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Dissertations / Theses on the topic 'Computer users'

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1

Mohajer, Soltani Aria. "Users Perceptions on Computer Intrusion." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130996.

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This thesis is built on the hypothesis that the average computer user has very little understanding regarding computer intrusion. Due to the prevalence of computers in our day and age, the prospect of users lacking even basic knowledge regarding something a user is at risk of encountering almost daily is worrying. This thesis presents the discrepancies between how computer intrusion occurs and how the average user believes computer intrusion occurs. It does this by conducting a series of qualitative interviews with interviewees having wide ranges of experience and knowledge regarding computer intrusion, quantifying their answers, and comparing the data to existing statistics on the topic. This thesis found that the average user does indeed understand very little about computer intrusion. When asked how they believe it occurs, they in general either gave very vague answers and were unable to elaborate, or gave answers that correspond to a movie or TV show stereotype of computer hacking, with nerdy hackers rapidly tapping on their keyboards causing their computer screens to flash with bright colors and fancy graphics. Furthermore, this thesis also found that even in users who had extensive experience working within IT or with computing, a clear lack of knowledge in many areas could be observed. Additionally, this thesis also managed to reach some additional interesting conclusions based on the data gathered that were not originally the goal of the survey, such as the fact that many users seem to be far more susceptible to phising on social media as compared to email, and that users completely misunderstand the motives of people who perform computer intrusion.
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2

Gavaza, Takayedzwa. "Culturally-relevant augmented user interfaces for illiterate and semi-literate users." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1006679.

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This thesis discusses guidelines for developers of Augmented User Interfaces that can be used by illiterate and semi-literate users. To discover how illiterate and semi-literate users intuitively understand interaction with a computer, a series of Wizard of Oz experiments were conducted. In the first Wizard of Oz study, users were presented with a standard desktop computer, fitted with a number of input devices to determine how they assume interaction should occur. This study found that the users preferred the use of speech and gestures which mirrored findings from other researchers. The study also found that users struggled to understand the tab metaphor which is used frequently in applications. From these findings, a localised culturally-relevant tab interface was developed to determine the feasibility of localised Graphical User Interface components. A second study was undertaken to compare the localised tab interface with the traditional tabbed interface. This study collected both quantitative and qualitative data from the participants. It found that users could interact with a localised tabbed interface faster and more accurately than with the traditional counterparts. More importantly, users stated that they intuitively understood the localised interface component, whereas they did not understand the traditional tab metaphor. These user studies have shown that the use of self-explanatory animations, video feedback, localised tabbed interface metaphors and voice output have a positive impact on enabling illiterate and semi-literate users to access information.
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3

Booth, Paul Andrew. "Human-computer interaction : from classifying users to classifying users' misunderstandings." Thesis, University of Huddersfield, 1989. http://eprints.hud.ac.uk/id/eprint/7478/.

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The overall objective of the research has been to address the question of how best to understand user behaviour at the interface. The use of cognitive grammars to analyse tasks and predict behaviour was rejected for seven theoretical and practical reasons. Following this, cognitive style measures were rejected as a result the first study, where the visualizer-verbalizer and conceptual tempoc ognitive style measures were not found to be accurate predictors of behaviour at a task. The results of this experiment indicated that interaction between a system and its user has certain dynamic qualities that make prediction of a fixed set of activities in a set order difficult. Furthermore, it seemed likely that behaviour is determined by a potentially complex interaction of variables rather than any single over-riding factor, such as a user's cognitive style. Consequently, attention was-focused upon the errors that occur during humancomputerinteraction. An approach where errors are classified was -adopted, and a classification scheme was developed (ECM: an Evaluative Classification of Mismatch)as a vehicle for further research. An initial pilot study showed that user-system errors could be classified using the scheme. This suggested that the concepts it employed did have some validity in'both cognitive and computing domains. The second study of ECM involved a design team at Hewlett Packard's Office Products division in Wokingham. This study demonstrated that the classification scheme was - usable by a design and development team that consisted of software engineers, human factors engineers, and technical authors. The third and final study of ECM demonstrated that it could be, used to improve a design. A system, that had been changed using ECM, was shown to be significantly better, in terms of time, errors and user attitude ratings, than either its original or an iteration where ECM had not been employed. This research has provided strong indications that evaluative classifications can be of use within the design and development process. Furthermore, this work emphasizes the importance of providing structures for thinking about the user's problems that are divorced from the structure and terminology of design.
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Burford, Bryan Christopher. "Contextual effects on computer users' confidence." Thesis, Northumbria University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410387.

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5

Scallon, Diarmuid. "Attitudinal factors in naive computer users." Thesis, Queen's University Belfast, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.335118.

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6

Chang, Hwa-Ping. "Speech input for dysarthric computer users." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/36608.

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7

Keates, Leigh Simeon. "Computer interaction for motion-impaired users." Thesis, University of Cambridge, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.624696.

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8

Strydom, Lana. "Pilates for postural stability in computer users." Thesis, Nelson Mandela Metropolitan University, 2008. http://hdl.handle.net/10948/867.

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The impact of computer use is evident in every day life (Harrington, Carter, Birrell and Gompertz, 2000:264). Lind (2002:18) explains that global trends continue to show that the most severe work-related health problems that exist amongst computer users are musculoskeletal disorders. As technology has lead to increases in automation, so it has lead to increases in work-related illnesses. Although studies have explored the effects of ergonomics (Thibodeau, 1995:322) in static working positions there has been little evidence supporting a solution in overcoming poor occupational postures. Many health practitioners argue that occupationally caused, or aggravated, musculoskeletal disorders are steadily increasing. Thus, even though computers have improved productivity and made work easier for the population in general, they have adverse effects as well. Designing the proper tools or a setup of the work place is of prime importance for the elimination of chronic diseases attributed to sedentary lifestyles. Regular physical activity had long been regarded as an important component of a healthy lifestyle. This notion has recently been reinforced by scientific evidence linking regular physical activity with a wide array of physical and mental health benefits, synonymous with an improvement in wellness (Pratt, Macera, and Wang, 2000:63). According to Pratt et al. (2000:63) higher direct medical costs associates with physical inactivity. Further cross-sectional epidemiologic studies and controlled experimental investigations conducted by Okura, Nakata and Tanaka (2003:1131) had demonstrated that physically active adults, in contrast to their sedentary counterparts, tend to develop and maintain higher levels of physical fitness. These studies had not only demonstrated the positive results of physical activity, such as an improvement in blood lipid profile, body composition, glucose tolerance and insulin sensitivity, but had also shown that participation in such activity decreased the risk of developing several chronic hypokinetic diseases, including coronary heart disease (CHD), hypertension, non-insulin dependant diabetes mellitus (type II), osteoporosis, colon cancer, anxiety and depression. In addition, low levels of habitual physical activity and the subsequent low levels of physical fitness were associated with a marked increase in all-cause mortality rates. Okura et al. (2003:1131) confirm that effects of exercise intensity on physical fitness and risk factors for coronary Herat disease.
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9

Winberg, Fredrik. "Contextualizing Accessibility : Interaction for Blind Computer Users." Doctoral thesis, Stockholm : Human-Computer Interaction, Kungliga tekniska högskolan, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4758.

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10

Bär, Nina. "Human-Computer Interaction And Online Users’ Trust." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-149685.

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Users’ trust in online situations is influenced by various characteristics of human-computer interaction. Looking at the increasing scope of services online, it remains an up-to-date issue, expanding its meaning for both informational and transactional websites. In this work, the Scale for Online Users’ Trust (SCOUT) was developed to assess the trustworthiness of both types of websites. Based on the scale, the effects of user experience on users’ trust were examined in several studies. For informational websites, hedonic qualities appeared to be significant predictors of trustworthiness in addition to usability. The effects could be confirmed for transactional websites. Furthermore, perceptions of security aspects were investigated in a set of studies. The effects of customer ratings, fictitious graphical elements, web assurance seals and interactive security-related feedback on users’ trust were analyzed. Findings from all together 11 studies of this work allow for inferences for website design that could support academics and practitioners in designing for trustworthy web environments
Nutzervertrauen in Websites ist sowohl auf informationalen als auch auf transaktionalen Websites nach wie vor ein entscheidender Faktor für erfolgreiche Online-Situationen. In dieser Arbeit wird die Entwicklung des Fragebogens SCOUT (Scale for Online Users’ Trust) beschrieben, mit dem die Vertrauenswürdigkeit von Websites beider Kategorien gleichermaßen erfasst werden kann. Darauf aufbauend wurde die Wirkung des Nutzererlebens auf Vertrauen in mehreren Studien untersucht. Für informationale Websites ergaben sich hedonische Merkmale und Usability als signifikante Prädiktoren von Vertrauenswürdigkeit. Diese Effekte konnten für transaktionale Websites bestätigt werden. Zusätzliche wurde geprüft, wie Kundenbewertungen, fiktive grafische Elemente, Gütesiegel und interaktive sicherheitsrelevante Rückmeldungen auf Nutzervertrauen wirken. Aus insgesamt elf Studien lassen sich Empfehlungen für eine vertrauensförderliche Website-Gestaltung ableiten
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Wang, Xiufeng. "Designing appropriate icons for Taiwanese computer users." Thesis, University of Reading, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.422797.

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12

Gillon, Stephen John. "Computer anxiety and intrinsic motivation to learn among beginning computer users." Thesis, Boston University, 1997. https://hdl.handle.net/2144/31970.

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Thesis (Ed.D.)--Boston University
PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis or dissertation. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.
This study examined computer anxiety and motivation to learn in a computer class, using Csikszentmihalyi's Flow Theory, and Heinssen, Glass and Knight's Computer Anxiety Rating Scale (CARS), to explore the root causes of computer anxiety, and to determine anxiety's relationship to the motivation students have to participate in training. The study considered whether computer anxiety was more appropriately a form of trait anxiety, similar to Spielberger's State/Trait Anxiety, or a transitory state of anxiety independent of personality traits. The researcher assessed initial computer anxiety using the CARS, then sampled students' experience in the computer course during every class period using Csikszentmihalyi's Experience Sampling Form. Possible changes in computer anxiety were measured by mid-semester and end of semester administrations of the CARS, and regression analysis of the incidence of the Flow States. Achievement was measured by course grade, then correlated with incidence of the Flow States, and with pre-course CARS score. Csikszentmihalyi's conceptualization described the anxious state actually experienced in the computer laboratory class. The measurement of trait type of anxiety had no correlation with the students' actual experience of anxiety in the course. It was also determined that Csikszentmihalyi's Flow Theory described the psychological states of the students, and the relationship between students' motivation and their experience of anxiety. There was no correlation between the measurement of the students' trait type computer anxiety and their performance in the classroom, but the students' performance was significantly correlated with both the incidence of the Flow state and the Anxiety state. Student interviews complemented the data collection, and provided additional insight into the interactions between the students, their computers, and the computer laboratory environment. The researcher discussed the theoretical implications of the study, which demonstrated the validity of Csikszentmihalyi's Flow Theory, demonstrated the distinction between state and trait anxiety, and added to the growing body of research concerning Flow Theory. The researcher also discussed implications for educational practice, including careful pre-course screening, attention to intermediate educational objectives, and greater student control over the pace of learning.
2031-01-02
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13

Lybecker, Erik. "User preference prediction between ads-supported and subscribed users." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240589.

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The goal of this master’s thesis was to create a model that predicts preference towards a specific exclusive feature in a subscribed service. It investigated unsupervised and semi-supervised learning to identify customer segments that prefer an specific exclusive feature. These customers segments were then used as targets for supervised learning algorithms to predict which segment a user on the ads-supported version would belong to. Two experiments was preformed, one to investigate and identify customer segments with the help of a survey and secondly, the preference prediction. It was found that Ward’s agglomerative clustering agreed the best with the preference analysis from the survey. Nevertheless, the correlation between the preference survey and the usage clustering was weak. The random forest classifier was preformed the best on the resulting dataset from Ward’s agglomerative clustering. It was concluded that user usage segmentation for the exclusive features showed promising results as well as the over all method. Nevertheless, due to the weak correlation between the survey and the usage clustering it rather predicts usage than preference.
Syftet med denna uppsats var att skapa en modell som förutspår preferens för en specifik "exklusiv funktionalitet" i en abonnerad tjänst. I uppsatsen undersöktes unsupervised och semi-supervised learning för att identifiera kundsegment. Dessa kundsegment användes sedan som mål i supervised learning-algoritmer för att förutsäga vilket segment en användare på annons-versionen skulle tillhöra.Två experiment genomfördes, ett för att undersöka och identifiera kundsegment och ett för att undersöka möjligheten till preferensförutsägelse. Det konstaterades att Wards agglomerative clustering-algoritm gav bäst resultat när den jämfördes med preferensanalysen från enkäten. Sambandet mellan preferensundersökningen och användningen av kluster var dock svag. I klassificeringen av det resulterande datasetet från Wards agglomerative clustering-algoritm gav Random forest bäst resultat.Slutsatsen blev att användarsegmenteringen samt den övergripande metoden visade lovande resultat. På grund av den svaga korrelationen mellan enkäten och användarsegmenteringen förutspås enbart an-vändning av de exklusiva funktionerna.
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Bergholm, Marcus. "Clustering users based on the user’s photo library." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230901.

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For any user-adaptive system the most important task is to provide the users with what they want and need without them asking for it explicitly. This process can be called personalisation and is done by tailoring the service or product for individual users or user groups. In this thesis, we explore the possibilities to build a model that clusters users based on the user’s photo library. This was to create a better personalised experience within a service called Degoo. The model used to perform the clustering is called Deep Embedding Clustering and was evaluated on several internal indices alongside an automated categorization model to get an indication of what type of images the clusters had. The user clustering was later evaluated based on split-tests running within the Degoo service. The results shows that four out of five clusters had some general indication of types such as vacation photos, clothes, text, and people. The evaluation of the clustering impact on the split-tests shows that we could see patterns that indicated optimal attribute values for certain user clusters.
Det ultimata målet för alla användaranpassade system är att ge användarna det som de behöver utan att de begär det explicit. Denna process kan kallas användaranpassning och görs genom att skräddarsy tjänsten eller produkten för enskilda användare eller användargrupper. I denna avhandling undersöker vi möjligheterna att bygga en modell som grupperar användare baserat på användarnas fotodata. Motivationen bakom detta var att skapa en bättre personlig upplevelse inom en tjänst som heter Degoo. Modellen som används för att utföra grupperingen heter Deep Embedding Clustering och utvärderades på flera interna index tillsammans med en automatiserad kategoriseringsmodell för att få en indikation av vilken typ av bilder grupperna hade. Användargrupperingen utvärderades senare baserat på flera split-test som körs inom Degoo tjänsten. Resultaten visar att fyra av fem grupper hade en allmän indikation på typer som semesterbilder, kläder, text och människor. Utvärderingen av grupperingseffekten på split-testerna visar att vi kunde se mönster som indikerar optimala attributvärden för vissa grupper.
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Sasse, Martina Angela. "Eliciting and describing users' models of computer systems." Thesis, University of Birmingham, 1997. http://etheses.bham.ac.uk//id/eprint/7356/.

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The topic of this thesis is users' models: the representations users may form of the computer system which they are interacting with. It has been proposed that user interfaces which support the construction of appropriate users' models facilitate learning and use of computer systems. Users' models have been a topic of research in human-computer interaction (HCI) since 1984, but to date, no knowledge exists which could be applied by designers of computer systems. The aim of the thesis is to address this problem and contribute to the development of an integrated and applicable body of knowledge on users' models. The thesis commences with an examination of the history and current state of the discipline of human-computer interaction to establish the context and determine the appropriate methods for conducting research on users' models. Since mental representations and mental models originate from the related disciplines of psychology and cognitive science, the review of the literature starts with an outline of the relevant theories, followed by a review of the theoretical and empirical work to date on users' model in HCI. The review concludes that more exploratory empirical work is required to obtain data from which evidence for, and descriptions of, users' models could be derived; however, suitable methods for eliciting and describing users' models have to be devised first. The second part of the thesis describes a series of five observational studies of users interacting with application software. The studies employed different scenarios, ranging from traditional experimental-style scenarios, with users working through a series of tasks, to constructive interaction scenarios, where users interacted with a co-investigator playing the role of a learner or co-learner. All studies were recorded on video, transcribed and analysed. Advantages and drawbacks of the scenarios for eliciting users' models are identified and discussed. The analysis of the tapes and transcripts provides some evidence of users' models; the conclusions of the thesis provide an outline of how theories regarding users' models can be formulated, and tested, using the data collected.
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Hawthorn, Dan. "Designing Effective Interfaces for Older Users." The University of Waikato, 2006. http://hdl.handle.net/10289/2538.

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The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed.
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Young, Randy. "A DSM-III-R Study Of Computer Addiction Among IOWA Computer Users." NSUWorks, 1990. http://nsuworks.nova.edu/gscis_etd/943.

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18

Jacobs, Gershwin. "User experience guidelines for mobile natural user interfaces: a case study of physically disabled users." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/17547.

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
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Tatt, Loong Hung. "Users' performance of accessible sound-only computer games." Thesis, Middlesex University, 2011. http://eprints.mdx.ac.uk/9211/.

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This work is conducted at two levels to meet the requirements of this research. The first objective is to develop a better understanding of how to design better sound-only games for a wide range of users. A new theoretical framework has been crafted to achieve this objective (Human Understanding Theory of Novel Games with Simplex, or the HUNGS theory). Such a theory aims to capture the current consensus about user requirements (as far as it is possible to do so) whilst understanding the principles and practices of interactive systems, namely the design of accessible sound-only games. The second objective is to understand better the psychology of intended users of such games. The importance of the present work is to test psychological concepts in the very different and very popular context of computer games. Implications found for users at work or working on serious tasks may not generalize to game players. To achieve the second requirement, a number of existing games were explored before a new game was designed (namely the Totally Lost game), using a range of methods. The Totally Lost game and different versions of the same game have been designed and evaluated based on user experiences.
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Ao, Ieong U. "Clustering users from user profiles in the digital library." Thesis, University of Macau, 2002. http://umaclib3.umac.mo/record=b1636961.

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21

Perciballi, Christopher J. "Real-time adaptive morphing website modeled per user and optimized across users." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61568.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 18).
Morphing is a powerful tool for providing users with information in a format that benefits them most. It has been shown to increase trust and sales. This thesis describes the implementation of a modular website that morphs based on the click stream of each individual user and learns how to pick the optimal morph based on aggregate user results. The main components are the website controller, the Bayesian Inference Engine, and the Gittins' Optimization Engine. The website controller acts as the interface between the user input and the mathematical modeling of the user's cognitive styles. It uses the Bayesian Engine to update the model and the Gittins' Engine to select the best morph in order to modify the website view. The project was run in survey format to test the effectiveness of morphing for the Suruga Card Loan advice site as well as to test performance and feasibility of real-time morphing and optimization.
by Christopher J. Perciballi.
M.Eng.
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22

Shin, Jongu. "Modeling users' powertrain preferences." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/62670.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 79).
Our goal is to construct a system that can determine a drivers preferences and goals and perform appropriate actions to aid the driver achieving his goals and improve the quality of his road behavior. Because the recommendation problem could be achieved effectively once we know the driver's intention, in this thesis, we are going to solve the problem to determine the driver's preferences. A supervised learning approach has already been applied to this problem. However, because the approach locally classify a small interval at a time and is memoryless, the supervised learning does not perform well on our goal. Instead, we need to introduce new approach which has following characteristics. First, it should consider the entire stream of measurements. Second, it should be tolerant to the environment. Third, it should be able to distinguish various intentions. In this thesis, two different approaches, Bayesian hypothesis testing and inverse reinforcement learning, will be used to classify and estimate the user's preferences. Bayesian hypothesis testing classifies the driver as one of several driving types. Assuming that the probability distributions of the features (i.e. average, standard deviation) for a short period of measurement are different among the driving types, Bayesian hypothesis testing classifies the driver as one of driving types by maintaining a belief distribution for each driving type and updating it online as more measurements are available. On the other hand, inverse reinforcement learning estimates the users' preferences as a linear combination of driving types. The inverse reinforcement learning approach assumes that the driver maximizes a reward function while driving, and his reward function is a linear combination of raw / expert features. Based on the observed trajectories of representative drivers, apprenticeship learning first calculates the reward function of each driving type with raw features, and these reward functions serve as expert features. After, with observed trajectories of a new driver, the same algorithm calculates the reward function of him, not with raw features, but with expert features, and estimates the preferences of any driver in a space of driving types.
by Jongu Shin.
M.Eng.
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23

Urwiler, Robert N. Jr. "The Effects of User Interface Metaphors on the Learnability of Computer systems by Field Dependent and Field Independent Computer Users." NSUWorks, 1997. http://nsuworks.nova.edu/gscis_etd/894.

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This study was designed to assess the differences in the learning performance (speed and accuracy) with which field dependent and field independent subjects could complete a set of checkbook management tasks using software employing a user interface making strong use of common checkbook management metaphors versus software employing an interface adhering to a defacto industry standard-based graphical user interface design guideline. It was hypothesized that both field dependent and field independent users would complete tasks more quickly and accurately using both user interface types. From a population of traditional and non-traditional college students, 64 individuals volunteered to participate in the study. The Group Embedded Figures Test was used to determine field dependence -independence level and four groups of 16 formed for exposure to the 2 interface types in an experimental design. Analysis of variance procedures were used to determine the significance of learning differences between the groups. The results showed significant correlations between experience level and task performance. There were no significant interaction effects between field dependence - independence and exposure to the two interface types on performance. The findings of this study may have implications for designers of application software user interfaces and for those involved in application software training.
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D'Ath, Penny J. "Optimising computer displays for normal and visually impaired users." Thesis, City University London, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509506.

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25

Caswell, Thomas Hubbard. "Designing an online support community for novice computer users." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2504.

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This project seeks to identify characteristics of successful online communities and apply them to designing and prototyping an online discussion forum where novice computer users can share computer questions and answers. Usability and sociability are identified as essential goals in the development of online communities. Appropriate and effective Computer Mediated Communication (CMC) software is evaluated and selected to run the discussion forum.
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Reeves, Edwina Mercy. "A study of usability aspects of a graphical user interface for discretionary users." Thesis, University of Bristol, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.266996.

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Rawstorne, Patrick. "A systematic analysis of the theory of reasoned action, the theory of planned behaviour and the technology acceptance model when applied to the prediction and explanation of information systems use in mandatory usage contexts." Access electronically, 2005. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20060815.154410/index.html.

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Henry, Jo-Ann Theresa Juchniewicz. "The Recognition of Icons Among Four Groups of Computer Users." Thesis, University of North Texas, 1991. https://digital.library.unt.edu/ark:/67531/metadc332661/.

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One idea common in the computer industry today is that by the time a technological innovation reaches the mass market it is already obsolete. News of recent technological developments race quickly through the computer industry, creating large scale competition among various businesses for the dollars of both educational institutions and industries. In an effort to produce sophisticated and powerful software readily accessible to users whose area of expertise is not programming, software developers have increasingly turned toward the simplest form of language and concept representation--the icon. As icons become increasingly sophisticated and their function grows, so will their availability in various interfaces. The number of users who operate them will also increase. Advanced help systems and animation will assist in relieving some difficulties while creating others. In either case, icon recognizability will be a crucial factor for anyone (novice or expert) who will use them. The purpose of this study was to verify whether all users unfamiliar with a graphical user interface (GUI) system, specifically icons, will require assistance with 40' "W those icons that are unrecognizable in either form or function. Based on the results of this study, an icon recognizability does exist among different groups of computer users. This recognizability is based upon the experience of the users and not upon the type of software they may use most often.
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Talib, Tabassum Riaz &amp Kamran. "User Driven Innovation (Investigating the ways to involve users at local companies)." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2674.

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ABSTRACT Keywords: Users, Innovation, User driven innovation, Design, Mobile, Products/services, benefits. User driven innovation helps companies to compete in a global market by developing what the customers or end users want. So users are considered as a resource for companies developing mobile products/services because user driven innovation process is mainly carried out by the end users or user firms/partner companies. The companies perceive the needs and wishes of the users through their involvement in idea creation, design, development and feedback. Mobile companies involve users in their innovation process in different phases but they have no standard guidelines regarding which type of users to be involved in which phases of the innovation process. This thesis work is aimed at filling this research gap. Qualitative research methodology was used to carry on this research work. The literature review provided the current status of research in the problem domain. Then industrial and academic interviews were conducted on the basis of the findings of the literature review. Finally, a short survey was conducted in mobile companies to validate our findings from literature review and interviews. There are major four phases of the innovation process: Exploration, Idea creation, Idea selection and Commercialization. We identified four types of users to be involved in the innovation process i.e. Ordinary end users, corporate users/partner companies, and professional/expert users and lead users. Mobile companies should involve users in different innovation phases of the innovation process by using different methods like diary search, explorative interviews, workshops, market test and field tests. So it is beneficial to involve different types of users in phases of the innovation process by using different methods.
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Burgess, Clifford G. (Clifford Grenville). "A Graphical, Database-Querying Interface for Casual, Naive Computer Users." Thesis, North Texas State University, 1985. https://digital.library.unt.edu/ark:/67531/metadc330813/.

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This research is concerned with some aspects of the retrieval of information from database systems by casual, naive computer users. A "casual user" is defined as an individual who only wishes to execute queries perhaps once or twice a month, and a "naive user" is someone who has little or no expertise in operating a computer and, more specifically for the purposes of this study, is not practiced at querying a database. The research initially focuses on a specific group of casual, naive users, namely a group of clinicians, and analyzes their characteristics as they pertain to the retrieval of information from a computer database. The characteristics thus elicited are then used to create the requirements for a database interface that would, potentially, be acceptable to this group. An interface having the desired requirements is then proposed. This interface consists, from a user's perspective, of three basic components. A graphical model gives a picture of the database structure. Windows give the ability to view different areas of the database, physically group together items that come under one logical heading and provide the user with immediate access to the data item names used by the system. Finally, a natural language query language provides a means of entering a query in a syntax (that of ordinary English) which is familiar to the user. The graphical model is a logical abstraction of the database. Unlike other database interfaces, it is not constrained by the model (relational, hierarchical, network) underlying the database management system, with the one caveat that the graphical model should not imply any connections which cannot be supported by the management system. Versions of the interface are implemented on both eight-bit and sixteen-bit microcomputers, and testing is conducted in order to validate the acceptability of the interface and to discover the level of graphical model which the users find most acceptable. The results of this testing are reported and further areas for research suggested.
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Gamagedara, Arachchilage Nalin Asanka. "Security awareness of computer users : a game based learning approach." Thesis, Brunel University, 2012. http://bura.brunel.ac.uk/handle/2438/7620.

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The research reported in this thesis focuses on developing a framework for game design to protect computer users against phishing attacks. A comprehensive literature review was conducted to understand the research domain, support the proposed research work and identify the research gap to fulfil the contribution to knowledge. Two studies and one theoretical design were carried out to achieve the aim of this research reported in this thesis. A quantitative approach was used in the first study while engaging both quantitative and qualitative approaches in the second study. The first study reported in this thesis was focused to investigate the key elements that should be addressed in the game design framework to avoid phishing attacks. The proposed game design framework was aimed to enhance the user avoidance behaviour through motivation to thwart phishing attack. The results of this study revealed that perceived threat, safeguard effectiveness, safeguard cost, self-efficacy, perceived severity and perceived susceptibility elements should be incorporated into the game design framework for computer users to avoid phishing attacks through their motivation. The theoretical design approach was focused on designing a mobile game to educate computer users against phishing attacks. The elements of the framework were addressed in the mobile game design context. The main objective of the proposed mobile game design was to teach users how to identify phishing website addresses (URLs), which is one of many ways of identifying a phishing attack. The mobile game prototype was developed using MIT App inventor emulator. In the second study, the formulated game design framework was evaluated through the deployed mobile game prototype on a HTC One X touch screen smart phone. Then a discussion is reported in this thesis investigating the effectiveness of the developed mobile game prototype compared to traditional online learning to thwart phishing threats. Finally, the research reported in this thesis found that the mobile game is somewhat effective in enhancing the user’s phishing awareness. It also revealed that the participants who played the mobile game were better able to identify fraudulent websites compared to the participants who read the website without any training. Therefore, the research reported in this thesis determined that perceived threat, safeguard effectiveness, safeguard cost, self-efficacy, perceived threat and perceived susceptibility elements have a significant impact on avoidance behaviour through motivation to thwart phishing attacks as addressed in the game design framework.
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Bangor, Aaron W. "Improving Access to Computer Displays: Readability for Visually Impaired Users." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36939.

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In the field of human factors engineering the issue of how to present electronic text to people has been studied intensely for over 35 years. However, one major consideration that has largely been overlooked in these studies is how visual impairments affect reading of computer text. Specifically, the issue of how text can be modified to improve readability of CRTs for individuals with low vision. A 2x5x2x3 (visual capability, font size, polarity, and contrast) mixed-factor, repeated-measures experimental design was used to determine if changes in font size, contrast polarity, and/or contrast can improve reading speeds and reduce error rate for people with low vision.

The results of this experiment show that alterations in text can be made that do not affect unimpaired vision readers while dramatically improving the reading capabilities of the impaired vision population. For character size, 12 and 14 point font sizes were found to be too small for the visually impaired population examined. In general, 18 and 30 point font sizes were equal to each other and to the 24 point font size, but for some interactions these two were found to produce longer response times and higher error rates. Thus, a 24 point font size is recommended.

Unlike previous research with visually impaired participants, this experiment found that negative (white-on-black) polarity worsened reading performance. It is thought that this discrepancy is a result of polarity's interaction with small font sizes. For this reason, it is recommended that for font sizes of 18 points and below, positive polarity should be used. For 24 and 30 point sizes either polarity is satisfactory, though previous research (Legge, Pelli, Rubin, and Schleske, 1985b; NRC, 1995; Rubin and Legge, 1989) suggests negative polarity might be better for some visually impaired readers..

Contrasts of 3:1, 7:1, and 18:1 were used in this experiment and had no significant effect for either vision group. However, contrast did significantly interact with both font size and polarity. For font sizes of 18 points or below, it is recommended that contrasts of 18:1 be used for either polarity, but this is very important if negative polarity is used.

The above recommendations are based on a small group of impaired vision readers. Visual impairments vary widely and the sample used in this experiment represented only a portion of them, with respect to both cause and severity. Wherever possible, computer text should be tailored to the unique needs of its users.
Master of Science

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Ahmad, Norasnita. "Users' trust in open learner models." Thesis, University of Birmingham, 2014. http://etheses.bham.ac.uk//id/eprint/4822/.

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This thesis is to investigate learner trust in an open learner model. Issues of trust become more important in an open learner model (OLM) because the model is available for learners to inspect and this may increase their perceptions of how a system evaluates their knowledge and updates the model. It is important to provide learners with a trustworthy environment because it can engage them to continue to use the system. In this thesis we investigate learner trust in two main perspectives: from the perspective of the system as a whole and from the perspective of OLM features. From the perspective of the system as a whole, we investigate the extent to which learners trust and accept the OLM system on their first use, the extent to which learners continue using the OLM optionally after their initial use, and the extent to which learner trust and accept the OLM after long term of use. From the perspective of OLM features in the OLM environment, we investigate learner trust based on most common features: (i) complexity of model presentation; (ii) level of learner control over the model; (iii) the facility to view peer models and release one's own model to peers. Learners appear to have a different level of trust in the OLM. Learners trust the system more in the short period of time. Learners also trust the different view of model presentation and the different level of learner control in OLM. In terms of peer models, the named peer model is trusted more than the anonymous model. Based on the findings, a set of requirements is established to help the designer in OLM to design a more trustable OLM.
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Wang, Xueke. "Understanding the Association Between Cognitive Workload Imposed by Computer Tasks and Computer Users' Biomechanical Responses." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1596550555225055.

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Ljungblad, Sara. "Beyond Users : Grounding Technology in Experience." Doctoral thesis, Kista : Department of Computer and Systems Sciences, Stockholm University, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-7458.

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Mohan, Samarth. "Discovering the hidden users of Scratch." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119730.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 52-54).
Usage statistics ("telemetry data") have become an essential tool for understanding how complex systems are used and how to improve them. However, many of these systems are deployed in areas with limited internet connectivity which hampers the ability to collect telemetry data. In this thesis, we describe a telemetry data collection system built for the Scratch programming language to collect usage data regarding how Scratch is being used in areas with poor internet connections. We develop the system to allow users to opt-in to sharing their usage and project data with the Scratch research team at the MIT Media Lab. The data is stored locally on the user's machine until it is ready to be transmitted. Once network conditions are appropriate, the packets are transmitted to a server which verifies the contents of the packet and stores it in a data storage cluster. We aggregate the data and build a visualization dashboard to examine usage patterns, geolocation statistics, and project content for Scratch users all around the world.
by Samarth Mohan.
M. Eng.
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37

El-Khatib, Khalil Mehdi. "A QoS content adaptation framework for nomadic users." Thesis, University of Ottawa (Canada), 2005. http://hdl.handle.net/10393/29211.

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The tremendous growth of the Internet has introduced a number of interoperability problems for distributed multimedia applications. These problems are related to the heterogeneity of client devices, network connectivity, content formats, and user's preferences. The diversity of client devices posed some challenges in aligning and customizing the exchanged data between different users using different devices and with different preferences. Another trend in the telecommunication world that is starting to surface is ubiquitous computing environment where there is a shift of computing technology from the desktop to the background. One of its most notable attributes is its potential to extend the scope of the user's reachability. The purpose of this thesis is to present a framework for multimedia content adaptation that addresses diversity, heterogeneity, and ubiquity. The framework takes into consideration the profile of communicating users, devices, network connectivity, exchanged content format, context description, and available adaptation services to find a chain of adaptation services that could be applied to the content. Major part of the framework is a QoS-based selection algorithm that finds the best sequence of adaptation services and their QoS configuration that can maximize the user's satisfaction with the delivered content. A restricted version of the framework is used to find the best combination for the number of media streams and their corresponding configuration for presentational multimedia applications. The framework also forms the core of an architecture for supporting personal mobility. In an environment where a user has access to many communication devices, it is more convenient that the system makes the choice between all these devices depending on previously defined user preferences. The system will also select the values for the QoS parameters that give the user the best satisfaction with the session. We will also describe an extension of the architecture to support service and personal mobility in an ubiquitous computing environment. Protecting the user's privacy is also addressed in this thesis, with a focus on protecting the confidentiality of the user's preferences during session negotiation.
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Dawkins, Andrea Lauren. "Personalized Hierarchical Menu Organization for Mobile Device Users." NCSU, 2007. http://www.lib.ncsu.edu/theses/available/etd-03192007-152209/.

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As Internet access via cell phone browsers becomes more common, new website interfaces are emerging. Hierarchical menus are effective for such interfaces due to their compact presentation. For menus with many levels and possible destinations, personalized menu organizations can potentially expedite navigation. This thesis contains an empirical and analytical evaluation of two menu personalization techniques based on user preferences, Expanded menus and Expanded/Reordered menus. A 30 participant experiment revealed that both types of personalized menus resulted in faster performance and higher evaluations from the users, with the Expanded/Reordered menu ranking the highest in both respects. One interesting finding was that individual users' evaluation was not consistent with their performance. Data collected from the performance study was used to evaluate an existing GOMS model of cell phone menu traversal, which demonstrated significant limitations in the generality of the model. However, the results also suggest that individual differences in user performance may account for much of the error in model predictions.
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Katule, Ntwa. "Utilization of personal health informatics through intermediary users." Doctoral thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29358.

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Personal informatics are important tools in health self-management as they support individuals to quantify and self-reflect on their lifestyle. Human-computer interaction researchers have devoted resources on studying how to design such tools. Various motivational strategies have been explored for their capabilities in improving user engagement. However, such strategies are developed with an assumption that the targeted consumer of information is the one directly manipulating user interfaces of the system that has information. This may not always be the case for users in developing regions. As a result, such systems may not scale well in contexts where a targeted consumer (beneficiary) may use technology through the facilitation of another person (intermediary) whom is responsible for manipulating user interfaces, because such facilitators are not recognized as part of the system, hence motivational strategies don't cater for them. In order to uncover design implications for intermediated technology use in the context of personal health informatics (PHI), the researcher started with the theoretical framing of the work followed by a contextual enquiry which led to development of mobile applications' prototypes for tracking nutrition and physical activity. Evaluation of the prototypes revealed that a familial relationship is a prerequisite for such an intervention. The most promising combination involves family members, possibly a child and a parent working together. The study used self-determination theory to understand how a collaborative gamified system can increase engagement. The result revealed that gamification as the source of a significant increase in perceived competence in intermediary users whom also tended to consider themselves as co-owners of the interaction experience. Therefore, gamification was found to be a catalyst for increasing collaboration between an intermediary and beneficiary user of technology, provided that the two users that formed a pair had a prior social relationship. In the absence of gamification, intermediary users tended to be less engaged in the intervention. The study highlights both the positive and negative aspects of gamification in promoting collaboration in intermediated use and its general implications in health settings. Design considerations required in order to improve the overall user experience of both users involved are proposed. In general, this work contributes to both theory and empirical validation of factors for, supporting proximate-enabled intermediated use of personal health informatics.
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Nicholson, Isobel. "Early conversations about computer requirements : alternative approaches to understanding conversations between computer systems analysts and potential computer users, with a view to discovering what should be taught to computer experts about how to discover users' requirements." Thesis, Lancaster University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.316599.

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Computer systems analysts arrange to meet users to find out what is required of software to support an improved human x computer system. Bostrom (1989) successfully uses the precision model to help users explain what they want. Double-loop learning should help analysts hear what users say, but this is difficult to use (Salaway 1987). This research found a majority of analysts had primitive models of users. First meetings are specially difficult: a. Users rapidly pour out masses of information. b. Analysts experience cognitive overload. C. There is less opportunity to use reflective technique. Three discrete populations of analysts were detected: GROUP ANALYSTS' VIEW OF PROBLEMS: A1: The analyst is the problem; A2: Systems thinking aids this difficult task. Why won't my colleagues use it? Any problems are due to users. IT MANAGERS' VIEW OF THIS ANALYST: Few problems; Perhaps naive; Very effective; Hard to control; Too often on users' side; Users complain, analyst doesn't care. In order to introduce analysts to systems thinking about people, the following models were designed: a. MENDAC, a cybernetic model of how people think while talking about computer requirements, designed to introduce technical experts to human-centered issues via the technical paradigm (avoids challenging the technical paradigm, because computer experts often reject human issues rather than question their existing values and assumptions). b. Management of disconfirming evidence: a model of how people might, decide when they could risk double-loop learning. c. H-structures, a model of both views in arguments concerning values. This highlights assumptions of semantic equivalence between one side's fear and the other side's aspirations.
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Alshalan, Abdullah. "Cyber-crime fear and victimization." Diss., Mississippi State : Mississippi State University, 2006. http://library.msstate.edu/etd/show.asp?etd=etd-01232006-095728.

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42

Lund, Linda. "Aesthetics in User Interface Design: : The Influence on Users' Preference, Decoding and Learning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10455.

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The question of the relationship between, and the importance of usability and aesthetics, in the field of user interface design, has been debated back and forth. It has also been looked at from different perspectives since Raskin (1994) wrote his article on intuitive design. Several experiments have also been conducted over the last twenty years to find out exactly how much each factor matter, what the ultimate user preference is, and if it can be stereotyped. The more complex part of the discussion, however, seems to be the definitions: exactly what is aesthetics, what is usability and how do they affect each other? To find out, I explored the context of these factors from multiple perspectives, to draw the larger conclusions about what affects what. How accurate is the concept of halo when it comes to interface design; can a less aesthetic interface discourage users from exploring its content? Moreover, can a highly usable interface convince its users that the web page is also aesthetically pleasing? In this paper I will explain the ideas of aesthetic and intuitive design based on two fields of study; human computer interaction design and interaction design. That is in the pursuance of understanding user preference and the design decisions behind one of the most popular interfaces on the internet today.
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Hamlin, Michael D. "Knowledge and skill components of expert and novice software users /." Thesis, Connect to this title online; UW restricted, 1991. http://hdl.handle.net/1773/7828.

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Maskery, Helen S. "An investigation into the usage and learning of discretionary computer users." Thesis, Loughborough University, 1987. https://dspace.lboro.ac.uk/2134/31974.

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A new and fast-growing group of computer users is appearing. These are professionals, managers and such like, who want to use computers in the course of their work. They have choice over their use of the computers unlike 'traditional' naive users. This discretion means that they can decide not to use a computer and this difference means that the research conducted into, and the design guidelines for, non-discretionary naive users may not be appropriate for the discretionary users.
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45

Doherty, Eamon Patrick. "An investigation of bio-electric interfaces for computer users with disabilities." Thesis, University of Sunderland, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.340946.

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A commercially available brain-body interface, the `Cyberlink' which was developed by a Dr Andrew Junker, has been evaluated as a potential interface device for persons with a severe disability such as traumatic brain injury. The literature concerning brain computer interfaces and other input devices is surveyed and it is shown there is a need to investigate the Cyberlink as an assistive technology device for persons with a disability. The investigation was carried out in four phases, using forty-four persons with and without physical, mental and sensory impairments as participants. The first phase consisted of a survey of common assistive technology devices along with the Cyberlink. This demonstrated that many users were able to operate alternative devices. The second phase identified a group of distinct users that could only use a Cyberlink to both recreate and communicate with the outside world. These participants formed the focus group. A modified contextual inquiry and design was performed at the same time as the phase two studies. The data collected from the contextual inquiry and design drove the design for a communication application, developed in phase three, that gave the focus group the opportunity to select yes and no answers to questions. Phase four was the testing phase of the new yes / no application. This identified some design flaws that were addressed following a target acquisition study which showed that some paths in the design were difficult to steer through. New prototypes were created and tested using this data. The final yes / no program allowed the focus group to select yes and no answers on prompting, albeit with a les's than 100% success rate. Success appeared to depend on the focus group not beirighampered by the inconsistent debilitation of their injuries and medications. The utility of the Cyberlink for the focus group for recreating and performing elementary communication is thus demonstrated for occasions when settings are relevant, medications are not dampening bio-signals, and the inconsistencies of the brain injury allow them to control the cursor.
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46

Elkerton, Jay. "A behavioral evaluation of command-selection aids for inexperienced computer users/." Diss., Virginia Polytechnic Institute and State University, 1985. http://hdl.handle.net/10919/53875.

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Two experiments were conducted to determine the feasibility of providing online command-selection aids to novice users of an information retrieval system. The results of the first experiment revealed a difference in the mean and variability of search performance between novice and expert computer users. Half of the novices were performing much like experts, while the rest of the sample was extremely slow. These slower novices were using inefficient scrolling strategies and appeared to be unfamiliar with the structure of the database. The second experiment evaluated whether novices could be assisted or trained with command-selection aids developed from the behavior of experts. The command-selection aids were defined in a 3 X 3 mixed factor design with type of model (frequency, sequence, or plan-based) as the between-subjects variable and dialogue initiative (user, computer, or mixed) as the within-subjects variable. The frequency and sequence models presented and ranked search procedures based on a command-usage profile and a command-transition matrix, respectively. The plan-based model presented an ordered set of search procedures with verbal explanations. All models were constructed for groups of homogeneous search problems selected by a sorting and cluster analysis. The three dialogue-initiatives determined whether the user, the computer, or both the user and computer controlled presentation of advice. Administration of the dialogue initiatives was completely counterbalanced and was followed by a final unaided transfer session. As a result of receiving online aiding, the wide ranging search performance of novice subjects was improved both during assistance and transfer. Performance of aided novices was superior to the slow novices and equal to the fast novices and experts. All three command-selection models were equally effective, with exception of the sequence model which sometimes presented frequent and complicated advice. Of the dialogues, mixed-initiated advice was ineffective during the first aiding session possibly due to the difficulties novices faced deciding whether to receive the suggested assistance. The conclusion of the study was that online command—selection aids can be effective if providing appropriate feedback and minimizing the amount of dialogue in aiding.
Ph. D.
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47

Cantar, Andreia, and Eri Åström. "Interface update from older adult users’ perspective." Thesis, Uppsala universitet, Informationssystem, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-201988.

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Is it unavoidable fact that the interface of a program will change when the program is updated. It is a well-known problem that such changes lead to usability issues, even if the new interface in itself is usable. In increasingly digitalized society where using computers and the Internet is no longer a matter of interest, but a necessity to manage everyday life, it is important that older generation is included in the rapid development. Older adults generally suffer from physical, motor and cognitive decline that can create barrier to using computers. Changing interface can be particularly problematic for this age group, and a smooth transition from the old interface to the new one is needed. Fifteen older and five younger computer users were recruited, to study how a drastically modified computer interface influences older adults as computer users. Internet Explorer 10 for Windows 8 was used as testing software for the case study where the participants were asked to conduct a series of tasks to observe the effects of first time experience with the new interface. The attitudes and the emotions towards the new interface, as well as the difficulties encountered during the first time use were studied in the thesis. The result showed the clear difference between the younger and older participants. Older participants generally had a more positive attitude towards the new browser, even though they encountered more difficulties during the test. The younger participants managed to complete the tasks with less assistance, but were skeptical towards the new interface. Despite the differences in the emotional reactions, both groups were reluctant to update to the new interface, which was shown to be particularly problematic for older participants. The result of the study indicates that an interface that undergoes major restructuring is most likely to be problematic for senior computer users. Thus, there is a need for a bridging strategy between the old and the new interface.
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48

Harper, Jocelyn R. ""Please do not lean on the computer it has feelings too" the relationships transferred by humans to technology /." Access electronically, 2007. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20080904.120259/index.html.

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49

Kahng, Hyun Kook. "Performance of local area networks with non-homogenous users." Diss., Georgia Institute of Technology, 1990. http://hdl.handle.net/1853/13857.

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50

Eltayeby, Omar. "Measuring the influence of mainstream media on twitter users." DigitalCommons@Robert W. Woodruff Library, Atlanta University Center, 2014. http://digitalcommons.auctr.edu/dissertations/1310.

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