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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.
521

Porovnání implementace GUI v různých knihovnách v OS Linux / Comparing GUI Implementation in Different Libraries in OS Linux

Šelepa, Jan January 2009 (has links)
This thesis presents the elemental properties and principles in graphical user interface. It then shows how one can work with a graphical user interface on GNU/Linux operating system and gives some examples of toolkits used for this purpose. The next part shows the design of an aplication based on an existing anti-virus program. The last part shows the dierences between the two implementations of the designed application.
522

Vývoj webových komponent AJAX v prostředí ExtJS / Development of AJAX Web Components in ExtJS

Dytrych, Jaroslav January 2009 (has links)
This thesis deals with the design and implementation of the page layout manager for a web user interface composed of components. A part of solution is also a new XML format for configuring of the manager of page layout and composition and a new application interface for components. The created system has met the requirements of the European project KiWi and has passed the acceptance tests of its project team.
523

Development Of Enterprise Software Applications : Implementation challenges & opportunities

Sawah, Wissam, König, Nicklas January 2021 (has links)
Companies are looking for ways to improve their business practices to work more efficiently.They are also looking for technology that can improve their workflows and customer service systems.  Here comes the need of enterprise software applications, theses softwares allows companies to cut costs and standardize the way they work, ensuring that everyone is working towards the same goal. The objective of this study is an assignment from Ericsson Business Support Solutions with the purpose of studying the effect of transitioning from the currently used process (CSV files) to an interactive web UI, when it comes to the process of handling offering of software capabilities.In this study, we aim to study the challenges and opportunities of developing an enterprise application software(EAS) and its impact on the productivity of end users.This research will also study the challenges and benefits of developing an enterprise software application (Digital marketplace) that will be used in a large (+500 employees) organization. In addition, the study will research security aspects that should be considered when developing enterprise softwares. Two sorts of studies have been conducted to answer the research questions. In order to understand and gain knowledge about the process of enterprise software development and to be able to point out which challenges and benefits there are and to get closer view of which security aspects should be in consideration when developing a software on this scale, a literature study was conducted. In order to observe and investigate whether web interfaces are a better solution / method than CSV files, and thus see the possibility of whether web interfaces can generally replace CSV files when it comes to CRUD, search and filtering information an empirical study was carried out through the development of a user interface and a usability test survey was conducted. The overall results of the study consistently show that UI is a more resourceful alternate to the  CSV files if the challenges posed by the enterprise software are sufficiently engaged and taken care of. A solid insight and expertise into information technology, pragmatic solutions to the security challenges, and careful consideration of the participants' complaints will be helpful in creating functional enterprise software.
524

Interactive 360-degrees video : User experience, user interface and heads-up display for educational training scenarios in nursing education

Glinghammar, William January 2023 (has links)
This thesis explores the user experience, potential and design principles of a HUD-based user interface in combination with interactive 360-degrees videos in nursing education. A HUD-based 360-degrees video was designed around a previously recorded scenario in an emergency room and user tests were conducted on nurse educators, working nurses and a nurse student.  Data from the user tests were gathered both through observations and interviews. The results show that participants' experience was overall positive and that the technology is seen as a realistic, interesting and valuable way to educate nursing students. Although no definitive design principles could be established for interactive 360-degrees videos, the result suggests that focusing on key design principles for multimedia learning may provide a better user experience. These principles include managing extraneous, essential and generative processing. / Detta examensarbete utforskar användarupplevelsen,potentialen och begränsningarna avett HUD-baserat användargränssnitt i kombination med interaktiva 360-graders videos inom sjuksköterskeutbildning. Detta gjordes genom att designa och utveckla en HUD-baserad 360-graders video och utföra användar tester på lärare inom sjuksköterskeutbildning, arbetande sjuksköterskor och en sjuksköterskestudent. Data från användartester samlades in genom observationer samt intervjuer. Resultatet visar att deltagarnas upplevelse överlag var positiv och tekniken ses som ett intressant och fördelaktigt sätt att undervisa sjuksköterskestudenter. Resultatet tyder också på att fokus på designprinciper inom multimedielärande kan bidra med en bättre användarupplevelse.
525

Improving Discoverability of New Functionality : Evaluating User Onboarding Elements and Embedded User Assistance for Highlighting New Features in a PACS

Eriksson, Rebecca January 2023 (has links)
The aim of this study was to explore if users of a Picture Archiving and Communication System (PACS) could benefit from User Onboarding elements and Embedded User Assistance (EUA) to discover and learn about new functionality within the system. Five sub-questions, related to perceived intrusiveness, intuitiveness, helpfulness and persuasion, as well as the need to guide users to nested functionality, were explored as well to help answer the research question. Through a combined Research through Design and Case Study approach the study resulted in a design process with four phases; Exploration, Concepting, Prototyping and Evaluation. After initial exploration and assessments, one concept was implemented in an interactive Figma prototype of the PACS. This prototype was tested and evaluated by users as well as an expert group using the Cognitive Walkthrough method. Overall positive feedback about the usefulness and intuitiveness of the suggested design proposal was found. The results suggest that implementing onboarding elements, such as highlighting features and interactive tooltips, could be a good approach to offer EUA in a PACS to help users discover and learn about new functionality. Further elaboration of the results, important considerations and suggestions regarding future implementation in a live system is discussed in greater detail in the report.
526

Artificial Intelligence-driven web development and agile project management using OpenAI API and GPT technology : A detailed report on technical integration and implementation of GPT models in CMS with API and agile web development for quality user-centered AI chat service experience

Tosic, Damjan January 2023 (has links)
This graduation report explores the integration of Artificial Intelligence (AI) tools, specifically OpenAI's Generative Pre-trained Transformer (GPT) technology, into web development processes using WordPress (WP) for developing a AI-driven chat service. The focus of the project is on ImagineX AB, a private company that offers the educational service ChatGPT Utbildning aimed at teaching professionals to effectively utilize ChatGPT. The project is motivated by the rapid growth and adoption of AI tools such as ChatGPT, underpinned by the observed increase in user base and its integration into significant platforms, like Microsoft's Bing and Office packages. Despite its promising potential, the application of such AI tools in web development remains underexplored and untested in several aspects. The graduation report presents the implementation of a GPT model-driven chat service on the ChatGPT Utbildning WP website, enabling visitors to interact with the famous AI tool directly. This feature serves a dual purpose – enhancing user engagement and providing an instant demonstration of the utility of ChatGPT. The agile project management methodology in general is divided into four phases: preliminary work, design solutions, develop solution, and delivery – design and development phases are iterative. In this project, there is two design iterations and three development iterations called “cycles”. The project plan is fulfilled with no deviation. Tests and continuous improvements are done throughout the development, with specific and planned in each phase and cycle. The result is two optimized chat bots in respective well-designed chat boxes with full chat functionality driven by OpenAI API and GPT-3.5/GPT-4 models – user tested and then published on ChatGPT Utbildning website. Additionally, insights in agile management solutions in relation to AI tools have been produced. The detailed construction and in-depth discussion contribute to the wide understanding of AI implementation in web development, providing practical insights into the application of ChatGPT in a real-world setting by agile project management. Furthermore, it underscores the transformative potential of AI tools in shaping web solutions and web development, and propelling innovation in the field. The report delves into discussion of technology, ethics, society, and implications on future web development. / Rapporten ämnar redogöra integreringen av artificiell intelligens (AI) instrument, särskilt OpenAI's Generative Pre-trained Transformer (GPT) teknologi, inom ramen för webbutvecklingsprocesser, inklusive agil projektledning, med användning av WordPress (WP), i syfte att utveckla en AIdrivande chatttjänst. Fokus för projektet är på företaget ImagineX AB, en privat aktör som erbjuder en utbildningstjänst benämnd ChatGPT Utbildning med mål att undervisa yrkesverksamma i effektivt bruk av ChatGPT. Motivationen för projektet härstammar från den snabbt växande tillväxten och adoptionen av AI-instrument som ChatGPT, vilket stärks av den observerade tillväxten av användarbasen och dess integrering i betydande plattformar, såsom Microsofts Bing och Office-paket. Trots den lovande potential som dessa AIinstrument innehar, finns det fortfarande delar inom webbutveckling där användningen av sådana verktyg förblir ouppklarade och otillräckligt utforskade. Rapporten visar implementeringen av en GPT-modell-drivande chattjänst på ChatGPT Utbildning WP-webbplatsen, vilket möjliggör direkt interaktion för besökare med det framstående AI-instrumentet. Denna funktion har ett tvåfaldigt ändamål - att förhöja användarengagemang och att ge en omedelbar demonstration av ChatGPT:s användbarhet. Den använda smidiga projektledningsmetodiken är typiskt uppdelad i fyra faser: preliminärt arbete, designlösningar, utvecklingslösningar samt leverans - designoch utvecklingsfaser är iterativa vilket omfattar två designiterationer och tre utvecklingsiterationer refererade till som "cykler". Projektplanen har följts utan avvikelser. Testning och kontinuerliga förbättringar har genomförts under hela utvecklingsprocessen, med specifika och planerade insatser i varje fas och cykel. Resultatet manifesteras i två optimerade chattrobotar inom respektive välutformade chattfönster, med fullständig chattfunktionalitet som drivs av OpenAI API samt GPT-3.5/GPT-4 modellerna - vilka har användartestats och därefter publicerats på ChatGPT Utbildning webbplatsen. Ytterligare insikter rörande agil projektledning i relation till AI-frågor erhålls också. Den detaljerade konstruktionen och den djupgående diskussionen bidrar till en omfattande förståelse för AI-implementering inom webbutveckling och ger praktiska insikter om tillämpningen av ChatGPT i en realistisk inställning med smidig projektledning. Vidare framhäver det den transformerande potentialen hos AI-instrument för att utforma webblösningar och webbutveckling, vilket främjar innovation inom området. Rapporten avslutas med diskussioner kring teknik, etik, samhälle och implikationer för framtida webbutveckling.
527

cARcassonne for Hololens 2 - Improving UX through UI

Wilken, Kevin Bjørn Roulund January 2023 (has links)
This paper aims to improve the UX of the AR game cARcassonne for the Hololens 2 by making changes to its UI. Previous research and existing games are analyzed to determine the changes to the UI. A questionnaire is developed using said research as well as research of other UX measuring methods such as the GEQ and UPEQ. The results show an increase in UX, but also that the AR game has problems for new users. It is discussed that UI is actually not the main problem in the UX, but rather the technology of the Hololens 2.
528

A Case Study of the Effects of a Web Interface Redesign Based on Usability Guidelines.

Bhattacharya, Paromita 17 August 2011 (has links) (PDF)
Usability guidelines for user interface (UI) design formulated by Nielsen and other authorities were used to redesign the web interface for a web based distance education course. The website's original UI, as judged by a group of web design professionals, violated standard guidelines for usability, readability, learnability, consistency, efficiency of use and flexibility. The original and redesigned UIs were tested using thinking aloud testing, a user satisfaction survey, and usability inspection. The results of user testing and heuristic evaluation suggest that the use of these guidelines in website redesign had a positive impact on user performance. A more conclusive result would have required a larger sample size and a redesigned testing protocol that varied the order in which participants worked with the old and redesigned interfaces.
529

User experience of the login flow in Duo : A study of user perception of trust, reliability and communicated soft values in user interface design of a login f low / Användarupplevelse av inloggningsflödet i Duo : En studie av användarupplevelse av trovärdighet, pålitlighet och kommunicerade mjuka värden i design av användargränssnitt till ett inloggningsflöde

Kvarnberg, Josephine January 2023 (has links)
User interface design should provide meaningful and relevant experiences to the user. Users have different expectations on quality factors in services of different domains of usage. Aesthetics are more than just decoration of a user interface and could have significant impact on the continuous user experience, and colors could be a determining factor in the way that users interact with a user interface. This thesis presents an investigation into the user perception of trust, reliability and communicated soft values in the user interface design of the login flow in the Duo application. The Duo application is a second screen interaction application, combining public service television with interactive cross-program entertainment. The study followed the Double Diamond framework for innovation in design work. A pre-study was done consisting of a literature review, state of the art, and sending out a survey. This was followed by designing and iteration of prototypes and then conducting user tests and evaluation of the final iteration of prototypes. The findings from the pre-study identified characteristics for what users perceived of different interfaces in regards to soft values, as well as experiences with login. The characteristics were incorporated in the prototypes that were evaluated through user testing. After that, the evaluation of characteristics of the design of the login user interfaces were discussed and concluded to be valid and was finally delivered as design recommendations. Overall, the study points to there being a demand from users for clear identification of the publisher of the service for increased reliability and trustworthiness, through aesthetic means such as color and shape but mainly through logotypes or text. / Design av användargränssnitt ska ge meningsfulla och relevanta upplevelser för användaren. Användare har olika förväntningar på kvalitetsfaktorer i tjänster inom olika användningsområden. Estetik är mer än bara dekoration av ett användargränssnitt och kan ha betydande inverkan på den kontinuerliga användarupplevelsen, och färger kan vara en avgörande faktor för hur användarna interagerar med ett användargränssnitt. Detta examensarbete presenterar en undersökning av användarens uppfattning om trovärdighet, pålitlighet och kommunicerade mjuka värden i användargränssnittet av inloggningsflödet i Duo-appen. Duo-appen är en applikation med “second screen interaction“, som kombinerar public service-tv med interaktiv programöverskridande underhållning. Studien följde Double Diamondmodellen för innovation i designarbete. En förstudie gjordes bestående av en litteraturgenomgång, state of the art och utskick av en enkät. Detta följdes av designarbete och iteration av prototyper för att sedan genomföra användartester och utvärdering av den slutliga iterationen av prototyper. Resultaten från förstudien identifierade egenskaper för vad användarna uppfattade om olika gränssnitt när det gäller mjuka värden, såväl som erfarenheter av inloggning. Egenskaperna införlivades i prototyperna som utvärderades genom användartester. Efter detta diskuterades utvärderingen av egenskaperna hos designen av användargränssnitten för inloggning varvid det landade i att de var rimliga resultat
530

Identifying effectiveness of different input devices as pointing devices for graphical user interfaces

Budak, Ronya, Klein Bergman, Ted January 2018 (has links)
As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall. / Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.

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