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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.
41

Applying Principles of Game Design to User Interface

Venngren, Evelina January 2021 (has links)
This thesis investigates how principles of game design can be applied to a PC game settings menudesign to make the interaction fun and enhance the user satisfaction of interaction and navigation.Through exploring the question “How can principles of game design be applied to UI design inorder to enhance the user satisfaction of interacting with an interface?” it might be possible to addto the experience of using UI without removing any of the usability goals that is customary today.This is determined through user testing of a common design pattern of game settings menusrecognized in World of Warcraft (2004) Elder Scrolls V: Skyrim (2011) Stardew Valley (2016)and a game settings menu designed through game design principles where the respondentsevaluated their experience in an SUS form (Brooke, 1996) and a form created for this study basedon Swink’s (2009) Game Feel. The results revealed that the common menu design generatedhigher scores in usability than the interface designed through game design principles but therewas no significant difference in game feel between the prototypes. However, when dividing gamefeel into questions regarding usability and aesthetics a clear difference between the twoprototypes could be determined where the prototype designed through game design principlesdisplays a trend to score higher in aesthetics than the traditional UI. This could be strengthenedthrough optional comments from the participants where 6 used the word “fun” to describe thegame design prototype while the traditional UI design were described with words such as“functional” “intuitive” “straightforward” “easy to use” and “felt more like a chore”.
42

Navigation User Interface design in e-commerce and its impact on customers' satisfaction : A mixed-methods study analysing the impact of different menu styles and user interface elements

Kořistová, Michaela, Spiratos, Christia January 2021 (has links)
No description available.
43

User interface design in e-commerce and its impact on consumer trust / Användargränssnittsdesign inom e-handel och dess inverkan på konsumentförtroende

Berg, Karl, Sagandira, Conerlious January 2020 (has links)
E-commerce is at an all-time high and it is growing larger every year. Fore-commerce companies to keep up with the growing market, the question ofconverting a visitor into a customer becomes increasingly relevant. Since onlinepurchases are stretched over an amount of time and not done in person, trust is anespecially crucial factor in these interactions. Current literature shows that navigationand organisation are vital factors when it comes to trust in e-commerce, as such theyserved as the focus for this thesis. The study examined how a progress indicator and hierarchy of the purchase processhave an impact on trust. This was done by having a group of participants interactingwith different prototypes that simulated an e-commerce website, the differencebetween the prototypes being the inclusion and exclusion of a progress bar andadjustments to the hierarchy of the purchase process. The data was gathered usingsemi-structured interviews. Data analysis was accomplished using thematic analysis,the result of the analysis being different themes which represent the positive ornegative impressions that participants had when interacting with the differentprototypes. The study found that there were multiple differences in themes between theprototypes. The discovered themes suggest that there are multiple ways in whichtrust differs between the prototypes. Although this study is not strong enough toprove a connection, it does suggest that perhaps companies should think twicebefore neglecting the organisation and navigation of their purchase process if theirinterest is to convert more sales.
44

Human-Centered Interface and System Design for Saving Lives

Mathews, Cristelle 25 May 2023 (has links)
No description available.
45

The role of culture in the structure of categories of application between Denmark and China

Nawaz, Ather January 2008 (has links)
This project aims to investigate the impact of culture on the results of established methods of usability testing. The production and use of technologically advanced information and communication applications are no longer restricted to the Western world, and there are indications that usability testing procedures developed for use in, e.g., Europe or the US do not give reliable results in countries such as India, China or Malaysia. This project is an in-depth investigation of the cultural specifics that go into usability test situations in three countries: Denmark, India and China. In a second phase we want to explore possible developments of the testing methods in order to avoid cultural bias and produce comparable results across countries of the world / <p>This research is a part of project of Culturalusability. http://culturalusability.cbs.dk/</p>
46

User Interface Design And Forensic Analysis For DIORAMA, Decision Support System For Mass Casualty Incidents

Yi, Jun 23 November 2015 (has links)
In this thesis we introduces the user interface design and forensic analysis tool for DIORAMA system. With an Android device, DIORAMA provides emergency personnel the ability to collect information in real time, track the resources and manage them. It allows the responders and commanders to mange multiple incidents simultaneously. This thesis also describes the implementations of commander app and responder app, as well as two different communication strategies used in DIORAMA. Several trials and simulated mass casualty incidents were conducted to test the functionalities and performance of DIORAMA system. All responders that participated in all trials were very satisfied with it. As a result, DIORAMA system significantly reduced the evacuation time by up to 43% when compared to paper based triage systems.
47

Gamification of Mobile Educational Software

Browne, Kevin January 2016 (has links)
The overall theme of this thesis is the study of incorporating gamification design approaches in the creation of mobile educational software. The research presented in this thesis focuses on the design and testing of software created to teach introductory computer science and literacy concepts to postsecondary and adult learners. A study testing the relative effectiveness and subjective user enjoyment of different interfaces for a mobile game is also included in this thesis, as the results of the study led to the primary research objectives investigated in further studies. Our primary research objective was to investigate whether using gamification design approaches to mobile educational software could result in student engagement and learning. Our central hypothesis is that gamification design approaches can be used to create engaging and educationally effective mobile educational software. Our secondary research objective is to determine how mobile educational software can be made more or less engaging and educationally effective through gamification design approaches, by trying different approaches, testing the resulting applications, and reporting the findings. Three studies were conducted based on these objectives, one study to teach various computer science concepts to students in a first year computer science course with iPad applications, and two studies which used iPad applications to teach punctuation and homonyms, and improve reading comprehension. The studies document the design of the applications, and provide analysis and conclusions based on the results of testing. Through the results of these studies we affirm our hypothesis. We make design suggestions for software creators, such as providing corrective feedback to the user. We discuss common themes that emerged across the studies, including how to best use educational software. Finally, as avenues for future work, we suggest investigating the impromptu social effects of using tablet software in a classroom, and the development of a usability testing platform. / Thesis / Doctor of Philosophy (PhD) / The overall theme of this thesis is the study of how gamification can be used to make mobile educational software engaging and effective as a learning tool. The research presented in this thesis focuses on the design and testing of software intended to teach introductory computer science and literacy concepts. The hypothesis guiding this work is that mobile educational software can be made engaging and educationally effective by incorporating game design elements. Through four studies we affirm our hypothesis, and document the relative success of various gamification techniques in different contexts. We make design suggestions for software creators, such as providing corrective feedback to the user. We discuss common themes that emerged across the studies, including how to best use educational software. Finally, as avenues for future work, we suggest investigating the impromptu social effects of using tablet software in a classroom, and the development of a usability testing platform.
48

Benefits of Accepting Cookies in a Digital News Space : A Way to Communicate the Enhancement of User Experience That Cookies Allow

Ählström, Olivia January 2024 (has links)
No description available.
49

Virtual Reality for Improved Situation Awareness for Electronic Surve illance Operators : Implementing and comparing a virtual reality interface and its interactions with a traditional 2D interface

Hamilton, Marcus January 2022 (has links)
Electronic surveillance operators are a vital part of electronic warfare. Included in their field of responsibility is the analysis of, the assessment of, and the actions on potential threats. A vital component of these is an operator’s situation awareness. It governs to what degree of confidence and accuracy these aspects can be determined. An interface of an electronic surveillance operator must therefor be designed to provide and improve situation awareness. A technology that is hypothesized to improve situation awareness is virtual reality. Through its head-mounted display and handheld controllers it is aimed to create immersion and generate natural interactions. Information can be closely explored through new perspectives and the entire body can be used to interact with interfaces. These aspects and the additional dimension provided by virtual reality are the factors expected to improve situation awareness. The aim of this study is to explore the effects for situation awareness with a 3D interface in virtual reality compared to a traditional 2D interface for electronic surveillance operators. A user-centric approach was selected to evaluate how an existing 2D interface for electronic surveillance operators compares to a novel 3D interface in virtual reality. The existing interface is provided by Saab AB, and the 3D interface is developed for this particular case. Furthermore, a wrist-mounted menu and a stationary dashboard menu were implemented in virtual reality to support minimal implementation bias and for further discussion on interactions in virtual reality. The results indicate improved situation awareness in the virtual reality 3D interface. This is complemented by users’ reflections to generate a discussion for design guidelines, whether traditional interfaces may be replaced by virtual reality interfaces, and what effects virtual reality has on situation awareness. / Operatörer för elektronisk övervakning är en viktig del av elektronisk krigföring. Inkluderat i deras ansvarsområde är analysen av, bedömningen av, och åtgärderna mot potentiella hot. En viktig komponent i dessa är en operatörs lägesuppfattning. Den styr i vilken grad av tillförlitlighet och noggrannhet dessa aspekter kan fastställas. Ett gränssnitt för dessa operatörer måste därför utformas för att ge och förbättra lägesuppfattning. En teknik som antas förbättra lägesuppfattningen är virtuell verklighet. Genom bildskärmar som bärs på huvudet och handhållna kontroller syftar den till att skapa immersion och naturliga interaktioner. Information kan utforskas på nära håll genom nya perspektiv och hela kroppen kan användas för att interagera med gränssnittet. Dessa aspekter och den ytterligare dimension som virtuell verklighet ger är de faktorer som förväntas förbättra lägesuppfattning. Syftet med denna studie är att utforska effekterna för lägesuppfattning med ett 3D-gränssnitt i virtuell verklighet jämfört med ett traditionellt 2D-gränssnitt för elektroniska övervakningsoperatörer. Ett användarcentrerat tillvägagångssätt valdes för att utvärdera hur ett befintligt 2D-gränssnitt för elektroniska övervakningsoperatörer kan jämföras med ett nytt 3D-gränssnitt i virtuell verklighet. Det befintliga gränssnittet tillhandahålls av Saab AB och 3D-gränssnittet är utvecklat för just detta fall. Dessutom implementerades en handledsmonterad meny och en stationär instrumentpanelmeny i virtuell verklighet för att stödja minimal implementeringsbias och för ytterligare diskussion om interaktioner i virtuell verklighet. Resultaten indikerar förbättrad situationsmedvetenhet i 3D-gränssnittet för virtuell verklighet. Detta kompletteras med användarnas reflektioner för att generera en diskussion för designriktlinjer, om traditionella gränssnitt kan ersättas med virtuella verklighetsgränssnitt och vilka effekter virtuell verklighet har på lägesuppfattning.
50

Organic Web Design: Exploring Nature as Metaphor in Responsive Web Design

Catanese, Alexander J. 04 May 2017 (has links)
No description available.

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