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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.
201

Revealing the secret pieces of the puzzle : Studying the hidden influences of agile development context on user-centered design

Laanpere, Jaak January 2018 (has links)
In a world dominated by digital technologies, user-centered design aims to ensure that the users are catered with solutions that deal with their needs. As agile methods have become a prevalent approach in software development, it is crucial for the two disciplines to work together. However, existing studies have already presented incompatibilities between the methods of the two disciplines. This study intends to investigate the impact that agile principles have on the adoption of user-centered approach on a broader scale through the many parties involved in the process. By conducting interviews with practitioners and interpreting the results through the lens of Engeström’s activity system model, the findings of the study reveal significant influences imposed on the user-centered approach by external and organizational factors that are intensified by the agile principles. Three main areas of concern are identified and accompanied by broad suggestions on how to approach resolving them, focusing on the empowerment of UX designers, accurate deliberation of the intentions and practices of user-centered approach, and close collaboration to raise awareness of the benefits of user-centered approach. Lastly, it is emphasized that the identified areas of concern – primarily the problematic impact from clients and executives – need further extensive research to provide definitive solutions.
202

Enhancing user interactions with a music system for public displays : Identifying appropriate ways to personalize content and interactions with a shared music system in public places

Stenmark, Kevin January 2018 (has links)
This thesis investigates which type of user-related/-generated, personal, information is appropriate to share on an interactive public display in a public environment, e.g., user’s names and images, as a mean to enhance interactions with public display applications. This investigation is two-fold, how the content on the public display could be personalized and how interactions with the application can be emphasized. As a specific case of a public display application, an interactive shared music system with a collaborative playlist is chosen. A survey with static prototypes was created and sent out to identify which information users find appropriate sharing, regarding privacy and xyz, but also what information they feel interesting sharing. 47 participants answered the survey and the results informed an iterative design process that generated a series of static and four interactive prototypes. Four groups with three participants in each (third group with only two) were used to discuss the interactive prototypes highlighting the implemented features. In a focus group style setting, the participants were asked various questions for each of the four prototypes addressing this and that. During the sessions, notes were taken, and it was also audio recorded. All the data from all groups were analyzed and then also compared between the four groups. The result showed that people are ok with sharing their username and first name. The content on the music system can be personalized with pop-up notifications which show information about user’s choices, what song do they vote for or what song do they add to the playlist. Furthermore, the new features indicated a positive effect.
203

Um modelo canonico de ferramenta para desenvolvimento de interface com o usuário

Pimenta, Marcelo Soares January 1991 (has links)
Interação homem-máquina, também difundida com o nome de Interface com o Usuário (ou simplesmente interface), é uma área de pesquisa relativamente recente e evidentemente multidisciplinar. Um importante critério para projeto de interfaces é a separação de um programa interativo em seu componente computacional (aplicação) e seu componente de diálogo (que implementa a interface) • Esta separação, denominada independência de diálogo, . cr1a o papel do projetista de interfaces separado do programador da aplicação e a necessidade de novas comunicações entre os componentes do programa e o usuário. O componente de diálogo é usualmente construído usando-se alguma Ferramenta para Desenvolvimento de Interfaces com o Usuário (abreviadas FIUs) para definição e manipulação de interfaces. As FIUs comercialmente disponíveis atualmente (na sua maioria "toolboxes" como MicroSoft Windows e Macintosh Toolbox, entre outras), no entanto, não são tão facilmente utilizáveis, contendo literalmente centenas de rotinas e confundindo freqüentemente os papéis do projetista de interfaces e do programador da aplicação. Isto acarreta prejuízos à almejada independência de diálogo .Além disto, devido às idiossincrasias de cada FIU, o p r ograma interativo é desenvolvido direcionado para o uso de uma FIU específica, necessitando de uma série de reformulações em caso de mudanças de FIU. O objetivo da dissertação é a proposta de uma FIU Canônica que permite: a) uma definição de interface de maneira mais adequada aos usuários projetistas, programador da aplicação; e mais notadamente ao b) a portabilidade de programas interativos entre diferentes FIUs. O componente principal da FIU Canônica é o seu modelo representacional orientado a objetos, o Canonicus, que contém as abstrações necessárias para o uso adequado dos usuários projetistas. A portabilidade vem do fato da FIU Canônica ser, na verdade, uma camada intermediária entre a aplicação e uma FIU. Sua implementação consiste na tradução de seus objetos e operações para objetos e operações de alguma FIU subjacente. Nesta dissertação sao apresentados a arquitetura da FIU Canônica e o seu modelo representacional Canonicus assim como a sua implementação sobre duas FIUs tipo "toolbox" comerciais, o MicroSoft Windows e o Macintosh Toolbox. / Human-computer interactionf interface f lS a mul tidisciplinary and research issue. also named use r relatively recent An important criteria to user interface design is the separation of interactive program in two components: computational component (application) and dialogue component (which implements the user interface). This separationf interface named dialogue independencef independent creates the user designer role of application programmer role and new components-user communications. The dialogue component is usually constructed by using some User Interface Development Tool (abreviated FIU) to both user interface definition and manipulation. The comercial FIUs available (most of them are toolboxes like MicroSoft Windows and Macintosh Toolbox) f howeverf are often not so easily usable, since they contain literally hundreds of procedures and they confuse the interface designer and application programmer roles. Thus the desirable dialogue independence is prejudiced. Furthermore, an one interactive program is developed directed to use only one specific FIU, since each FIU has its idiosycrasies. In case o f FIU change, several reformulations are needed. The dissertation goal is the purpose of the Canonical FIU. The Canonical FIU allows: a) an user interface definition in more adequate way to its designer-users, more notably the application programmer; and b) interactive programs portability between diferent FIUs. The Canonical FIU main component is its objectoriented representational model, the Canonicus, which contains the needed abstractions to user interface designers. Portability is obtained slnce the Canonical FIU lS an intermediate level between the application and a FIU. The Canonical FIU lS implemented by a translation mechanism, mapping its objects and operations to some subjacent FIU's objects and operations. In this dissertation, the Canonical FIU architecture, its representational model Canonicus and its implementations over two FIUs (MicroSoft Windows and Macintosh Toolbox) are presented.
204

Enhancing security risk awareness in end-users via affective feedback

Shepherd, Lynsay A. January 2016 (has links)
Background: Risky security behaviour displayed by end-users has the potential to leave devices vulnerable to compromise, despite the availability of security tools designed to aid users in defending themselves against potential online threats. This indicates a need to modify the behaviour of end-users, allowing them to consider the security implications of their actions online. Previous research has indicated affective feedback may serve as a successful method of educating users about risky security behaviours. Thus, by influencing end-users via affective feedback it may be possible to engage users, improving their security awareness. Aims: Develop and apply knowledge of monitoring techniques and affective feedback, establishing if this changes users’ awareness of risky security behaviour in the context of a browser-based environment. Methodology: The methodology employs the use of log files derived from the monitoring solution, and information provided by users during the experiments. Questionnaire data was compared against log files and information provided during experiments, providing an overall quantitative approach. Results: In the case of the log files and questionnaires, participants were found to have engaged in instances of risky security behaviours, which they were unaware of, and this indicated a low-level of awareness of risky security behaviour. Whilst the results indicate the affective feedback did not make a difference to behaviour during the course of the experiments, participants felt that the affective feedback delivered had an impact, raising their security awareness, encouraging them to learn about online security. Conclusions: This body of research has made a novel contribution to the field of affective feedback and usable security. Whilst the results indicate the affective feedback made no difference to behaviour, users felt it had an impact on them, persuading them to consider their security behaviours online, and encouraging them to increase their knowledge of risky security behaviours. The research highlights the potential application of affective feedback in the field of usable security. Future work seeks to explore different ways in which affective feedback can be positioned on-screen, and how feedback can be tailored to target specific groups, such as children, or elderly people, with the aim of raising security awareness.
205

Um modelo canonico de ferramenta para desenvolvimento de interface com o usuário

Pimenta, Marcelo Soares January 1991 (has links)
Interação homem-máquina, também difundida com o nome de Interface com o Usuário (ou simplesmente interface), é uma área de pesquisa relativamente recente e evidentemente multidisciplinar. Um importante critério para projeto de interfaces é a separação de um programa interativo em seu componente computacional (aplicação) e seu componente de diálogo (que implementa a interface) • Esta separação, denominada independência de diálogo, . cr1a o papel do projetista de interfaces separado do programador da aplicação e a necessidade de novas comunicações entre os componentes do programa e o usuário. O componente de diálogo é usualmente construído usando-se alguma Ferramenta para Desenvolvimento de Interfaces com o Usuário (abreviadas FIUs) para definição e manipulação de interfaces. As FIUs comercialmente disponíveis atualmente (na sua maioria "toolboxes" como MicroSoft Windows e Macintosh Toolbox, entre outras), no entanto, não são tão facilmente utilizáveis, contendo literalmente centenas de rotinas e confundindo freqüentemente os papéis do projetista de interfaces e do programador da aplicação. Isto acarreta prejuízos à almejada independência de diálogo .Além disto, devido às idiossincrasias de cada FIU, o p r ograma interativo é desenvolvido direcionado para o uso de uma FIU específica, necessitando de uma série de reformulações em caso de mudanças de FIU. O objetivo da dissertação é a proposta de uma FIU Canônica que permite: a) uma definição de interface de maneira mais adequada aos usuários projetistas, programador da aplicação; e mais notadamente ao b) a portabilidade de programas interativos entre diferentes FIUs. O componente principal da FIU Canônica é o seu modelo representacional orientado a objetos, o Canonicus, que contém as abstrações necessárias para o uso adequado dos usuários projetistas. A portabilidade vem do fato da FIU Canônica ser, na verdade, uma camada intermediária entre a aplicação e uma FIU. Sua implementação consiste na tradução de seus objetos e operações para objetos e operações de alguma FIU subjacente. Nesta dissertação sao apresentados a arquitetura da FIU Canônica e o seu modelo representacional Canonicus assim como a sua implementação sobre duas FIUs tipo "toolbox" comerciais, o MicroSoft Windows e o Macintosh Toolbox. / Human-computer interactionf interface f lS a mul tidisciplinary and research issue. also named use r relatively recent An important criteria to user interface design is the separation of interactive program in two components: computational component (application) and dialogue component (which implements the user interface). This separationf interface named dialogue independencef independent creates the user designer role of application programmer role and new components-user communications. The dialogue component is usually constructed by using some User Interface Development Tool (abreviated FIU) to both user interface definition and manipulation. The comercial FIUs available (most of them are toolboxes like MicroSoft Windows and Macintosh Toolbox) f howeverf are often not so easily usable, since they contain literally hundreds of procedures and they confuse the interface designer and application programmer roles. Thus the desirable dialogue independence is prejudiced. Furthermore, an one interactive program is developed directed to use only one specific FIU, since each FIU has its idiosycrasies. In case o f FIU change, several reformulations are needed. The dissertation goal is the purpose of the Canonical FIU. The Canonical FIU allows: a) an user interface definition in more adequate way to its designer-users, more notably the application programmer; and b) interactive programs portability between diferent FIUs. The Canonical FIU main component is its objectoriented representational model, the Canonicus, which contains the needed abstractions to user interface designers. Portability is obtained slnce the Canonical FIU lS an intermediate level between the application and a FIU. The Canonical FIU lS implemented by a translation mechanism, mapping its objects and operations to some subjacent FIU's objects and operations. In this dissertation, the Canonical FIU architecture, its representational model Canonicus and its implementations over two FIUs (MicroSoft Windows and Macintosh Toolbox) are presented.
206

Um modelo canonico de ferramenta para desenvolvimento de interface com o usuário

Pimenta, Marcelo Soares January 1991 (has links)
Interação homem-máquina, também difundida com o nome de Interface com o Usuário (ou simplesmente interface), é uma área de pesquisa relativamente recente e evidentemente multidisciplinar. Um importante critério para projeto de interfaces é a separação de um programa interativo em seu componente computacional (aplicação) e seu componente de diálogo (que implementa a interface) • Esta separação, denominada independência de diálogo, . cr1a o papel do projetista de interfaces separado do programador da aplicação e a necessidade de novas comunicações entre os componentes do programa e o usuário. O componente de diálogo é usualmente construído usando-se alguma Ferramenta para Desenvolvimento de Interfaces com o Usuário (abreviadas FIUs) para definição e manipulação de interfaces. As FIUs comercialmente disponíveis atualmente (na sua maioria "toolboxes" como MicroSoft Windows e Macintosh Toolbox, entre outras), no entanto, não são tão facilmente utilizáveis, contendo literalmente centenas de rotinas e confundindo freqüentemente os papéis do projetista de interfaces e do programador da aplicação. Isto acarreta prejuízos à almejada independência de diálogo .Além disto, devido às idiossincrasias de cada FIU, o p r ograma interativo é desenvolvido direcionado para o uso de uma FIU específica, necessitando de uma série de reformulações em caso de mudanças de FIU. O objetivo da dissertação é a proposta de uma FIU Canônica que permite: a) uma definição de interface de maneira mais adequada aos usuários projetistas, programador da aplicação; e mais notadamente ao b) a portabilidade de programas interativos entre diferentes FIUs. O componente principal da FIU Canônica é o seu modelo representacional orientado a objetos, o Canonicus, que contém as abstrações necessárias para o uso adequado dos usuários projetistas. A portabilidade vem do fato da FIU Canônica ser, na verdade, uma camada intermediária entre a aplicação e uma FIU. Sua implementação consiste na tradução de seus objetos e operações para objetos e operações de alguma FIU subjacente. Nesta dissertação sao apresentados a arquitetura da FIU Canônica e o seu modelo representacional Canonicus assim como a sua implementação sobre duas FIUs tipo "toolbox" comerciais, o MicroSoft Windows e o Macintosh Toolbox. / Human-computer interactionf interface f lS a mul tidisciplinary and research issue. also named use r relatively recent An important criteria to user interface design is the separation of interactive program in two components: computational component (application) and dialogue component (which implements the user interface). This separationf interface named dialogue independencef independent creates the user designer role of application programmer role and new components-user communications. The dialogue component is usually constructed by using some User Interface Development Tool (abreviated FIU) to both user interface definition and manipulation. The comercial FIUs available (most of them are toolboxes like MicroSoft Windows and Macintosh Toolbox) f howeverf are often not so easily usable, since they contain literally hundreds of procedures and they confuse the interface designer and application programmer roles. Thus the desirable dialogue independence is prejudiced. Furthermore, an one interactive program is developed directed to use only one specific FIU, since each FIU has its idiosycrasies. In case o f FIU change, several reformulations are needed. The dissertation goal is the purpose of the Canonical FIU. The Canonical FIU allows: a) an user interface definition in more adequate way to its designer-users, more notably the application programmer; and b) interactive programs portability between diferent FIUs. The Canonical FIU main component is its objectoriented representational model, the Canonicus, which contains the needed abstractions to user interface designers. Portability is obtained slnce the Canonical FIU lS an intermediate level between the application and a FIU. The Canonical FIU lS implemented by a translation mechanism, mapping its objects and operations to some subjacent FIU's objects and operations. In this dissertation, the Canonical FIU architecture, its representational model Canonicus and its implementations over two FIUs (MicroSoft Windows and Macintosh Toolbox) are presented.
207

The necessity of concepts for end-user involvement in information system development in developing country : Case study secondary schools in Nigeria

Ngerem, Ogechi Vivian January 2015 (has links)
System development has been an innovational trend in the field of Information systems in both past and present time; and users of the system is one of the key success in the development life cycle of human and computer based systems. Information system is one of the most emerging technologies in developing countries; Nigeria as a case and the development of these IS is deployed in both private and public sectors of the economy for organizational data management. Due to some characteristics of developing countries such as poor communication facilities, unequal distribution of wealth, large population and so many others, many of these information system development has been carried out for the provision of services to both public and private organizations. But on the other hand, such projects have failed in one way or the other due to poor end user involvement in or during the development process. For this research, the involvement of users in developing country and more appropriate concepts which developers/designer could possibly use to involve users for a successful system were studied. The approach to this investigation was with the use of questionnaire which was distributed to the users of two different systems which were developed using different concepts of user involvement (Scenario-based user involvement technique and Interview-based user involvement technique). Statistical Package for Social Sciences (SPSS), was used for this quantitative analysis and the Independent t-test analysis was done to prove the significance between these systems. The findings from this study shows that in the developing countries such as Nigeria, these concepts of user involvement is also applicable and Interview-based user involvement technique seem to be the more appropriate method. Further research on the combination of these concepts/techniques for end user involvement should be considered or rather the creation of an advanced technique/concept for gathering end user needs and requirements for an excellent usable system in developing countries with respect to their limiting factors as mentioned in this thesis.
208

Visual User Interface for PDAs

Ricknäs, Daniel, Stam, Frida January 2003 (has links)
This report is a part of a diploma work, conducted as a part of a Master of Science degree. The diploma work consists of a preliminary study, two case studies, a user study, a paper and this report. It was created at the Linköping University for the department of Science and Technology, in cooperation with Unilever Research in the UK, and partly with the EC founded project, Smartdoc IST-2000-28137. Hand-held, mobile devices like Personal Digital Assistances (PDAs) are becoming increasingly popular in today’s wireless world. While trying to pack all the possible information into a small window, a nightmarish scenario is created for the interface designer to deal with. The goal for this project was to investigate different Visual User Interfaces (VUIs)on PDAs, and how to apply desktop interaction techniques to PDAs. A VUI model based on Zooming User Interface (ZUI) techniques, to adapt two complete different visualisation application areas; on-line brand-based shopping and flood warning system for PDAs, is presented. The on-line brand- based shopping was evaluated in a benchmark usability study comparing it to traditional PC based on-line shopping.
209

Users from a role perspective : A model to provide a user-centered system development process

Johansson, Ida, Johansson, Stina January 2007 (has links)
Today there exist several systems that lack usability. The reasons are, among others, the pressure to add more features in the system, but also that focus has been earlier on technology and functionality. It becomes more important to think of the user, so that systems can be more usable. By focusing on the user, the user experience can enhance, which results in more satisfied users. User involvement in the system development process is one way to learn and receive information about the user. There are several ways of doing that. One way is to create user portraits from existing user models. We have studied different user models and lack a model that includes both tasks and goals; for example one of the existing models focus on user goals and another on relations with the system. The purpose with this final thesis is to create a model to describe users as roles providing a more effective and generalized user-centered system development process. To create this model, the role profile model, we studied existing theories. By them we were influenced both by good and less good things. The theoretical study resulted in a tentative model that we tested by interview and observe six buyers within the manufacturing industry. This resulted in two role profiles; the strategic buyer and purchase planner. From the result of the interviews and observations, we improved the tentative role profile model to our final model. There were some factors that did not fit in the tentative model and some that we added. The role profile model contains three elements; objectives, requirements and context. These elements consist of a number of attributes that are important when surveying a role profile. The uniqueness with the role profile model is the fact that it includes both role specific attributes and attributes that puts the role profile into a context. The model contains for example work process, system requirements, responsibility and authority. The role profile is at part of a greater context. There are design philosophies that concern the whole system development process; from survey the user to design and test. Our role profile model only handles the first parts, the user and tasks, due to the time limitations. We have created a practical procedure that we recommend to facilitate the usage of the role profile model. The practical procedure is based on our choices of method when testing the tentative role profile model. The central in our practical procedure are interviews and observations. It is important to plan the company visits so that all necessary information is received. The usage of the role profile can for example contribute with: knowledge and understanding of the users, structured work procedure, a generally accepted terminology and a user-centered design process. This final thesis has been performed on commission of Lawson Software. We had continuously discussions with them about usability and the role profile model. We have studied fields of applications for the role profile model at Lawson. We think they can use the model in the product requirement process, design and evaluation, work with composite applications, user understanding and user priority and introduction of new employees. / Idag finns det ett flertal system som har bristande användar¬vänlighet. Detta beror bland annat på påtryckningar att lägga till fler funktioner i systemen, men också på att det bakåt i tiden har fokuserats på att utveckla system utifrån teknologi och funktionalitet. Det blir allt viktigare att tänka på användaren så att systemen blir mer användarvänliga. Genom att fokusera på användaren kan man öka användarupplevelsen i systemet och det medför att användarna blir nöjdare. Att involvera användaren i utvecklingsprocessen är ett sätt att lära känna och få information om användaren. Det finns många sätt att göra det på. Ett sätt är att skapa användarporträtt med hjälp av olika befintliga användarmodeller. Vi har studerat olika användarmodeller och sett att det saknas en användarmodell som inkluderar både fokus på användarens arbetsprocess och dess mål; till exempel en av de existerande modellerna fokuserar på användarens mål och en annan på relationer med system. Syftet med detta examensarbete är därför att skapa en modell som beskriver användare som roller, som bidrar till en effektivare och bredare användar¬centrerad systemutvecklingsprocess. För att ta fram denna modell, rollprofilsmodellen, studerade vi som sagt existerande teorier. Från dem påverkades vi både av delar som vi tyckte var bra och mindre bra. Vi kom fram till en hypotesmodell som vi testade genom att intervjua och observera sex inköpare på tillverkande företag. Detta resulterade i två rollprofiler; den strategiska inköparen och inköpsplaneraren. Utifrån resultaten av intervjuerna och observationerna förbättrade vi hypotesen till vår slutliga modell. Det fanns vissa faktorer som vi inte tyckte passade in, men även attribut som borde läggas till. Rollprofilsmodellen innehåller tre delar; mål, krav och kontext. Dessa delar består av ett antal attribut som är viktiga att undersöka hos den rollprofil som ska skapas. Det som utmärker rollprofilsmodellen är att den inkluderar både roll¬speci¬fika mål och attribut som sätter rollprofilen i en kontext. Modellen innehåller till exempel relationer, krav, ansvar och befogenheter. Rollprofilen är en del av en större kontext. Det finns designfilosofier som berör hela systemutvecklingsprocessen; från att kartlägga användaren till att designa och testa. På grund av tidsbegränsningar har vi enbart berört de första av dessa delar; användaren och arbetsuppgifter. För att underlätta användandet av rollprofilen har vi skapat ett rekommenderat praktiskt tillvägagångssätt. Detta är baserat på våra egna metodval när vi testade vår hypotesmodell. Det centrala i det praktiska tillvägagångssättet är intervjuer och observa¬tioner. Det är viktigt att planera noggrant så att all nödvändig informa¬tion erhålls. Användandet av rollprofilen kan till exempel bidra till: kunskap och förståelse av användaren, ett strukturerat arbetssätt, en allmänt accepterad terminologi samt en användar¬centrerad utvecklingsprocess. Detta examensarbete har utförts på uppdrag av Lawson Software, med vilka vi kontinuer¬ligt har fört diskussioner om användbarhet och rollprofilsmodellen med mera. Vi har även utforskat vilka potentiella användningsområden som rollprofilen har på Lawson. Lawson skulle kunna använda modellen i kravhanteringsprocessen, design och utvärdering, arbete med komposita applikationer, användarförståelse och priori¬teringar samt intro¬ducerande av nyanställda.
210

Visual design examples in the evaluation of anticipated user experience at the early phases of research and development

Pakanen, M. (Minna) 08 December 2015 (has links)
Abstract User experience research has focused mainly on understanding user experiences during or directly after use. However, studies that focus on anticipated user experiences are scarce. Different methods and metrics have also been developed to measure user experience, but only a few are suitable for evaluating visual user interface design in an anticipated use situation. Moreover, these methods do not provide guidance on how to create suitable examples for research. This thesis investigates how anticipated user experiences, needs, and wishes for visual user interface design can be studied in the early development phase. Furthermore, it investigates how visual design examples can be created and used in these studies as well as their benefits. To answer these questions, it was necessary to create and evaluate prototypes and visual design examples in the user early development phase user experience studies. The examples allowed the study of how interactive elements of user interfaces should be visually designed to draw users’ attention to them. In addition, the thesis explains the means of increasing the visibility of an interactive object and the impact of its use context on its visual design. A constructive design research approach is used in this thesis. The research material is compiled from the artifacts and results of the seven user studies. The main data collection and analysis methods are qualitative, supported with some quantitative methods. The main contribution of this thesis is a practical EDE method for creating visual design examples and evaluating them in early development phase anticipated user experience studies focused on the visual design of a user interface. The second contribution of this thesis is user experience-based preliminary suggestions for the design of interactive elements within the studied user interfaces. The findings are useful for both practitioners and researchers dealing with user experience and visual user interface design. / Tiivistelmä Käyttäjäkokemustutkimus on keskittynyt käyttäjien kokemuksiin varsinaisen käytön aikana tai heti sen jälkeen. Kiinnostus ennakoidun käyttäjäkokemuksen tutkimukseen ennen käyttötilannetta on herännyt vasta hiljattain. Käyttäjäkokemuksen arviointi- ja mittausmenetelmiä on kehitetty paljon, mutta vain harvat niistä sopivat visuaalisen käyttöliittymäsuunnittelun tutkimiseen ennakoidussa käyttötilanteessa. Menetelmät eivät myöskään opasta arviointiin sopivien visuaalisten esimerkkien suunnittelussa. Tutkielmassa selvitetään, miten käyttäjien ennakoituja kokemuksia, tarpeita ja toiveita visuaalisesta käyttöliittymäsuunnittelusta voidaan tutkia tuotekehityksen alkuvaiheessa. Lisäksi selvitetään, kuinka visuaalisia esimerkkejä voidaan luoda ja käyttää alkuvaiheen ennakoidun käyttäjäkokemuksen arvioinneissa sekä pohditaan niiden etuja tutkimuksille. Jotta näihin kysymyksiin voidaan vastata, täytyi luoda prototyyppejä ja visuaalisia esimerkkejä sekä arvioida niitä käyttäjätutkimuksissa. Esimerkkien avulla tutkitaan, miten vuorovaikutteisia käyttöliittymäelementtejä tulisi visuaalisesti esittää, jotta käyttäjä erottaisi ne muusta sisällöstä. Lisäksi selvitetään, miten elementin vuorovaikutteista ilmettä voitaisiin vahvistaa sekä arvioidaan sovellusympäristön vaikutusta elementin visuaaliseen esittämiseen. Tutkimuksen lähestymistapa on konstruktiivinen suunnittelun tutkimus. Aineisto muodostuu artefakteista ja seitsemän käyttäjäkokemustutkimuksen tuloksista. Tutkimusten tiedonkeruumenetelmät ja aineiston analyysimenetelmät ovat laadullisia. Lisämenetelminä on käytetty myös määrällisiä mittareita ja analyysimenetelmiä. Tutkielman päätulos on käytännöllinen EDE-menetelmä, joka on tarkoitettu visuaalisten esimerkkien luontiin ja arviointiin alkuvaiheen ennakoiduissa käyttäjäkokemustutkimuksissa, jotka keskittyvät tuotteen visuaaliseen suunnitteluun. Tutkielman toinen tulos on käyttäjäkokemuspohjaiset alustavat suositukset tutkittujen käyttöliittymien vuorovaikutteisten elementtien visuaaliseen suunnitteluun. Tulokset palvelevat visuaalisen käyttöliittymäsuunnittelun tai käyttäjäkokemuksen parissa työskenteleviä tutkijoita ja teollisuuden ammatinharjoittajia.

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