Dissertations / Theses on the topic 'HCI Systems'
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Dillon, Andrew. "HCI Hypermedia." London: Taylor and Francis, 2001. http://hdl.handle.net/10150/106310.
Full textZhang, Ping, and Andrew Dillon. "HCI and MIS: shared concerns (Editorial)." Elsevier, 2003. http://hdl.handle.net/10150/106118.
Full textBellotti, Victoria Mary Elizabeth. "Applicability of HCI techniques to systems interface design." Thesis, Queen Mary, University of London, 1990. http://qmro.qmul.ac.uk/xmlui/handle/123456789/1518.
Full textLehane, Andrew R. "The design and engineering of HCI in CAD systems." Thesis, Brunel University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.337670.
Full textCrawford, Ivan D. "A methodology for incorporating HCI requirements into CASE." Thesis, University of Ulster, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.245499.
Full textMwanza, Daisy. "Towards an activity-oriented design method for HCI research and practice." Thesis, n.p, 2002. http://ethos.bl.uk/.
Full textFabian, Alain. "Creating an Interactive Learning Environment with Reusable HCI Knowledge." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/33339.
Full textMaster of Science
Scown, Philip J. A. "Knowledge needs analysis for simultaneously multi-agent real-time systems." Thesis, Loughborough University, 1997. https://dspace.lboro.ac.uk/2134/26859.
Full textAxelsson, Lenny. "Exploring HCI-issues within error- sensitive intensive healthcare systems : An Ethnographic case study." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90282.
Full textGitau, Shuko. "Designing Umeli: A Case for Medsersiated Design, a participatory approach to designing interactive systems for semi-literate users." Doctoral thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/1949.
Full textO'Brien, Jon. "Improving CSCW systems design : theory, practice and the paradigm of 'the workaday world'." Thesis, Lancaster University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310802.
Full textLovett, Tom. "Sensing and interactive intelligence in mobile context aware systems." Thesis, University of Bath, 2013. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.582795.
Full textAmaro, Pedro Manuel Duarte Gonçalves. "Study of forbidden transitions in atomic systems." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2011. http://hdl.handle.net/10362/6916.
Full textOne active topic in Atomic Physics is the study of highly charged ions (HCI). These physical systems have a strong Coulomb field that provides a unique opportunity to investigate and validate relativistic, Quantum ElectroDynamics (QED), and many-body e ects. Moreover, fundamental test on symmetries and parity violation gives clues to the physics beyond the Standard Model. Thus, nowadays, a primary goal of Atomic Physics is the existence of precise experimental data and accurate theoretical calculations for these systems. In this thesis I focus on the investigation of forbidden radiative transitions in HCI. The main emphasis of this work is on atomic transitions, in which the selection rules forbids the emission of electric dipole photons. In this special type of radiative transition, the electron decays mainly through the emission of a single magnetic dipole photon, or two electric dipole photons. Both types of decay are investigated either experimentally or theoretically. The two-photon decay is only theoretically investigated, using a full relativistic formalism,in HCI with one or two electrons. Several physical e ects in the two photon decay, such as resonances, the Dirac’s negative continuum or angular correlations are considered. Related with the decay, two-photon excitation is also investigated. According to these evaluations, I stress the importance of relativistic and nondipolar e ects. Moreover, a new approach based on the B-polynomials basis set is employed on two-photon transitions. The second part of the work is devoted to the precise measurement of transitions in highly charged Ar with two to four electrons. For that matter, I describe the technical features of a double crystal spectrometer used to perform those measurements in HCI for the first time. This kind of spectrometer is able to perform absolute and precise measurements with an accuracy never achieved in these systems, which enables a comparison with recent QED calculations. I describe a Monte-Carlo code developed with the purpose of studying several systematic errors, as well as testing the various methods of retrieving physical quantities from raw data. Finally, I present the first absolute 2 ppm measurements on HCI with this spectrometer, paying special attention on the forbidden magnetic dipole transition in He-like Ar.
Accõess Integradas Luso-Alem˜as (Contract no A-19/09); Fundação de Ciências e Tecnologia (FCT)- contract SFRH/BD/37404/2007 ; Programa Operacional Potencial Humano (POPH/FSE) and European Union social fund
Swartling, Anna. "The Good Person in Information Systems Development : A Reflexive Investigation of HCI in the Acquisition Process." Doctoral thesis, Stockholm : Numerisk analys och datalogi (NADA), Kungliga tekniska högskolan och Stockholms universitet, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-9111.
Full textHall, Johan, and Elinore Nyman. "Användbarhet inom vårdinformatik : Utvärdering av systemet Cambio Cosmic." Thesis, Karlstad University, Division for Information Technology, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-131.
Full textNär vi inledde vårt uppsatsskrivande var Landstinget i Värmland i färd med att införa ett nytt standardsystem för vårdinformatik. Systemet var Cambio Cosmic, och vi fick uppdraget att utvärdera dess användbarhet.
Syftet med uppsatsen är att undersöka om användarna anser att systemet är anpassat till dem. Vi ville även se om systemet Cambio Cosmic brister i användbarheten ur teoretisk synpunkt, samt om några förändringar skulle kunna göras för att förbättra dessa eventuella brister.
Utvärderingen utfördes i två steg. Först genomfördes en heuristisk utvärdering av systemet, under vilken vi själva utvärderade Cambio Cosmic enligt elva på förhand fastställda användbarhetsprinciper. Med den heuristiska utvärderingens resultat som bas, utformade vi sedan ett användningstest som genomfördes med sex testpersoner. Resultaten från användningstesterna och den heuristiska utvärderingen ställdes sedan mot varandra för att kunna fastställa huruvida Cambio Cosmic hade brister i användbarheten eller inte.
Utvärderingen gav två bilder av Cambio Cosmic. Ur heuristisk synpunkt visade sig systemet brista i användbarheten. Dock gav användningstesterna en annorlunda bild av systemet. Testpersonerna var positivt inställda till systemet, och hade överseende med de brister som de stötte på. De förändringar som skulle kunna göras i Cambio Cosmic för en ökad användbarhet rör framförallt enhetlighet och misstagsförhindrande, då främst i modulen Tidbok.
In 2005, Landstinget in Värmland was about to implement a new system for healthcare administration. The system was Cambio Cosmic, and we were assigned to evaluate its usability.
The purpose of this essay is to study whether the users consider the system to be adapted to them. We also wanted to see if Cambio Cosmic had any usability deficiencies from a theoretic point of view and, if so, what could be done to correct those flaws.
The evaluation consisted of two steps. First, a heuristic evaluation was carried out, during which we ourselves evaluated the system based on eleven principals for usability. From the result of the heuristic evaluation, we designed usability tests that were carried out using six test users. We compared the results from the two evaluations in order to determine whether Cambio Cosmic had usability deficiencies or not.
The evaluation gave two images of Cambio Cosmic. From a heuristic point of view, the system clearly had usability deficiencies. The usability tests, however, presented a different view. The test users were sympathetic towards the system, and showed indulgence for deficiencies they encountered. The changes that could be made for an increased usability are mainly regarding consistency and standards and error prevention.
Ekman, Jonas. "Evaluation of HCI models to control a network system through a graphical user interface." Thesis, KTH, Data- och elektroteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208951.
Full textSAAB har ett projekt för utveckling av ett nätverkssystem med anslutande noder, med noder som kan vara både informationsproducent och konsument för olika kommunikationstyper. En nod är en sak eller ett objekt inom försvaret t.ex. kan det vara en soldat, militärt sjukhus eller en obemannad farkost. Varje nod tillhör ett uppdrag, tex att försvara Gotland. Målet med projektet är att man ska kunna gradera de olika uppdragen och därmed gradera vilken prioritet dessa noder har i nätet. Noder som tillhör ett uppdrag med hög gradering kommer prioriteras över de underliggande uppdragen i nätverket. En användare kan via ett grafiskt användargränssnitt gradera uppdragen och konfigurera tillhörande inställningar. Via det grafiska användargränssnittet kan en användare även planera, gradera och konfigurera inställningar för kommande uppdrag samt simulera om det går att genomföra. Användaren ska även i realtid kunna se om de önskade inställningarna inte kan leva upp till de önskade kraven, och därmed kunna åtgärda detta. Detta arbete undersökte olika MMI-modeller som kan användas för att skapa ett grafiskt användargränssnitt som minimerar risken att användaren konfigurerar systemet på ett felaktigt sätt. Studien visade sig att det inte finns några MMI modeller som tar hänsyn till felkonfigureringar, och en ny modell skapades. Den nya modellen användes och utvärderas genom att skapa en prototyp av ett grafiskt användargränssnitt för SAAB:s projekt, som testades på en potentiell användare. Testet visade att den nya modellen minskar risken för felkonfigureringar.
Jonsson, Lisa, and Karin Sallhammar. "User Interface Design for Analysis of Sensor Systems." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1670.
Full textIn the future network-based Swedish Defence (NBD), attaining information superiority will be of great importance. This will be achieved by a network of networks where decision-makers, information- and weapon-systems are linked together. As a part of the development of NBD, we have performed a study of user interface design for a future network-based tool package for analysis of sensor systems, referred to as the C2SR-system.
This thesis was performed at Ericsson Microwave Systems AB, Sensor and Information Networks, during the autumn 2002. A pre-study concerning the requirements of usability, trustworthiness and functionality of a userinterface for the C2SR-system was performed. Officers representing the future users in the NBD played an important role when gathering these requirements. Another important part of the pre-study was the evaluation of software that contains parts of the functionality necessary for the C2SR-system.
On the basis of the results from the pre-study, we have designed a user interface to the future C2SR-system. To demonstrate the most important conclusions, a prototype was implemented.
Rutherford, James H. "An intelligent design support environment : the application of intelligent knowledge-based systems and advanced HCI techniques to building design." Thesis, University of Strathclyde, 1990. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=21581.
Full textJanols, Rebecka. "Evolving Systems – Engaged Users : Key Principles for Improving Region-wide Health IT Adoption." Doctoral thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-196510.
Full textBai, Wei. "Agent-based Interface Approach with Activity Theory : Human-Computer interaction in diabetic health care system." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-915.
Full textIMIS (Integrated Mobile Information System for Diabetic Healthcare) aims at providing healthcare on both stationary and mobile platform, which is based on Engström’s triangle model in Activity Theory. It focuses on the need for communication and information accessibility between care-providers and their shared patients. Based on the identified need in the target area, IMIS has decided to construct a network-based communication system to support communication and accessibility to patients’ journal. Since the system integrates various roles from the heath care organization, it is a challenge to provide a useful software program to the group members. In order to facilitate the application and enhance the Human-Computer interaction of the system, agent technology is applied to increase the flexibility factor so that the system could be self-adapted to a wider range group of users.
Besides, this thesis also introduces the approach of using social-psychology — Activity theory in HCI, and discuss the integration of these different disciplines. The Multi-agents System is applied with Gaia methodology from micro perspectives. From the macro perspective Activity theory constructs the coordination mechanism of the different agents. A prototype is applied based on the different model of our research.
Ibrahim, Goran, and Leonard Ek. "En processbeskrivning för utveckling av webbaserade system och gränssnitt : En fallstudie av utvecklingsprocesser på GMP-Systems AB." Thesis, KTH, Data- och elektroteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-214995.
Full textBusiness systems lacking a clear interface and subsequently a diminished usability, can lead to limited usage or no usage of parts of the system. It may therefore be critical to have a process outlined for the development of such system and its interface to ensure that all parts of the system are used. The objective of this case study was to investigate whether it is possible to develop a process description for IT projects at the initial stages of the development phase of a new interface in a system. More specifically, the question investigated in this report follows: “How should a development method or development process for IT systems look to seize scientific, theoretical and technical aspects of Human Computer Interaction (HCI)?” A case study of the project was carried out at the company GMP-Systems AB. A literature-study on aspects of Human-Computer Interaction (HCI) was carried out to arrive at a result and answer the question. Further, an analysis was conducted to consider whether the technical implementation of such process can be accomplished by adopting frameworks. In addition, interviews were conducted with users that have interacted with the system, and an analysis was carried out on the feedback provided to develop prototypes for the system. A development method and process description linked to the literature and the experience gained from the projects case study is outlined in the result section. To the client, GMP-Systems, a prototype, a use-case model[1] with user-stories[2] and a sequential diagram[3] will be delivered. Keywords: HCI, evaluation method, Angular JS, Knockout JS, React, Moqups, process description, development method. [1] Use-Case model is a description of actions that a user can perform and defines the interaction between the roles of a system to accomplish a goal[2] User stories are a tool in system development to provide a description of the desired functionality, often from an end user perspective.[3] A sequential diagram shows how objects operate with one another and in what order.
Westin, Brahn Malin, Helena Fälth, Helen Möller, and Jenny Frändberg. "Design för Flow : En analys av designkriterier för användbarhet." Thesis, Jönköping University, Jönköping International Business School, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-454.
Full textHuman Computer Interaction (HCI) handlar om att utveckla produkter med god användbarhet. Med användbarhet menas att system ska vara lätta att använda och lära. Jakob Nielsen är en av förgrundsfigurerna när det gäller riktlinjer för hur detta ska uppnås. Han har utvecklat tio kriterier som kan användas för att ett så bra system som möjligt ska kunna utvecklas.
På senare år har forskare börjat se till, inte bara tekniska aspekter utan även till de känslor som användaren kan tänkas uppleva under det att denna interagerar med en webbsida. Ett flertal forskare har utvecklat teorier kring begreppet Flow. Detta handlar om de känslor som uppstår när en användare till exempel sitter vid datorn. Dessa känslor kan vara tidlöshet, kontroll och fridfullhet som resulterar i att en användare stannar kvar på webbsidan en längre tid. Tiden som en användare spenderar på en webbsida är en viktig aspekt för ett företag som säljer produkter eller tjänster och att designa för Flow kan därför vara en fördel gentemot de företag som inte gör det.
Mihalyi Csikszentmihalyi är forskare inom psykologi och var den som grundade begreppet Flow. Det var för ca 15 år sedan han först presenterade sin teori och denna hade han kommit fram till efter att studerat personer som spenderade mycket tid och energi på en aktivitet som inte gav dem någon finansiell vinning utan endast stor tillfredsställelse. Csikszentmihalyi är idag förgrundsfigur inom Flow-begreppet och vi har i detta arbete använt mycket av hans teorier eller andra forskares teorier som grundats på hans forskning.
Vår frågeställning i detta arbete handlar om att utvärdera Nielsens tio kriterier för god användbarhet. Tanken är att med arbetet var att dessa ska utvärderas och eventuellt utvecklas. Vi utvärderade Aftonbladets webbsida med hjälp av Nielsens tio kriterier. Därefter fick en grupp respondenter svara på en enkät där frågorna var utformade efter Flow-teorin.
Vi kom fram till att vissa av Nielsens kriterier inte behövde omformuleras men ett av dem kompletterades för att passa för Flow. Vi har även identifierat en brist i HCI-kriterierna och därför tillfört ytterligare ett kriterie som vi anser behövs för att underlätta för Flow.
Human Computer Interaction (HCI) is about developing products with good usability. Usability means that systems should be easy to use and learn. Jakob Nielsen is a well renowned scientist when it comes to guidelines and how these should be reached. He has developed ten guidelines for designers to accomplish good usability.
In recent years scientists have started to look at, not only the technical aspects, but also the emotions that the user can have during the interaction with a website. Several scientists have developed theories regarding the concept of Flow. This is about the emotions that occur when someone is using a computer. Such emotions can be a lost sense of time, control and peacefulness which results in the user remaining on the webpage during a long period of time. The time a customer remains on a webpage is crucial to a company that is selling products or services and therefore designing with Flow in mind can be an advantage towards companies that has not done this.
Mihalyi Csikszentmihalyi is a scientist in psychology and was the one that first came up with the theory about Flow. He first presented it fifteen years ago and the research he made to come up with the theory was to study people that spent a lot of time and energy on activities that did not give them any financial gain but only great satisfaction. Csikszentmihalyi is today a prominent figure in Flow-theory and we have in this essay used a lot of his theories or other scientist’s theories based on his research.
Our research questions in this thesis are about evaluating Nielsen’s ten guidelines for good usability. Our purpose is to evaluate and possibly develop these guidelines.
We evaluated Aftonbladet´s website using the ten guidelines. Thereafter a group of respondents were asked to answer our survey where the questions were based on the Flow theory.
Our conclusion was that several of Nielsen’s guidelines did not need to be reformulated, but one of them however was further developed to also include Flow. We have also identified a gap in the HCI guidelines and therefore added another guideline ourselves that we feel is needed to ease the ability of Flow.
Oliveira, Raquel Araùjo de. "Formal Specification and Verification of Interactive Systems with Plasticity : Applications to Nuclear-Plant Supervision." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM025/document.
Full textThe advent of ubiquitous computing and the increasing variety of platforms and devices change user expectations in terms of user interfaces. Systems should be able to adapt themselves to their context of use, i.e., the platform (e.g. a PC or a tablet), the users who interact with the system (e.g. administrators or regular users), and the environment in which the system executes (e.g. a dark room or outdoor). The capacity of a UI to withstand variations in its context of use while preserving usability is called plasticity.Plasticity provides users with different versions of a UI. Although it enhances UI capabilities, plasticity adds complexity to the development of user interfaces: the consistency between multiple versions of a given UI should be ensured. Given the large number of possible versions of a UI, it is time-consuming and error prone to check these requirements by hand. Some automation must be provided to verify plasticity.This complexity is further increased when it comes to UIs of safety-critical systems. Safety-critical systems are systems in which a failure has severe consequences. The complexity of such systems is reflected in the UIs, which are now expected not only to provide correct, intuitive, non-ambiguous and adaptable means for users to accomplish a goal, but also to cope with safety requirements aiming to make sure that systems are reasonably safe before they enter the market.Several techniques to ensure quality of systems in general exist, which can also be used to safety-critical systems. Formal verification provides a rigorous way to perform verification, which is suitable for safety-critical systems. Our contribution is an approach to verify safety-critical interactive systems provided with plastic UIs using formal methods. Using a powerful tool-support, our approach permits:-The verification of sets of properties over a model of the system. Using model checking, our approach permits the verification of properties over the system formal specification. Usability properties verify whether the system follows ergonomic properties to ensure a good usability. Validity properties verify whether the system follows the requirements that specify its expected behavior.-The comparison of different versions of UIs. Using equivalence checking, our approach verifies to which extent UIs present the same interaction capabilities and appearance. We can show whether two UI models are equivalent or not. When they are not equivalent, the UI divergences are listed, thus providing the possibility of leaving them out of the analysis. Furthermore, the approach shows that one UI can contain at least all interaction capabilities of another.We also present in this thesis three industrial case studies in the nuclear power plant domain which the approach was applied to, providing additional examples of successful use of formal methods in industrial systems
Arnkvist, Mikael, and Emelie Evers. "Det sociala intranätets funktioner : En fallstudie med fokus på användarnas uppfattning och användning." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-66812.
Full textLindberg, Alexander. "Ett system, flera perspektiv : En studie om olika användares upplevelse av lärplattformar inom för- och grundskolan." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80005.
Full textCook, Carl Leslie Raymond. "Towards Computer-Supported Collaborative Software Engineering." Thesis, University of Canterbury. Computer Science and Software Engineering, 2007. http://hdl.handle.net/10092/1140.
Full textThorarinsson, Johann Sigurdur. "ruleViz : visualization of large rule sets and composite events." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-2286.
Full textEvent Condition Action rule engines have been developed for some time now. Theycan respond automatically to events coming from different sources. Combination ofdifferent event types may be different from time to time and there for it is hard todetermine how the rule engine executes its rules. Especially when the engine is givena large rule set to work with. To determine the behavior is to run tests on the ruleengine and see the final results, but if the results are wrong it can be hard to see whatwent wrong. ruleViz is a program that can look at the execution and visually animatethe rule engine behavior by showing connections between rules and composite events,making it easier for the operator to see what causes the fault. ruleViz is designed toembrace Human Computer Interaction (HCI) methods, making its interfaceunderstandable and easy to operate.
Murray, Tylar. "Towards Computational Human Behavior Modeling for Just-in-Time Adaptive Interventions." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6546.
Full textMäkelä, Nina, and Madalina Sas. "Evaluering av Secure Connection Manager : med fokus på användarvänlighet och effektivitet." Thesis, Jönköping University, JTH, Computer and Electrical Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-6681.
Full textIn today’s computerized society more and more companies choose to utilize new applications that can ease the way of handling the information. For many of us is imperative that the process as efficient as possible if one takes in consideration the size of savings that this new application can bring.
The developer of the evaluated system is SYSteam AB Huskvarna and they are the ones that gave us this assignment. The application that we evaluate is SCM (Secure Connection Manager). It is already used today by big companies such as Telia and Ericsson to search for errors in telephone servers placed all over the country. The reason why this application is used is to increase the efficiency of error searching without traveling to the location of the servers.
The issues that the report focuses on are the system’s usability and efficiency for the user. Since the application is already in use we must be aware that just small adjustments are going to be made afterward.
In order to evaluate an already developed system we interviewed users that are familiar with the application and were willing to be answering our questions.Those users’ opinions have been crucial to us and our evaluation.
The result is a gathering of tables and data which methodically describes every subject in our questionnaire. These subjects are the following: navigation, design, content and efficiency. Our analyses results show a positive reaction to almost all the subjects treated in the questionnaires. Several opinions and comments during the interviews confirm this statement.
The theoretical methods used to form this opinion are the heuristics rules that we followed, but also some of the most useful principles from theory books about interaction design.
The conclusion is, as the results of our evaluation show, that the system that we evaluated (SCM) is both efficient and user-friendly.
We would like to thank all the users, which took part in our study, as well as our supervisors both at university and at SYSteam AB Huskvarna. Thank you!
Med dagens mer systematiserade tillvaro är det fler som väljer att införa applikationer i företag som kan underlätta informationshanteringen. För många är det viktigt att detta sker så effektivt som möjligt med tanke på de besparingar som det kan medföra.
De som har utvecklat den studerade applikationen och som också är våra uppdragsgivare är SYSteam AB i Huskvarna. Denna applikation som vi utvärderar heter Secure Connection Manager (SCM). Den används idag av bland annat företag som Telia och Ericsson för att göra felsökningar på telefonväxlar som finns utplacerade i landet. Anledningen till att denna applikation används är att det blir mer effektivt att med hjälp av fjärrstyrning kunna göra felsökningar utan att behöva åka till telestationerna som de tidigare har gjort.
Frågeställningarna som arbetet fokuserar på är om systemet är användarvänligt och effektivt för användaren. Eftersom systemet redan är i drift måste man ha i åtanke att det endast kan ske marginella justeringar i efterhand.
För att kunna evaluera ett färdigt system har vi haft hjälp av ett antal frekventa användare som villigt har ställt upp på att svara på frågor och intervjuer. Dessa testpersoner har varit av yttersta vikt för oss och för vår evaluering.
Resultatet blev en samling tabeller och data som metodiskt beskriver varje element var för sig. De element som frågeguiden är indelad i är navigation, design, innehåll och effektivitet. Analysen gav positiva resultat till de frågeställningar vi hade ställt, förutom elementet innehåll. Flera av de synpunkter och kommentarer som samlades in under intervjuerna förstärkte detta resultat.
De teoretiska metoder som hjälpte oss att bedöma detta var några av de heuristiska regler som finns att följa, men även några av de principer som finns att läsa om i böcker om interaktionsdesign.
Slutsatsen blev att av de resultat vi fick av vår utvärdering konstaterade vi att SCM är både effektivt och användarvänligt.
Vi vill gärna rikta ett tack till alla testpersoner som ställde upp och till våra handledare både på högskolan och på SYSteam AB i Huskvarna. Tack!
Westberg, Hannes. "Evaluating Features for Promoting Accessible Content in Content Management Systems." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-252735.
Full textWebben fortsätter att utvecklas, och det gör också vårt behov av att göra webben tillgänglig för personer med funktionshinder. Innehållshanteringssystem (CMS) har flera kända tillgänglighetsproblem med dess genererande innehåll och under de senaste åren så har ett antal tillgänglighetsfunktioner föreslagits för att minimera eller eliminera dessa problem. Den här studien undersökte CMS som används idag för att hitta vanliga tillgänglighetsproblem och evaluerade en samling av föreslagna funktioner av Acosta, T. et al. som riktade sig mot dessa problem. Studien fann i början en generell brist på information, vägledning och tekniskt stöd från CMS till redaktörer som främjar skapandet av tillgängligt innehåll. Resultaten visar att även redaktörer som är medvetna om tillgänglighet inte alltid har möjligheten att skapa tillgängligt innehåll på grund av begränsningarna i deras system. Studien fick också positiv återkoppling av de utvärderade funktionerna från yrkesverksamma inom området, vilket indikerar att funktionerna har ett praktiskt värde och kan hjälpa redaktören genom att minimera eller eliminera vanliga tillgänglighetsproblem i innehåll som skapats via CMS.
Haxhixhemajli, Denis. "Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5248.
Full textBilus, Tina. "Usability of Different Features in Communication Tools and Platforms : A Qualitative Research in Remote Work Settings." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-99078.
Full textAssim, Jalal Mustafa. "Mobile Service Design: The effect of platform on the use of online services : A case study exploring uses of Facebook on desktop and a mobile environment." Thesis, Umeå universitet, Institutionen för informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-56331.
Full textOngwae, Juliet. "User participation in ICTD systems design : the case of mobile money innovations in Kenya." Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/user-participation-in-ictd-systems-design-the-case-of-mobile-money-innovations-in-kenya(f97c9459-68ea-400e-b5e1-04c901bb338e).html.
Full textPipek, V. (Volkmar). "From tailoring to appropriation support: Negotiating groupware usage." Doctoral thesis, University of Oulu, 2005. http://urn.fi/urn:isbn:9514276302.
Full textCajander, Åsa. "Usability – Who Cares? : The Introduction of User-Centred Systems Design in Organisations." Doctoral thesis, Uppsala universitet, Avdelningen för människa-datorinteraktion, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-122387.
Full textYang, Jeonghwa. "Eden an interactive home network management system /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31755.
Full textCommittee Chair: W. Keith Edwards; Committee Member: Blair MacIntyre; Committee Member: David McDonald; Committee Member: Ellen Yi-Luen Do; Committee Member: John Stasko. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Larsson, Elin. "Design and Evaluation of a User Interface for a Program, Used in a Flight Test Environment of Electronic Warfare Systems, with Regards to Usability in Terms of Low Error Rate." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-163201.
Full textYodihartomo, Farrell. "Socio-instrumental Aspects in Usability Heuristic Studies: Systematic Review." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420950.
Full textHammeltz, Mikael. "Mobila kartapplikationer : Interaktionselements inverkan på användbarhet." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-3869.
Full textMobila applikationer har under senare år fått ett allt större användningsområde. En typ av applikation som blir allt populärare är mobila kartapplikationer. Denna uppsats belyser problematik kring mobila kartapplikationer och den brist som idag råder i fråga om att skapa gränssnitt med bra användbarhet till denna typ av applikationer. Uppsatsen identifierar och undersöker interaktionselement som används i två befintliga mobila kartapplikationer genom en kvalitativ studie. En inledande studie genomfördes för att identifiera interaktionselement i två befintliga mobila kartapplikationer; Yahoo! Go och Eniros mobila karttjänst. Kartapplikationerna testades i en emulator för mobiltelefon av mindre modell eftersom det ansågs vara svårare att uppnå bra användbarhet desto mindre skärmytan i enheten är. Utifrån teori inom området kategoriserades interaktionselement in i fyra områden. Områdena var: navigering, innehåll, layout och feedback. Teorin sammanfattades i en teoretisk referensram. Undersökningen återkopplade även till användbarhet då det i uppsatsens syfte ingick att lyfta fram designriktlinjer, som utifrån användares perspektiv kan göra mobila kartapplikationer mer lätthanterliga. I studien samlades data in genom ett uppgiftsbaserat test där respondenterna uppmanades att tänka högt i syfte att fånga deras känslor kring gränssnittens olika interaktionselement. Det uppgiftsbaserade testet följdes av en intervju, där frågor som återkopplade till interaktionselement och användbarhet i de testade gränssnitten ställdes. Intervjun återkopplade även till de problem och kommentarer som respondenterna yttrat under testet. Resultatet av observationen och intervjuerna analyserades och ställdes mot den teoretiska referensramen och slutsatser kunde dras för hur olika interaktionselement påverkar i fråga om användbarhet i mobila kartapplikationer. De slutsatserna som kunde härledas var bland annat att scroll bör undvikas och att på vilket sätt knappsatsen utnyttjas av systemet påverkar användbarhet. Slutsatserna sammanställdes och presenterades som riktlinjer för att uppnå en högre användbarhet i mobila kartapplikationer.
Claesson, Sandra, and Jonas Liljesand. "Användbarhet som värdeskapare : En studie om användbarhetens roll vid val av bärbara datorer hos studenter." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-15044.
Full textThe purpose of usability is to help the user reach their goals in a simple and satisfactory manner. A product’s usability is therefore affected by various aspects. Aspects such as performance, hardware, user interface, and perceived quality, are some of the parameters that should be taken into consideration when students choose a laptop that will be beneficial for their studies. 225 students participated in a survey where they rated and explained how much certain aspects affected their choice of laptop. The results showed that students value laptops with good performance, long battery life, and technical aspects that suit their needs. The most common use of the laptops were to aid them in their studies, and aspects such as performance, weight and size of the laptop determined whether or not the laptop would be useful for this purpose. The study confirmed that brands are associated with quality and that product quality was one of the reasons to why students became loyal towards a brand of computers. Aspects such as hardware, performance, user interface, and quality affects the user’s ability to reach their goals in an effective manner, and therefore needs to be suited after the individuals’ functional and emotional needs to achieve optimal usability.
Erik, Cambria. "Application of common sense computing for the development of a novel knowledge-based opinion mining engine." Thesis, University of Stirling, 2011. http://hdl.handle.net/1893/6497.
Full textPILLONI, PAOLO. "Persuasive Mobile Systems Design to Help People be Physically Active." Doctoral thesis, Università degli Studi di Cagliari, 2014. http://hdl.handle.net/11584/266503.
Full textO'Hara, Joshua Martin. "TouchSPICE vs. ReActive-SPICE: A Human-Computer Interaction Perspective." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/845.
Full textLandry, Pascal. "Design of multiplayer exergames with systems to control quantity and foster quality of physical activity: a multidisciplinary approach with physical activity experts." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/350024.
Full textAquesta tesi se centra en la definició d'un conjunt d'estratègies de disseny per a desenvolupar i avaluar els videojocs que fomenten l'activitat física, comunament coneguts com a exergames. L'activitat física regular és essencial per a un bon desenvolupament dels nens i els exergames tenen el potencial de ser utilitzats com una eina divertida i que fomenti l'adhesió al programa d'exercici. Això ha de resultar en nens més sans i compensar l'actual falta d'activitat física a causa dels comportaments sedentaris. Aquesta tesi es focalitza tant en la quantitat com en la qualitat de l'activitat física. Per al que fa a la quantitat, ens centrem en l'activitat aeròbica, mentre que la qualitat es refereix a la riquesa i diversitat del moviment dins de les capacitats condicionals i coordinatives. Aquesta tesi és un primer pas per dissenyar exergames com a eines de salut pública a través de crear una relació entre les nocions de jugabilitat i l'eficàcia dels exergames. Definim un protocol interdisciplinari per a dissenyar exergames multi jugador en col•laboració amb experts en activitat física. Es presenta i valida el Tempo d'Interacció, un paràmetre per a controlar la quantitat d'activitat física, com també mètodes d'avaluació d'aquesta. Proporcionem estratègies per aconseguir la qualitat, abans esmentada, de l'activitat física en exergames i un mètode d'avaluació sòlida per a avaluar-la durant una sessió de joc. Finalment explorem la influència i limitacions que l'actitud del cos pot tenir sobre la intensitat i estat afectiu.
VOLTA, ERICA. "Multisensory learning in adaptive interactive systems." Doctoral thesis, Università degli studi di Genova, 2020. http://hdl.handle.net/11567/1001795.
Full textMendes, MarÃlia Soares. "MALTU - model for evaluation of interaction in social systems from the Users Textual Language." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=14296.
Full textA Ãrea de InteraÃÃo Humano-Computador (IHC) tem sugerido muitas formas para avaliar sistemas a fim de melhorar sua usabilidade e a eXperiÃncia do UsuÃrio (UX). O surgimento da web 2.0 permitiu o desenvolvimento de aplicaÃÃes marcadas pela colaboraÃÃo, comunicaÃÃo e interatividade entre seus usuÃrios de uma forma e em uma escala nunca antes observadas. Sistemas Sociais (SS) (e.g., Twitter, Facebook, MySpace, LinkedIn etc.) sÃo exemplos dessas aplicaÃÃes e possuem caracterÃsticas como: frequente troca de mensagens e expressÃo de sentimentos de forma espontÃnea. As oportunidades e os desafios trazidos por esses tipos de aplicaÃÃes exigem que os mÃtodos tradicionais de avaliaÃÃo sejam repensados, considerando essas novas caracterÃsticas. Por exemplo, as postagens dos usuÃrios em SS revelam suas opiniÃes sobre diversos assuntos, inclusive sobre o que eles pensam do sistema em uso. Esta tese procura testar a hipÃtese de que as postagens dos usuÃrios em SS fornecem dados relevantes para avaliaÃÃo da Usabilidade e da UX (UUX) em SS. Durante as pesquisas realizadas na literatura, nÃo foi identificado nenhum modelo de avaliaÃÃo que tenha direcionado seu foco na coleta e anÃlise das postagens dos usuÃrios a fim de avaliar a UUX de um sistema em uso. Sendo assim, este estudo propÃe o MALTU â Modelo para AvaliaÃÃo da interaÃÃo em sistemas sociais a partir da Linguagem Textual do UsuÃrio. A fim de fornecer bases para o desenvolvimento do modelo proposto, foram realizados estudos de como os usuÃrios expressam suas opiniÃes sobre o sistema em lÃngua natural. Foram extraÃdas postagens de usuÃrios de quatro SS de contextos distintos. Tais postagens foram classificadas por especialistas de IHC, estudadas e processadas utilizando tÃcnicas de Processamento da Linguagem Natural (PLN) e mineraÃÃo de dados e, analisadas a fim da obtenÃÃo de um modelo genÃrico. O MALTU foi aplicado em dois SS: um de entretenimento e um SS educativo. Os resultados mostram que à possÃvel avaliar um sistema a partir das postagens dos usuÃrios em SS. Tais avaliaÃÃes sÃo auxiliadas por padrÃes de extraÃÃo relacionados ao uso, aos tipos de postagens e Ãs metas de IHC utilizadas na avaliaÃÃo do sistema.
Karlsson, Mathias, and Gea Löverdal. "Riktlinjer för begränsad gränssnittsdesign – Att designa gränssnitt med begränsningar i designarbetet." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-11173.
Full textUser-Interface design is one of the most important aspects of development of a system, as the user-interface is one of the elements that the user primarily will take in consideration when assessing a system. This means that user-interface design plays an important role in how the system will be received and assessed at procurement. A designer has to consider a couple of human computer interaction (HCI)-aspects such as usability, user experience, and aesthetics, in order to design a satisfactory user-interface. These three aspects of human computer interaction affect user experience of a system, which will influence a client’s decision on investment in the system. Designing a user-interface of a system often means that designers and developers have to consider the extent to which a designer can implement their version of the interface. A composition of many visual interface elements can have an impact on the systems performance. Sometimes the visual design attributes can conflict with the system requirements. If designers are challenged system requirements are prioritised because they will be limited in their work. Despite those limitations, the designers are still needed to design an appealing user-interface that can invoke feelings of professionalism, parallel to the system requirement of optimal performance and functionality.The purpose of this study was to explore how an appealing user-interface with regards to aesthetics, usability and user experience can be designed when the design work is limited to only be able to adjust placement and visual appearance in terms of names and colour of UI elements. This has been explored by doing an iterative development process in which an interface has been designed and developed based on guidelines from theory on user-interface design which the authors has been able to implement based on the limitations on the design work. The interface has subsequently been evaluated by experiments in terms of usability tests and an expert evaluation in the form of a heuristic evaluation. The evaluations resulted in empirical data which has been analysed and set against existing theory upon which a conclusion has been generated and presented.The result of the study show that designers are well on the way to successfully design an appealing user-interface in relation to aesthetic, usability and user experience, which the authors presents in the form of seven new guidelines. The variable user experience turned out to be more difficult to design in the study’s limited context. The authors believe that one of the reasons for this is that user experience is difficult to evaluate because of its subtle nature. Lastly we present suggestions for future research and how the results of the study should be further proved.
Redfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.
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Lenz, Anthony M. "COFFEE: Context Observer For Fast Enthralling Entertainment." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1244.
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