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Auswahl der wissenschaftlichen Literatur zum Thema „Usability affordances“
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Zeitschriftenartikel zum Thema "Usability affordances"
Masoudi, Nafiseh, Georges M. Fadel, Christopher C. Pagano und Maria Vittoria Elena. „A Review of Affordances and Affordance-Based Design to Address Usability“. Proceedings of the Design Society: International Conference on Engineering Design 1, Nr. 1 (Juli 2019): 1353–62. http://dx.doi.org/10.1017/dsi.2019.141.
Der volle Inhalt der QuelleVeryaeva, Kseniya, und Olga Solovyeva. „The Influence of Gamification and Platform Affordances on User Engagement in Online Learning“. International Journal of Distance Education Technologies 19, Nr. 1 (Januar 2021): 1–17. http://dx.doi.org/10.4018/ijdet.2021010101.
Der volle Inhalt der QuelleCho, Younjoo, und Anseop Choi. „Application of Affordance Factors for User-Centered Smart Homes: A Case Study Approach“. Sustainability 12, Nr. 7 (10.04.2020): 3053. http://dx.doi.org/10.3390/su12073053.
Der volle Inhalt der QuelleLund, Haakon, und Niels Ole Pors. „Web‐tutorials in context: affordances and usability perspectives“. Performance Measurement and Metrics 13, Nr. 3 (23.11.2012): 197–211. http://dx.doi.org/10.1108/14678041211284731.
Der volle Inhalt der QuelleSandström, Niclas, Robert Eriksson, Kirsti Lonka und Suvi Nenonen. „Usability and affordances for inquiry-based learning in a blended learning environment“. Facilities 34, Nr. 7/8 (03.05.2016): 433–49. http://dx.doi.org/10.1108/f-12-2014-0097.
Der volle Inhalt der QuelleNosek, John T. „Towards an Affordance-Based Theory of Collaborative Action (CoAct)“. International Journal of e-Collaboration 7, Nr. 4 (Oktober 2011): 37–60. http://dx.doi.org/10.4018/jec.2011100103.
Der volle Inhalt der QuellePentzold, Christian, und Andreas Bischof. „Making Affordances Real: Socio-Material Prefiguration, Performed Agency, and Coordinated Activities in Human–Robot Communication“. Social Media + Society 5, Nr. 3 (Juli 2019): 205630511986547. http://dx.doi.org/10.1177/2056305119865472.
Der volle Inhalt der QuelleBaran, Evrim, Erdem Uygun und Tugba Altan. „Examining Preservice Teachers’ Criteria for Evaluating Educational Mobile Apps“. Journal of Educational Computing Research 54, Nr. 8 (26.07.2016): 1117–41. http://dx.doi.org/10.1177/0735633116649376.
Der volle Inhalt der QuelleQvist, Pekka, Tuomas Kangasniemi, Sonja Palomäki, Jenni Seppänen, Pekka Joensuu, Olli Natri, Marko Närhi, Eero Palomäki, Hannu Tiitu und Katrina Nordström. „Design of Virtual Learning Environments: Learning Analytics and Identification of Affordances and Barriers“. International Journal of Engineering Pedagogy (iJEP) 5, Nr. 4 (21.10.2015): 64. http://dx.doi.org/10.3991/ijep.v5i4.4962.
Der volle Inhalt der QuellePapakostas, Christos, Christos Troussas, Akrivi Krouska und Cleo Sgouropoulou. „Measuring User Experience, Usability and Interactivity of a Personalized Mobile Augmented Reality Training System“. Sensors 21, Nr. 11 (04.06.2021): 3888. http://dx.doi.org/10.3390/s21113888.
Der volle Inhalt der QuelleDissertationen zum Thema "Usability affordances"
Cansiz, Yaver. „Effects Of Way Finding Affordances On Usability Of Virtual World Environments In Terms Of Users“. Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614261/index.pdf.
Der volle Inhalt der Quellesatisfaction, performance and mental workload. This study was conducted with 36 participants who are students at the Middle East Technical University. Participants were randomly put on of the five groups namely map, signboard, voice and agent groups and a control group. The participants were given navigational tasks in METU virtual campus within Second Life. In the experiment, the eye movements of the participants were examined with eye tracking tool in order to determine the areas which participants paid attention most. Also mental work load in their prefrontal cortex was examined with fNIR device. There was no significant difference among groups in terms of satisfaction, however
there were significant difference among groups in terms of task completion accuracy, time, length, navigation cue gaze duration and mental workload. Agent group has the highest accuracy score, map group has the highest time, length and navigation cue gaze duration score. Moreover, agent group has the highest mental workload but control group has the lowest mental workload. The results of the tests were used to provide guidance for the design of way finding affordances in METU virtual campus.
Nielsen, Kristian Mellgaard. „Easy to Read Digital Equipment for Older, Visually Impaired Users with Cognitive Decline“. Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-55204.
Der volle Inhalt der QuelleBingham, David Clayton. „Correlating convergence in product design“. Thesis, Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/36529.
Der volle Inhalt der QuelleHedberg, Stina, Åkerman Matilda Larsson und Madelene Stenqvist. „På ytan av interaktionsdesign : En undersökning om hur designen på en Microsoft Surface SUR40 applikation kan förbättras för flera användare“. Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16489.
Der volle Inhalt der QuelleSyftet med denna uppsats är att undersöka och analysera hur utformningen av en Microsoft Surface SUR40 applikation kan förbättras. Applikationen i fokus var en interaktiv produktvisare, utvecklad av företaget Spree, vår externa uppdragsgivare. Spree är en multi-touch leverantör som startade sin verksamhet i september 2010 och de uttryckte ett behov av förbättringsförslag. Vårt arbete syftar till att undersöka hur applikationen skulle kunna göras mer lämplig för flera användare och göra det lättare för dem att interagera samtidigt. Ur en kvalitativ synvinkel har vi undersökt hur 17 användare upplevde applikationen. Vi hade två workshops där vi delat in deltagarna i fyra grupper. Arbetet resulterade i detta dokument som beskriver de viktigaste synpunkter som kom upp under våra användartester. Deltagarnas åsikter valde vi att relatera till teorier kring affordance, deltagande design, användbarhet och emotionell design. Vårt resultat visar på att applikationen hade funktioner som i vissa fall var svåra för deltagarna att förstå. Det visade sig även att användningen och förståelsen av applikationen är beroende av användarens tidigare tekniska vana. Genom detta har vi tagit fram förslag på hur applikationen kan förbättras och därigenom göra det enklare för användarna att interagera med applikationen och Microsoft Surface SUR40 i grupp.
Adrup, Joakim. „Visualization and Interaction with Temporal Data using Data Cubes in the Global Earth Observation System of Systems“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231364.
Der volle Inhalt der QuelleSyftet med studien var att undersöka hur Data Cubes kunde komma att användas inom ramarna för Global Earth Observation System of Systems (GEOSS). Vilka fördelar som kunde dras ifrån att utnyttja den potential som data cubes besitter och använda dem i GEOSS plattformen undersöktes i studien. Data cubes för earth observation är ett koncept om hur data ska hanteras och tillhandahållas av datatjänster. Det ämnar bland annat flexibel extrahering av datapartitioner och dataprocesseringsförmågor. I denna studie iakttogs det att det mest frekvent förekommande användningsområdet för data cubes var analys av tid. Ett huvudsyfte med GEOSS portalen var att tillhandahålla användaren med verktyg för att utforska och inspektera dataset. I denna studie tillverkades ett användargränssnitt med en tidslinje för att ge användaren tillgång till att även utforska och inspektera dataset med en tidsdimension. Datasetet tillhandahålls från en data cube och utnyttjar data cubes färdighet i att förse utvalda partitioner av datasetet som kan extraheras längs valfri axel. En användarstudie har gjorts på användargränssnittet för att utvärdera till vilken grad användarna var nöjda och hur det uppfyllde deras krav, för att samla värdefulla insikter. Resultatet visar på att designen presterar väl på flera punkter, den rankar högt i användartillfredsställelse. Med studien klargör även framtida förbättringsmöjligheter och gav insikter om viktiga designbegränsningar och utmaningar. I rapporten diskuteras det hur dessa kan hanteras på olika sätt.
LIAO, JYUN-JIE, und 廖俊傑. „Exploring The Usability Testing of Products Based on Affordance“. Thesis, 2017. http://ndltd.ncl.edu.tw/handle/39890619688035143416.
Der volle Inhalt der Quelle國立高雄師範大學
工業設計學系
105
With the development of science and technology, it makes products much closer to users by emphasizing user-oriented catching user desires and demands during exploiting and designing products. There are many product parts have the affection to the product valuation of the users. The usability is the most important factor for an excellent product. Thus, the fittest applied concept of beginning to develop a product is Affordance. This research based on Affordance concept to discuss the usability of product parts, induced the product parts usability guidelines. Producing the Affordance concept is the influence factor of usability guidelines and building usability evaluation of product parts. This research created usability evaluation of product parts through practical cases, it acknowledged the defects on usability factor of product parts based on user’s interviews and testing. In addition, re-modify the design of product parts to makes further improvement on the usability for more suitable operation.
Lei, Kai-yu, und 雷凱俞. „Design and Usability Test of Electronic Sleep Diary Using An Affordance Approach“. Thesis, 2009. http://ndltd.ncl.edu.tw/handle/87086447467330338064.
Der volle Inhalt der Quelle國立臺灣科技大學
設計研究所
97
Electronic Sleep Diary developed to aid the treatment for the insomnia patients digitizes the traditional sleep diary to improve the effect of record of sleep diary through the touch-panel. Although there is no design principle of usability to direct against the application of touch-panel, affordance originated from ecology and extended to cognitive psychology has been applied design of usability of product. Hartson(2003)the one of the students divides an affordance into four types further and exercise in design and usability test. I myself consider although how evolves the form of human-machine interaction, it`s a kind of ecological behavior and concerns with cognitive level eventually. Therefore, there is the basis of extended application of affordance in the usability of touch-panel. This study offers interface design of Electronic Sleep Diary by using affordance as design principle, and plans the tasks of experiment contained pre-sleep and post-sleep records to compare the electronic and traditional sleep diary. The result displays if there is less layers of operation, it would advantage the Electronic Sleep Diary. The main results of evaluation principle of usability as affordance approach are the following. 1) The problem of usability most occurs in icons or descriptive texts such as Cognitive Affordance. The participants confused from the sentence touched hardly, besides can`t associate the phrase about movement and state such as abstract contents with the exact functions. 2) Functional Affordance is affected deeply from Cognitive Affordance and Sensory Affordance, it would be influenced if the mean of icons wasn`t clear or the visual was unobvious. 3) The means of icon such as cognitive level is the cause of affecting the participants` judgment, besides the factor of Sensory Affordance influences the participants` accept for the communication of information. 4) The application in this study of Physical Affordance isn`t very much but main as the way of touch, so the occurring problem is less than the other types of affordance. The main discussions of directing against touch-panel as affordance approach are the following. 1) The demarcation line between the applications of Cognitive and Physical Affordance trend to be indistinct, the icon is either explanation of function or button to operate. 2) The physical operation can be simulated by vision of analogy, but Physical Affordance is the most limited one of the affordances from the hardware technique. 3) The importance of Sensory Affordance isn`t second to Cognitive and Physical Affordance, as Hartson(2004)said. 4) Functional Affordance is composed of Cognitive, Physical and Sensory Affordance. If one of the effects of the affordances doesn`t reach the expected level, it would influence the determining that function of object or interface. Anyway the applications of affordances are not only used in evaluating the usability of products, but also as the principle of thinking in the design process of designer to considerate the each and every elements fully.
Bücher zum Thema "Usability affordances"
Fiebrink, Rebecca A., und Baptiste Caramiaux. The Machine Learning Algorithm as Creative Musical Tool. Herausgegeben von Roger T. Dean und Alex McLean. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780190226992.013.23.
Der volle Inhalt der QuelleBuchteile zum Thema "Usability affordances"
Guimarães, Marcelo A., Rodrigo P. Zisman und Adriano B. Renzi. „Pharmaceutical Online Store Project: Usability, Affordances and Expectations“. In Advances in Intelligent Systems and Computing, 523–34. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20040-4_47.
Der volle Inhalt der QuelleMiura, Takayuki, Akihito Yoshii und Tatsuo Nakajima. „Designing Affordances for Virtual Reality-Based Services with Natural User Interaction“. In Design, User Experience, and Usability: Technological Contexts, 266–77. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_25.
Der volle Inhalt der QuelleLin, Jerry, und Cheng-Hung Lo. „Affordances Feature on Package Design has Preference Effect on Content“. In Design, User Experience, and Usability: Users and Interactions, 87–94. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_9.
Der volle Inhalt der QuelleBecker, Valdecir, Daniel Gambaro, Thais Saraiva Ramos und Rafael Moura Toscano. „Audiovisual Design: Introducing ‘Media Affordances’ as a Relevant Concept for the Development of a New Communication Model“. In Applications and Usability of Interactive Television, 17–31. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90170-1_2.
Der volle Inhalt der QuelleRenzi, Adriano Bernardo, und Sydney Freitas. „Affordances and Gestural Interaction on Multi-touch Interface Systems: Building New Mental Models“. In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 615–23. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_58.
Der volle Inhalt der QuelleAgner, Luiz, Adriano Bernardo Renzi, Natanne Viegas, Priscila Buares und Vitor Zanfagnini. „Evaluating Interaction Design in Brazilian Tablet Journalism: Gestural Interfaces and Affordance Communicability“. In Design, User Experience, and Usability: Users and Interactions, 393–402. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_38.
Der volle Inhalt der QuelleYantaç, Asım Evren. „A Method for Teaching Affordance for User Experience Design in Interactive Media Design Education“. In Design, User Experience, and Usability. Design Philosophy, Methods, and Tools, 630–38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39229-0_67.
Der volle Inhalt der QuelleLi, Chao, Mei-yu Zhou, Xiang-yu Liu und Tian-xiong Wang. „Usability Study of Electronic Sphygmomanometers Based on Perceived Ease of Use and Affordance“. In Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, 421–30. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22012-9_30.
Der volle Inhalt der QuelleWong, Chui Yin. „A Framework of Affordance and Usability of Mobile User Interface for Older Adults“. In Universal Access in Human-Computer Interaction. User and Context Diversity, 231–39. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39191-0_26.
Der volle Inhalt der QuelleSchlatter, Tania, und Deborah Levinson. „Controls and Affordances“. In Visual Usability, 267–308. Elsevier, 2013. http://dx.doi.org/10.1016/b978-0-12-398536-1.00008-5.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Usability affordances"
Burlamaqui, Leonardo, und Andy Dong. „Eye Gaze Experiment Into the Recognition of Intended Affordances“. In ASME 2017 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/detc2017-67207.
Der volle Inhalt der QuelleFernandes, Filipe, und Cláudia Werner. „Towards Immersive Software Engineering Education“. In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8451.
Der volle Inhalt der QuelleMengoni, Maura, Margherita Peruzzini und Michele Germani. „Virtual vs. Physical: An Experimental Study to Improve Shape Perception“. In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86225.
Der volle Inhalt der QuellePiya, Cecil, und Karthik Ramani. „Proto-TAI: Quick Design Prototyping Using Tangible Assisted Interfaces“. In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-35442.
Der volle Inhalt der QuelleKrouska, Akrivi, Christos Troussas und Cleo Sgouropoulou. „Usability and Educational Affordance of Web 2.0 tools from Teachers’ Perspectives“. In PCI 2020: 24th Pan-Hellenic Conference on Informatics. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3437120.3437286.
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