist to get more knowledge how a process measurement results
117

Enhancing information mediation to employees at Willys : How a analysis of Willys onboarding process led to a mobile application for employees

Bergerstam, Fanny January 2021 (has links)
A well thought out process is today a commonly used approach to enable new employees to become efficientin their new role. Axfood is a Swedish company group that operates in the food and logistics industry. Thegroup includes chains as Willys & Hemköp, among others. With over ten thousand employees and a growingcompany the need for recruitment is always present. Axfood is currently in the process of reorganizing theirinternal onboarding processes, rebuilding it from the ground up. This master thesis has been a part of thisbigger initiative and have focused on the onboarding process at the store chain Willys. The project has followed the human centered design process, developed by IDEO. This process includes thethree phases, inspiration, ideation, and implementation. The methods used to reach a final result has been interviews,user journey maps, creative workshop, ideation methods, wireframing, prototyping and user testing. In the inspiration phase the current state and the users experiences of the onboarding process was explored.This made it possible to identify enhancement opportunities, one of them being the fact that none of the askedemployees did continuously use Willys intranet. In decision with Axfood, this opportunity was selected as thefocus of the solutions proposal. When the project reached the creative phase it therefore had a new direction,which led: how can Axfood use digital tools to reach employees and distribute information in an attractiveway? Throughout the creative and implementation phase a solution for this problem was explored, prototyped,tested and enhanced.The project resulted in a solutions proposal in the form of a mobile application aimed to employees. Thesolution functions as an inspiration of how Axfood can mediate information to employees in a attractive anduser friendly way. The content has been developed based on the user groups request and needs, providingthem with information and support that make them more efficient in their role. Beyond the final result theproject has also contributed Axfood with usable data of their employees needs and knowledge of how humancentered methods can be used in the future. / En väl genomtänkt introduktionsprocess är idag ett vanligt tillvägagångssätt för att göra det möjligt för nyamedarbetare att bli effektiva i sin nya roll. Axfood är en svensk koncern som verkar inomdetaljhandel. Igruppen ingår bland annat kedjor som Willys & Hemköp. Med över tiotusen anställda och ett växande företagfinns alltid behovet av rekrytering. Axfood håller för närvarande på att genomföra ett koncernövergripande projekt för att effektivisera och utveckla introduktionsprocesserna. Detta examensarbete har varit en del avdetta större initiativ och har fokuserat på introduktionsprocessen på butikskedjan Willys.Projektet har följt en användar centrerad designprocess utvecklad av IDEO. Denna process inkluderar de trefaserna, inspiration, ideation och implementation. Metoderna som används för att nå ett slutresultat har varit intervjuer, user journey maps, kreativ workshop, idégenererings metoder, wireframing, prototyper och användartestning. I inspirationsfasen undersöktes det nuvarande läget och användarnas upplevelser av introduktionsprocessen.Detta gjorde det möjligt att identifiera förbättringsmöjligheter, en av dem var det faktum att ingen av de tillfrågade medarbetarna kontinuerligt använde Willys intranät. I beslut med Axfood valdes denna möjlighet som fokusför lösningsförslaget. När projektet nådde den kreativa fasen fanns därför en ny inriktning som löd: hur kan Axfood använda digitala verktyg för att nå anställda och distribuera information på ett attraktivt sätt? Under kreativitets- och implementeringsfasen undersöktes, prototypades, testades och förbättrades en lösning för detta problem. Projektet resulterade i ett lösningsförslag i form av en mobilapplikation riktad till anställda. Lösningen fungerar som inspiration för hur Axfood kan förmedla information till anställda på ett attraktivt och användarvänligt sätt. Innehållet har utvecklats baserat på användargruppernas åsikter och behov, vilket ger dem information och stöd som gör dem effektivare i sin roll. Utöver det slutliga resultatet har projektet också bidragit till Axfood med värdefull data om deras anställdas behov och kunskap om hur användarcentrerade metoder kan användasi företaget i framtiden.
118

The Role of User Interface Design in a Digital Document Reader

Pham, Nam, Zhao, Yurou January 2018 (has links)
User Interface Design is the center concept of this thesis. It was used throughout this thesis in order to remedy the design issue of a product called Loredge. Loredge was a digital document reader that contained a Library page with a very simple design. The ultimate goal was to create design suggestions that provides users with a lot of convenience in navigating items for Loredge’s Library page. The solution was proposed by introducing the design process and the concept of Human-Centered Design, which were the essentials in compliance with Loredge users’ desires. The end results demonstrated some interesting facts about users that researchers did not think about at the beginning, which was very helpful to recognize what users want the most for themselves. Despite some predictable answers, the outcome indeed gave the problem a potential solution. The solution was to introduce categories/groups to users and design for menus and buttons that helps user filter out the items they want to navigate. This was implemented to digital mock-ups using a wireframing tool called Axure. The mock-ups could be found within this degree project. / Användargränssnitt är centrumkonceptet för denna avhandling. Det användes under hela denna avhandling för att avhjälpa designproblemet av en produkt som heter Loredge. Loredge var en digital dokumentläsare som innehöll en bibliotekssida med en mycket enkel design. Det ultimata målet var att skapa designförslag som ger användarna mycket bekvämlighet i navigeringsdokument för Loredges bibliotekssida. Lösningen föreslogs genom att introducera designprocessen och konceptet Human-Centered Design, vilka var nödvändiga i enlighet med Loredge-användarnas önskemål. Slutresultatet visade några intressanta fakta om användare som forskare inte tänkte på i början, vilket var till stor hjälp för att känna igen vad användarna vill ha mest för sig själva. Trots vissa förutsägbara svar gav utfallet verkligen problemet en potentiell lösning. Lösningen var att introducera kategorier / grupper till användare och design för menyer och knappar som hjälper användaren att filtrera ut de dokument som de vill navigera. Detta implementerades för digital mock-ups med hjälp av ett wireframing verktyg som heter Axure. Mock-ups kunde hittas inom detta examensarbete.
119

Party to the People : Rethinking how we listen to music on our interfaces

Spreitzer, Marie January 2024 (has links)
This thesis explores the role of interaction design in elevating the solitary experiences of music listening by infusing them with the joy and connection typically found in the communal music setting of parties. Drawing upon historical and cultural contexts, the research investigates how music acts as a medium for social interaction and emotional expression, from its political implications in Berlin's techno scene to its power to unite people in clubs and concerts. The project began with a focus on enhancing DJ-audience interactions and evolved into exploring how these dynamic communal experiences could inform the design of solitary listening experiences on digital platforms like Spotify. The research employs a mixed methodology combining auto-ethnography, in-depth interviews, and testing to develop and refine six interfaces that embody the joy of communal music experiences. These interfaces aim to recreate the sense of togetherness and emotional engagement often lost in solitary music consumption. The findings highlight that joy is a deeply personal and context-dependent phenomenon, influenced by the nuances of social interactions and individual emotional states. This insight guides the design of interfaces that adapt to and enhance the listener's emotional landscape. The project contributes to interaction design by challenging conventional design approaches that prioritise functionality over emotional resonance, aiming to serve as inspiration for designs that value emotions as central to the interaction experience. It also proposes future research directions focusing on the ethical implications of emotionally driven design and the potential for these interfaces to foster deeper connections in an increasingly digital world.

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