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A state of the art media boxLabiausse, Pierre January 2013 (has links)
Today media centers are often cluttered with multiple devices each controlled by their own remote control. It is often hard and/or painful to manage and utilize these devices, especially for inexperienced users. Simstream wants to build an innovative smart-TV that as much as possible centralizes functions and controls. Operating the system should be intuitive and simple, yet experienced users should have access to more advanced operations. This requires acquiring several inputs as well as integrating the communication devices that are necessary to control the attached external devices. Whenever possible, we want to efficiently process every input while minimizing latencies. As a result, we want all the frequent operation to be as quick and lightweight as possible in order to provide a high quality user experience even under high system loads. This project takes advantage of the widespread availability of touchscreen mobile devices in order to provide an innovative means of control over the television, with remote control mobile applications running on an user’s familiar device. A remote controller will also be sold together with the television, and this remote controller will also have a touchscreen, and will propose the same capabilities as the remote control mobile applications. Finally, this platform will be open to third-party applications, and as a result this thesis project developed a software development kit which is designed to be easy and familiar enough for developers to adopt it and create applications with it. Applications will be developed together with an interface displayed on the remote controllers, in order to tailor the remote control interface to what is currently displayed on the television screen / Idag är mediecentrer ofta belamrade med många enheter som är kontrollerade av sina egna fjärrkontroller. Det är ofta svårt och / eller smärtsamt att använda dessa enheterna, särskilt för oerfarna användare. Simstream vill bygga en innovativ smart TV som centraliserar funktioner och kontroller så mycket som möjligt. Att använda systemet ska vara intuitivt och enkelt, men mer erfarna användare ska också ha tillgång till mer avancerade funktioner. Detta kräver att förvärva flera indata samt att integrera kommunikationsenheterna som är nödvändiga för att kontrollera de anslutna externa enheter. När det är möjligt vill vi behandla varje indata på ett effektivt sätt oh samtidigt minimera latenser. Det här betyder att en operation som utförs ofta skall vara så snabb och så lätt som möjligt, för att förbättra användarupplevelse även när systemet är hårt belastad. Detta projekt drar fördel av den vidsprädda tillgången till pekskärma mobila enheter för att tillföra användaren en innovativ kontroll över sin TV, direkt från sin bekanta enhet. Slutligen kommer denna plattformen att vara öppen för tredjepartsutvecklare, och som ett resultat har detta examensarbete utvecklat ett software development kit som är gjort för att vara enkelt och välbekant nog för att utvecklare ska kunna använda det och skapa applikationer med det.
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Developing an Intuitive Livestreaming Scheduling Experience for Live-streamersMalmedal, Viktor January 2022 (has links)
Most people are used to recording videos on their mobile phones. However, becoming a streamer is another step further in complexity. This thesis evaluates how a streaming scheduling system can be developed to enhance the usability. It goes from idea to finished system using a design-build-test approach. To accomplish the objective the project uses three phases (research, design-build-test, and final prototype) to investigate how to build a streaming scheduling system for users lacking technical proficiency. A finalized prototype was built in the design-build-test phase, based on findings in the research phase. After the prototype was finalized, it got implemented and tested on Kvix streaming platform. The final hi-fi prototype was tested using an online questionnaire, consisting of a system usability scale and open-ended questions. The final proposed solution had a satisfaction score of 82.81 (grade A) with a probability of 70% on the system usability scale which indicates that it is effective, efficient and satisfactory.
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Designing a text-based AI scheduling assistant chatbot for a business environment. : A case study of a mobile-based AI scheduling assistant app.Shih, Hau-Ben Benjamin January 2021 (has links)
Scheduling a time to meet can be time-consuming, especially when coordinating with email. It could be challenging for business people when each participant is required to email back and forth to propose their availability, matching each other's time availability, and finding a suitable location to meet. It is even worse when participants must reschedule the entire meeting. This thesis aims to design and develop an artificial intelligence (AI) scheduling assistant chatbot mobile app that could assist people in scheduling meetings efficiently in the business environment. The research process involves two rounds of design iterations. In the first design iteration, the goal was to explore and test the possible ways to design the chatbot. In the second design iteration, the goal was to learn from the first iteration and improve the design to fulfil the users' needs. The results implied five options for designers to consider when designing an AI assistant chatbot for the business environment. The considerations include the (1) maturity of natural language processing, (2) instructions to new users, (3) feedback provided by the AI assistant, (4) effort of typing messages, and (5) personality of the AI assistant. / Det kan vara tidskrävande att planera en tid att träffas, särskilt när man samordnar med e-post. Det kan vara utmanande för affärsmän när varje deltagare måste skicka e-post fram och tillbaka för att föreslå deras tillgänglighet, matcha varandras tillgänglighet och hitta en lämplig plats att möta. Det är ännu värre när deltagarna måste planera om hela mötet. Denna avhandling syftar till att utforma och utveckla en artificiell intelligens (AI) schemaläggningsassistent chatbot mobilapp som kan hjälpa människor att schemalägga möten effektivt i affärsmiljön. Forskningsprocessen innefattar två omgångar med design-iterationer. I den första designversionen var målet att utforska och testa möjliga sätt att utforma chatboten. I den andra designiterationen var målet att lära av den första iteration och förbättra designen för att uppfylla användarnas behov. Resultaten innebar fem alternativ för designers att överväga när de designade en AI-assistent-chatbot för affärsmiljön. Övervägandena inkluderar (1) mognad för naturlig språkbehandling, (2) instruktioner till nya användare, (3) feedback från AI-assistenten, (4) ansträngning att skriva meddelanden och (5) AI-assistentens personlighet.
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The Future of Podcasts : A Case Study based on Usability Heuristics of a Podcast Service User Interface of an iOS ApplicationAckerstierna, Linda, Söder, Mikka January 2021 (has links)
This study investigates the Usability of the podcast service User Interface (UI) of the iOS app Aftonbladet. The method used originates from a heuristic evaluation technique where semi- structured interviews were conducted with users of the podcast service to explore the usability and to find usability problems. The conducted interviews determined that there existed usability problems with the UI and thus, usability heuristics have been violated in the UI. Nielsen’s Ten Usability Heuristics for User Interface Design and Nielsen’s Severity Ratings for Usability Problems are applied to the interview answers for evaluating the usability of the podcast service UI. The heuristics that are interpreted as being of critical importance are: Heuristic 3. User Control and Freedom Heuristic 4. Consistency and Standards Heuristic 5. Error Prevention Heuristic 6. Recognition rather than Recall Heuristic 7. Flexibility and Efficiency of Use Heuristic 8. Aesthetic and Minimalist Design Heuristic 10. Help and Documentation Three out of the ten heuristics were not of critical importance: Heuristic 1. Visibility of System Status Heuristic 2. Match Between System and Real World Heuristic 9. Help Users Recognize, Recover and Diagnose from Errors
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Onlineprylar : Ett egenutvecklat annonseringsgränssnitt med användare i fokusDanial, Dany January 2021 (has links)
When it comes to selling both new and used goods and services, it is quite common for people touse various online sales platforms. For those people who have a stressful everyday life with jobs,errands and responsibilities in the home, an advertising interface that is quick and easy to use isneeded. The advantage of this is that it can be used at any time and it also ensures that you do notlose much time and attention from the daily activities. This is a degree project in bachelorprogramme in Industrial Design engineering at Luleå University of Technology and is about,through the involvement of users, creating and developing an advertising interface that is bothuseful and user-friendly. To be sure that the users are in focus, a user-centered design process is used that contains the subprocesses;Project Planning, Context of Use, Create Ideas and Prototype Concepts. By usingdifferent creative and user-centered methods, such as Personas and Think aloud, different userneeds have been described. Then Brainstorming is used to generate a lot of ideas for partialsolutions based on the five components of an interface; layout, shape, color, object and function.Scamper is then used to combine all the sub-solutions based on the components, into a completesolution. To create a whole picture of the complete solution, it has first been sketched, thenvisualized and finally web-programmed a clickable prototype. Through user tests of the clickable prototype, the results have clearly pointed out that it fulfills thepurpose and goal of the degree project, i.e. to create, develop and deliver a useful and user-friendlyclickable prototype. / När det kommer till försäljning av både nya och begagnade varor samt tjänster så är det ganskavanligt att människor använder sig av olika säljplattformar på nätet. För de människor som har enstressad vardag med jobb, ärenden samt ansvar i hemmet så behövs ett annonseringsgränssnitt somgår snabbt och enkelt att använda. Fördelen med detta är att det kan användas när som helst och attdet också ser till att man inte förlorar mycket tid och uppmärksamhet från de dagliga aktiviteterna.Detta är ett examensarbete inom Teknisk Design, högskoleingenjör vid Luleå Tekniska Universitetoch handlar om att, genom involvering av användare, skapa och utveckla ett annonseringsgränssnittsom både är användbart och användarvänligt. För att vara säker på att användare är i fokus så används det en användarcentrerad designprocesssom innehåller delprocesserna; Planera Projekt, Utforska Kontext, Skapa Idéer och PrototypaKoncept. Genom att använda olika kreativa samt användarcentrerade metoder, såsom Personas samtThink aloud, så har olika användarbehov beskrivits fram. Därefter så används Brainstorming för attgenerera en massa idéer på dellösningar utifrån ett gränssnitts fem beståndsdelar; layout, form, färg,objekt samt funktion. Scamper används sedan för att sammanfoga alla dellösningarna utifrånbeståndsdelarna, till en helhetslösning. För att sedan skapa en tydlig bild på helhetslösningen så hardet först skissats, därefter visualiserats och slutligen webbprogrammerats en klickbar prototyp. Genom användartester av den klickbara prototypen så har resultatet pekat tydligt mot att denuppfyller examenarbetets syfte och mål, alltså att skapa, utveckla och leverera en användbar ochanvändarvänlig klickbar prototyp.
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Investigating How Design of a Mobile Application Affects Cognitive Load : UI Development of a Mobile Application for the Volvo Group ITEnglund, Madeleine, Lorenzo, Sarah January 2021 (has links)
Nowadays when most people are used to smartphones the Volvo Group IT would like to look into the use of mobile devices in the production and design an application which can be used in the painting process at the Umeå plant. When learning a new system, whether it is on a computer or a mobile platform, it is crucial for the users’ performance to develop the system in accordance with their needs and wishes. One factor that can affect the performance negatively is if the users experience a high amount of cognitive load while using the system. This paper, therefore, investigates which design choices in a mobile application minimise cognitive load. The study is a single-case study where five different interview sessions and one test to measure cognitive load have been conducted. The sample size in the cognitive load test consisted of 7 participants, where 2 of them were women and the rest were men. The participants were instructed to perform seven different tasks on the prototype while their response times were measured. After each completed task the participants had to answer a mental effort rating. When all tasks had been performed, the participants was asked to rate the difficulty of each task. Each test was recorded using Microsoft Teams and qualitatively analysed. The results showed that three types of design choices used led to a low amount of cognitive load; (1) the use of the right type of icons, (2) the use of colour contrast and edges and (3) preservations of the users’ familiar and prior work experiences. / Numera när de flesta är vana vid smartphones vill Volvo Group-koncernens IT-avdelning undersöka användningen av mobila enheter i produktion och utforma en applikation som kan användas i måleriprocessen vid fabriken i Umeå. När man lär sig ett nytt system, oavsett om det finns på en dator eller en mobil plattform, är det avgörande för användarnas prestation att utveckla systemet i enlighet med deras behov och önskemål. En faktor som kan leda till försämrad prestation är om användarna upplever en hög kognitiv belastning vid användandet av systemet. Den här uppsatsen undersöker därför vilka designval i en mobilapplikation som kan leda till minskad kognitiv belastning. Studien är en enfallsstudie där fem olika intervju-sessioner och ett test för att mäta kognitiv belastning har genomförts. Urvalet av deltagare i testet för att mäta kognitiv belastning bestod av 7 deltagare, varav 2 var kvinnor och resterande män. Deltagarna instruerades att utföra sju olika uppgifter på prototypen medan deras responstider mättes. Efter varje slutförd uppgift skulle deltagarna svara på en enkät som mätte mental ansträngning. När alla uppgifter var utförda skulle de svara på en enkät som undersökte den upplevda svårighetsgraden av varje uppgift. Alla testningar spelades in med hjälp av Microsoft Teams och analyserades kvalitativt. Resultaten visade att tre typer av designval som användes ledde till en låg nivå av kognitiv belastning; (1) användning av rätt typ av ikoner, (2) användning av färgkontrast och kanter och (3) bevarande av användarnas bekanta och tidigare arbetsupplevelser.
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A Mobile System for Vital Sign’s Data Collection and Data PresentationTang, Fohai January 2012 (has links)
The purpose of this project work is to make research on vital sign’s data collection and datapresentation on handheld devices. With the development of smart phones and tablets, more andmore people prefer accomplishing their daily tasks on mobile devices. Additionally, theawareness of personal health care increases at the same time. This report consists of three mainparts: analysis, design and implementation and system evaluation. By studying literature andsearching related works on the internet, general design guidelines are documented. The result isthat a prototype is implemented with the functionalities of data collection and data presentation.The system test and evaluation are also completed.
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Redesigning the user experience : How Interaction design can be used to improve already existing form-based company servicesLundberg, Victor January 2021 (has links)
This study investigates whether interaction design principles can be used on already existing company services in order to improve the user experience and satisfaction, and how such a process should look like, and what lessons can be learned from it. The study uses an iterative approach where prototypes are created and evaluated to further improve the prototype in the next iteration. To test this a service from the company LeoVegas mobile gaming group called Antiloop is used. Firstly a literature study is conducted to find requirements on how similar services can be designed, then an interview is conducted with employers who use Antiloop in order to find out what can be improved. Then two different prototypes are created and evaluated with the same employees to find out which one is preferred. The results of that evaluation lead to a final prototype that is evaluated together with the existing service through quantitative and qualitative methods, to see whether the new prototype has a better user experience. The results of the final evaluation showed that the new prototype is preferred over the existing version. However, because the test only had 7 participants, it might not be enough to draw a general conclusion. A list of further improvements was also presented.
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Prvky vizuální narace v interakci člověk - počítač / Visual Narrative Elements in Human-Computer InteractionGalová, Ružena January 2011 (has links)
User interface elements and the order in which they are organized and perceived by the user are creating particular narrative - visual narrative. This narrative, which is interpreted by users, should serve as a visual tool to guide users through the process of interaction. Meaning of the interface is created through visual relationships and their hierarchy. Visual narrative can guide the user through the necessary steps of interaction by using an appropriate spacing and enhancing of interfaces elements. Presentational diploma thesis demonstrates that structure of visual narrative has a particular impact on a quality of human-computer interaction. The case study represents application of constructed principles on the selected web pages of airline reservation systems.
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The Rise of Dark Mode : A qualitative study of an emerging user interface design trendEisfeld, Henriette, Kristallovich, Felix January 2020 (has links)
Purpose – As screen time per individual increases, more users of digital devices experience ocular related diseases. The purpose of this study is to gather reasons for the vast popularity Dark Mode gained in contemporary society, by investigating previous design eras. As a general lack of trend analysis within user interface design has been identified, the goal of the study is to lay the foundation for further research in the field of user interface design. Method – The study relies on a qualitative literature review. Publications related to Dark Mode, light-on-dark color schemes and digital trends were analyzed for topic-specific content that was then elaborated to give a critically viewed framework of the emerging trend. Findings – The results of our study indicate that various factors led to creation of the hyped trend, known as Dark Mode. It was first and foremost practicality of the light-on-dark color scheme that paved the way for Dark Mode. All operating systems, many apps, platforms and even websites incorporated it in their design. Being an optional feature, Dark Mode makes it more comfortable for users to use their devices outside the light hours or in environments with bad lighting conditions. With Dark Mode users get a far-reaching personalization tool, that visually changes essentially the whole OS or app. From a psychological point of view this improves user satisfaction, as humans naturally are seeking way to be in control. Being in control of own devices is undoubtedly an important aspect of it. Besides that, Dark Mode houses potential to lower energy consumption of devices and provides users with longer battery times. This, however, only applies to devices with display technology like OLED, where backlighting is at least divided into zones, that can be turned off when not in use. Devices with conventional LED displays cannot benefit from lower energy consumption. Implications – The study indicates that individuals use Dark Mode for a more satisfying user experience as they feel e.g. less eye strain with a dark themed user interface. Editing and coding software is mostly designed in a light-on-dark color scheme, as users often work for long continuous hours on screen, surrounded by dark environment. As screen time per individual increases, more users are experiencing ocular diseases. In counteraction, society demanded dark themed interfaces for operating systems, websites, and apps. As individuals were already using unofficial dark themes on different interfaces, tech companies started releasing system updates to make Dark Mode a choice. As Apple released their user interface update just in 2019, Dark Mode is still a relevant trend discussed in the industry and society. Experts indicate that Dark Mode is here to stay, as it satisfies preferences of many users and makes current OLED screens and future digital devices with appropriate display technology more sustainable. Limitations – The time frame of the study, as well as the Covid-19 pandemic greatly limited the possibilities of conducting the study. Due to the novelty of the trend, there is lack of previous research, which limited the view on the subject to only work available. Keywords – Dark Mode, dark-on-light color scheme, retro trends, user interface design, user experience, digital trends, display, screen, screen time, eye strain
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