Dissertations / Theses on the topic 'Interactive prototype design'

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1

Kobets-Singkh, Olena. "Two mountain huts : architecture of interactive environments through the development of the prototype." Virtual Press, 2008. http://liblink.bsu.edu/uhtbin/catkey/1390312.

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To build for living is to understand that built form exists only in relationship to the life that occupies it and that human life is better when it is in constant interaction with the built environment; we design it, build it, and change it as we design, build, and change our selves. Making your own place and changing it over time is an important component of living one's life to its fullest. To explore these issues, designs were made for an adaptable building type - the "mountain hut," a temporary accommodation for its wandering inhabitants. Designing it twice, as well as relocating the initial building type across the globe, from the mountains of Sierra Nevada to the Himalayas in Nepal, provided an opportunity to compare and understand the influences of local environmental and cultural conditions on the building's adaptability, as well as the level of interactivity its inhabitants could experience as they occupied and transformed the dwelling. Both designs incorporate sustainable design principles, which strengthen the overall comparison of climatic responses and the use of local materials and building technologies.
Department of Architecture
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Melander, Emma. "Applied VMS to handle mathematical misconception in algebra : Metacognition through interactive visualisation prototype." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132316.

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Swedish education needs to change in order to reverse the negative trend in PISA and TIMSS. At the same time digital artifacts are increasingly present in the classroom and commercial applications more available. It is difficult to determine which technical tool that provide real results and it is not yet clear what role technology should have in the classroom. This study examines how visualisation and technology can be used to promote deeper understanding of algebra by addressing the misconception that frequently occurs among students. Observation and interviews were held with students from two schools, one in Norrköping and one in Östersund. Theory regarding algebraic misconceptions have been studied and compiled into two categories. In addition, three prototypes were developed with and later evaluated by a focus group. This work has resulted in suggestions on what technical and interactive activities could be used in algebraic education. The study shows that more research is needed to determine how technology best can be implemented and used effectively in teaching. The work also shows that such research and development needs to be implemented with a user-centered approach with the involvement of relevant target groups.
Svensk undervisning är i behov att förändras för att vända den negativa trenden i PISA och TIMSS. Samtidigt är digitala artefakter alltmer närvarande i klassrummet och kommersiella applikationer alltmer tillgängliga. Det är svårt att avgöra vilka tekniska verktyg som ger faktiska resultat och det är ännu inte klarlagt vilken roll tekniken bör spela i en klassrumssituation. I detta arbete undersöks hur visualiseringar och teknik kan användas för att främja djupare förståelse inom algebra genom att adressera missuppfattningar som ofta förekommer hos elever. Observation och intervjuer genomfördes med elever på två skolor, en i Norrköping och en i Östersund. Teori om algebraiska missuppfattningar har studerats och sammanställts i två kategorier. Dessutom har tre prototyper utvecklats tillsammans med, och utvärderats av, en fokusgrupp. Arbetet har resulterat i förslag på vad tekniska och interaktiva aktiviteter skulle kunna innebära i algebraisk matematikundervisning. Det visar att mer forskning behövs för att avgöra hur teknik på bästa sätt kan implementeras och utnyttjas effektivt inom undervisning. Arbetet visar också att sådan forskning och utveckling behöver genomföras med en användarcentrerad ansats med delaktighet från berörda målgrupper.
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Major, William M. "Design and implementation of a prototype PC based graphical and interactive MILSATCOM requirements database system." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA272960.

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Thesis (M.S. in Systems Technology) Naval Postgraduate School, June 1993.
Thesis advisor(s): Kamel, Magdi N. ; Dolk, Daniel R. "June 1993." Includes bibliographical references. Also available online.
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Chau, Katie. "Architecture + hypermedia, a didactic approach to exploring architecture as both content and method in a hypermedia environment; prototype project, an interactive multimedia CD-ROM on exploring sacred Tibetan architecture." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape2/PQDD_0021/MQ54234.pdf.

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Axelsson, Alfred. "Designing for usability of 3D configuration in E-commerce : Interactive design of 3D in web applications." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139152.

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Mass production of consumer products is both wasteful and limit the consumers' power to influence the design of what they are buying. When shopping for a product, the customer must choose between a range of specific products with limited variations. What if the customer could make all the design choices, creating and buying the product according to his or her own needs? A 3D product generator holding a configurable model of a product was created to replace static content in online stores and give creative power to customers. This work aimed at creating an effective 3D product generator by evaluating how users experience the design of and interaction with it, and finding general design goals when introducing interactive 3D content in static 2D environments. A prototype of a 3D product generator in a generic online storefront was implemented in two iterations, improving on and evaluating the design through usability testing. The evaluation of the final prototype suggested that the interface was indeed effective in both design and interaction. This work concludes that user feedback is crucial to creating a successful user experience, which in turn is important when creating interfaces for product configuration.
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Anjum, Ali. "Virtual size measurement for garments and fashion industry : Selection of right size at the online fashion buyers." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3836.

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Internet is one of the major achievements of 21 century by human kind. Retailers have moved their business towards a global market through internet. Human computer interaction is getting enhanced in different contexts. Consumers can now access the global markets online for the sake of shopping. Fashion industry is getting tremendous popularity in an online environment. Fashion is transformed into digital fashion where people from all over the world have easy access to the world of fashion and can interact and get hands on every piece of art. They can simply buy any fashion product anywhere in the world. The most important part in this domain is the interaction of the consumer with the media for the sake of spending money for goods having a fashion designer at the back end. So here the interaction needs to be precise and specific, especially when it comes to the sizing phase of the activity called shopping garments online. This paper investigates the current sizing trends offered by online fashion retailers and proposes the preferred state interface in order to discover the facts that enables consumers to finalize perfect size for them. The focus is on female users. The results will lead to understanding of the cause of confusion that consumer faces in selecting right size while shopping garments online.

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Danielsson, Pehr-Henric. "Iterera, iterera, iterera : En studie om hur en upprepande designprocess kan förbättra användbarheten i Provbankens interaktiva distansprov." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-508.

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Provbanken är en del i ett nationellt provsystem som är tänkt att vara ett bedömningskomplement till existerande prov i gymnasieutbildningen. Växjö universitet har varit delaktig i utvecklingen av prov för de yrkesinriktade ämnena sedan 1997. Eftersom innehållet i dessa numera webbanpassade prov är det väsentliga, måste utformningen av provet göras lättförståelig. Användbarheten måste m a o vara självklar och inte ställa till problem för användaren. Som en av utvecklarna av dessa interaktiva prov, ville jag finna ett sätt att minimera problemen och öka användbarheten. I de bakgrundsstudier som gjordes, fann jag att en iterativ designprocess föreslogs vara den bästa metoden för att åstadkomma mitt mål. Med hjälp av användartest kopplade till teoretiska referensramar, utvärderades ett av proven som skapats vid Växjö universitet. Eftersom ett omvårdnadsprov valdes, blev målgruppen sex omvårdnadselever. Tre av dem deltog i det första användartestet. Datainsamlingen utfördes med hjälp av en kvalitativ metod, där både observationer och intervjuer användes som empiriska insamlingstekniker. I analysen som följdes upptäcktes sex höga eller medelhöga problem, varav tre av de mest akuta valdes att förändras. Dessa problem utvärderades och implementerades med hjälp av teoretiska riktlinjer i en prototyp som användartestades med de tre kvarvarande omvårdnadseleverna. I den analys som gjordes kunde de jämförda resultaten peka på en förbättring av användbarheten i det specifika prov som undersökts. Det kunde dock även konstateras att ett flertal problem återstod för att helt uppnå målet med en minimering av problem.

Denna uppsats visar på betydelsen av att göra iterativa designprocesser i interaktiva system för att öka dess användbarhet. Studien pekar tydligt på vikten av att göra användartest samt hur teori kan vara ett komplement till utformning av interaktiva gränssnitt.


Provbanken is part of a national examination system, which is meant to be a mark-setting complement to existing tests in the upper secondary school. Växjö University has been part of the development of tests regarding the vocational subjects since 1997. Because the content of these web-adapted tests is essential, the design of the tests must be made easy to understand. In other words, the usability has to be obvious and must not create trouble for the user. As one of the developers of these interactive tests, I wanted to find a way to minimize the problems and increase the usability. In the conducted background studies, I found that the iterative design process was suggested as the best method to achieve my goal. With the help of usability tests applied to theoretical frame of reference, one of the tests created at Växjö University was evaluated. Since a test regarding homecare was chosen, the target group became six homecare students. Three of them took part in the first usability test. The gathering of data was conducted with the help of a qualitative method, where observations and interviews were used as empirical techniques. In the following analysis six high or medium high problems were discovered, out of which three of the most urgent problems were solved. These problems were evaluated and implemented with help of theoretical guidelines into a prototype, which later became usability tested with the three remaining homecare students. In the analysis made, the compared results showed an improvement of the usability in the specific, investigated test. However, it could clearly be stated that several issues persisted until the goal of minimizing the problems could be achieved.

This thesis shows the importance of performing iterative design processes in interactive systems in order to increase the usability. The study clearly points out the importance of usability tests and how theory can be a complement in the design of interactive interfaces.

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Jacobsson, Mattias. "Tinkering with Interactive Materials : Studies, Concepts and Prototypes." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-134939.

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The concept of tinkering is a central practice within research in the field of Human Computer Interaction, dealing with new interactive forms and technologies. In this thesis, tinkering is discussed not only as a practice for interaction design in general, but as an attitude that calls for a deeper reflection over research practices, knowledge generation and the recent movements in the direction of materials and materiality within the field. The presented research exemplifies practices and studies in relation to interactive technology through a number of projects, all revolving around the design and interaction with physical interactive artifacts. In particular, nearly all projects are focused around robotic artifacts for consumer settings. Three main contributions are presented in terms of studies, prototypes and concepts, together with a conceptual discussion around tinkering framed as an attitude within interaction design. The results from this research revolve around how grounding is achieved, partly through studies of existing interaction and partly through how tinkering-oriented activities generates knowledge in relation to design concepts, built prototypes and real world interaction.

QC 20131203

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Leiva, Germán. "Interactive Prototyping of Interactions : from Throwaway Prototypes to Takeaway Prototyping." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS551/document.

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Le prototypage est une étape essentielle du processus de design. Pendant les premières phases du processus de conception, les designers utilisent le prototypage rapide pour explorer diverses idées. Les outils et techniques actuels de prototypage se concentrent en particulier sur des représentations papier et donc destinées à être jetées. Or, alors que ces prototypes jetables peuvent être créés rapidement, ils se prêtent mal au processus d'itération. Je propose donc de créer des outils de prototypage rapide qui puissent efficacement supporter la création d'artéfacts à la fois jetables et réutilisables pour esquisser de nouvelles interactions dans les premières phases du processus de design. La première partie porte sur le prototypage vidéo. Les designers font face à deux écueils majeurs à l'utilisation de la vidéo en design d'interaction: le temps nécessaire pour filmer et celui nécessaire pour éditer. J’ai développé VideoClipper pour aider le processus de création de vidéo. Cet outil intègre une méthode de design itérative qui encourage la planification et permet une vraie flexibilité pendant la création de prototypes. Je présente les résultats d'une étude utilisateur informelle de trois semaines avec des étudiants en design d'interaction. Les résultats suggèrent que les participants passent moins de temps à capturer et éditer avec VideoClipper qu'avec les autres outils vidéos. En revanche, ils trouvent parfois difficile de créer des stop-motions pour représenter des interactions continues et de re-filmer de nouveaux segments lorsque le design évolue. J'ai ensuite crée Montage, un outil de prototypage vidéo qui permet aux designers de progressivement augmenter leurs prototypes papier avec des maquettes numériques pour faciliter la création, la réutilisation et l'exploration d'interactions dynamiques. Montage utilise l'incrustation vidéo pour découpler l'interface du prototype de son contexte d'utilisation, permettant aux designers de les réutiliser ou de les modifier indépendamment. Je décris comment Montage améliore le prototypage vidéo en combinant la vidéo avec des maquettes numériques animées et encourage l'exploration d'autres contextes d'utilisation tout en permettant le prototypage de styles d'interaction différents. La deuxième partie porte sur l’implémentation de prototypes interactifs. Les designers et développeurs professionnels ont souvent du mal à effectuer la transition de la représentation du design à son implémentation concrète. Avec N. Maudet, j'ai mené trois études sur la conception et l'implémentation d'interactions non-conventionnelles pour comprendre l'écart entre les processus, les outils et les représentations des designers et des développeurs. Nous avons découvert que les pratiques actuelles entraînent des redondances entre le travail des designers et celui des développeurs et des divergences entre le design et son implémentation. Nous identifions trois types de problèmes: l'omission de détails critiques, l'ignorance des cas extrêmes et la non prise en compte des limitations techniques. Je propose quatre principes de design pour créer des outils qui limitent ces problèmes. Ces principes sont utilisés pour créer Enact, un environnement interactif de prototypage d'interactions tactiles. Les résultats de deux études suggèrent que Enact aide les participants à détecter plus de cas extrêmes, augmente la participation des designers et offre de nouvelles possibilités de co-création. Ces trois outils de prototypage reposent sur les mêmes principes théoriques sous-jacent: réification, polymorphisme, réutilisation et substrats d'information. De même, les outils présentés mettent en œuvre une approche du prototypage que je nomme “Takeaway Prototyping” ou prototypage recyclable. Par contraste avec les prototypes jetables, les outils pour le prototypage recyclable permettent le design par énaction et réifient des artefacts de conception pour matérialiser la progression du design
Prototyping is essential in any design process. During the early stages, designers rely on rapid prototyping to explore ideas. Current rapid prototyping tools and techniques focus on paper representations and their disposability. However, while these throwaway prototypes are quick to create they are difficult to iterate over. I argue that rapid prototyping tools can effectively support reusable as well as throwaway artifacts for sketching interaction in early-stage design. First, I investigate tools in the context of video prototyping. Designers experience two main barriers to use video in interaction design: the time to capture and edit the video artifacts. To aid during the capturing-phase of video prototyping I created VideoClipper. This tool embodies an integrated iterative design method that rewards discipline but permits flexibility for video prototyping. The tool provides a storyboard-style overview to organize multiple videos in story Lines. VideoClipper offers editable and reusable TitleCards, video capture for steady-state and rough stop-motion filming and the ability to recombine videos in new ways for redesign. I present informal user studies with interaction design students using VideoClipper in three design courses. Results suggest that participants spend less time capturing and editing in VideoClipper than with other video tools. However, many designers find tedious to create stop-motion videos for continuous interactions and to re-shoot clips as the design evolves. Participants continuously try to reduce re-shooting by reusing backgrounds or mixing different levels of fidelity. Inspired by this behavior, I created Montage, a prototyping tool for video prototyping that lets designers progressively augment paper prototypes with digital sketches, facilitating the creation, reuse and exploration of dynamic interactions. Montage uses chroma keying to decouple the prototyped interface from its context of use, letting designers reuse or change them independently. I describe how Montage enhances video prototyping by combining video with digital animated sketches, encourages the exploration of different contexts of use, and supports prototyping of different interaction styles. Second, I investigate how early designs start being implemented into interactive prototypes. Professional designers and developers often struggle when transitioning from the illustration of the design to the actual implementation of the system. In collaboration with Nolwenn Maudet, I conducted three studies that focused on the design and implementation of custom interactions to understand the mismatches between designers' and developers' processes, tools and representations. We find that current practices induce unnecessary rework and cause discrepancies between design and implementation and we identify three recurring types of breakdowns: omitting critical details, ignoring edge cases, and disregarding technical limitations. I propose four design principles to create tools that mitigate these problems: Provide multiple viewpoints, maintain a single source of truth, reveal the invisible and support design by enaction. We apply these principles to create Enact, an interactive live environment for prototyping touch-based interactions. We introduce two studies to assess Enact and to compare designer-developer collaboration with Enact versus current tools. Results suggest that Enact helps participants detect more edge cases, increases designers' participation and provides new opportunities for co-creation. These three prototyping tools rely on the same underlying theoretical principles: reification, polymorphism, reuse, and information substrates. Also, the presented tools outline a new prototyping approach that I call "Takeaway Prototyping". In contrast to throwaway prototypes, instead of emphasizing disposability, tools for "Takeaway Prototyping" support design by enaction and reify design artifacts to materialize the lessons learned
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Gannholm, Lovisa. "A Comparative Evaluation Between Two Design Solutions for an Information Dashboard." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102134.

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This study is a software usability design case about information presentation in a software dash­board. The dashboard is supposed to present system information about an enterprise resource planning system. The study aims to evaluate if the intended users of the dash­board prefer a list-based or an object-based presentation of the information and why. It also investigates if the possi­bility to get familiar with the prototype affects the evaluation’s result. The study was performed using parallel prototypes and evaluation with users. The use of parallel prototypes is a rather unexplored area. Likewise, little research has been done in the area of how user experience changes over time. Two prototypes were created, presenting the same information in two different design solutions, one list-based, and one object-based. The prototypes were evaluated with ten presumptive users, with respect to usability. The evaluation consisted of two parts, one quantitative and one qualita­tive. Half of the respondents got a chance to get familiar with the list-based prototype, and half the object-based prototype, after which they evaluated both sequentially. The result of the evaluation showed that seven out of ten respondents preferred the list-based prototype. The two primary reasons were that they are more used to the list-based concept from their work, and that the list-based prototype presented all information about an application at once. In the object-based prototype the user had to make a request for each type of information, which opened up in a new pop-up window. The primary reason that three of the ten respondents preferred the object-based prototype was that it had a more modern look, and gave a cleaner impression since it only presented the information the respondent was interested in at each point in time. The result also implied that the possibility to get familiar with the prototype by testing it for a couple of days affected the result. Eight out of ten respondents preferred the prototype they got familiar to, and the only ones that liked or preferred the object-based prototype were those who had gotten familiar with it.   The results of the study support the results of the existing research done by Dow et al. (2010) on the use of parallel prototypes, i.e. creating several prototypes in parallel, and conform with the results of the research of Karapanos et al. (2009) on how user experience changes over time. Some other interesting information that emerged from the study was that all but one of the respondents thought that the prototype they got familiar with had an acceptable level of usability. The study also validated that all respondents are positive to use a dashboard in their work, and that the presented information was enough for a first version of the dashboard. It also validated that the different groups of users would use the dashboard differently, and therefore are in need of slightly different information.
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Berger, Arne. "Prototypen im Interaktionsdesign." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-126344.

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Die Arbeit beschäftigt sich mit dem Entwerfen in Theorie und Praxis. Dabei werden die unterschiedlichen Entwurfstätigkeiten immer als eingebettet in ein Entwurfsgefüge verstanden, in dem verschiedene kooperative Disziplinen mit unterschiedlichen Bezügen, Artefakte für die zukünftige Verwendung entwerfen. Hier geht es speziell um das kooperative Entwerfen, das von mehr als einer Person bewerkstelligt wird. Das sind oft Ingenieur und Designer, etwa Architekt und Bauingenieur oder Produktdesigner und technischer Ingenieur oder im Interaktionsdesign Designer und Informatiker. Dabei wird in der vorliegenden Arbeit Design als eine Kooperationsdisziplin und zugleich als eine Kooperationsdisziplin im Wandel dargestellt und gezeigt, wie die Zusammenarbeit mit Prototypen als manifesten Anker- und Differenzpunkten, gewinnbringender gestaltet werden kann. Zunächst wird die Kooperation von Designer und Ingenieur zur Lösung komplexer Probleme im Allgemeinen betrachtet. Anschließend wird die entwurfspraktische Zusammenarbeit beider Berufsgruppen im Interaktionsdesign untersucht. Dabei wird vorgeschlagen, den Entwurf in Skizzen, Mock-Ups oder Prototypen als kommunikativen Bezugspunkt zu wählen. Die Dimensionen von Prototypen im Interaktionsdesign werden bestimmt und in einer Taxonomie zusammengeführt
Which material manifests a house? A sketch of the house? A car? A model of the car? Answering those questions is relatively simple because architecture and product design cultivate a rich and tangible tradition of prototyping and an adequate design theory. Which material manifests an interactive system? Is it the glas of the touch screen or is it the color of the buttons? Interaction design is an emerging discipline and its accompanying design theory is even more so in its early days. The dissertation contemplates questions of materiality in interaction design. What are interactive prototypes and how can they be sufficiently described? Which properties are inscribed and interpreted by designers, engineers, users and the environment alike? How can this knowledge be utilized for a meaningful transdisciplinary collaboration and equal participation in design processes? The book will start with the premise, that current research positions on prototypes in interaction design are based on hypotheses that are symmetrical in construction. Contemporary prototype research in interaction design focusses on either the artefact or the designer. The proposed research strives to combine those disjunct approaches on a metatheoretical level, via Somatic-Marker-Hypothesis from Neuroscience and Actor-Network-Theory from Philosophy of Technology. This serves as a declaration basis for the symmetric posture of current research and as a point of advancement for practice based research. A variety of empirical findings will be presented. The approach to an exhaustive working definition is building on four stages of analysis. First, this builds on the proposed theoretical framework as a structure for further analyses. In a second step, this framework was used to categorise existing dimensions of prototypes in literature. This extended literature review includes Fidelity Theories and what we call Inscription Theories as well as Form-Material Theories. In a third step, the thereby evolved categories were validated and advanced with content analysis of protocols of design processes between interaction designers and software engineers. In a final step the vocabulary was validated and advanced with of expert interviews
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Kolchenko, Mykhailo. "Design and implementation of a next generation Web Interaction SaaS prototype." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-34060.

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Web applications are getting more and more complicated with the extensive growth of the Internet. In order to cope with user demands, that are constantly increasing, a specialattention should be paid to performance optimizations. While a lot of attention is devoted to back-end optimization, front-end is often overlooked and therefore is a fertileground for performance bottlenecks. This thesis is destined to investigate a set of well-established front-end optimization techniques in order to find out those, that are the most efficient. The thesis primarily focuses on an examination of a limited set of techniques, that can be applied to static web resources. Some of the techniques are: resources consolidation, minification, compression and caching. The measurements used during the examination are based on four metrics, such as the Page Size, the Page Load Time, the Page Start Render Time and the Number of Requests the page made. The results show which methods impact performance most. In particular, the results revealed, that the resource compression technique alone brings significant performance improvements, the page size was reduced by 79% and the page load time by 72%, respectively. Despite that, it is evident that the best results can be achieved by a combination of different techniques. All optimization techniques combined made a serious difference, helping us reduce the page load time from 24 seconds down to just one second.
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Gumeniuk, Oleg. "Design and implementation of a next generation web interaction SaaS prototype." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-23499.

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ALI, SHUJAT. "DESIGN AN INTERFACE PROTOTYPE FOR ELSKIFT.DK : DESIGN A WEBSITE USING ITERATIVE DESIGN PROCESS." Thesis, Uppsala universitet, Institutionen för informatik och media, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-170735.

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Now a day the revolution in computer technology has changed the trend of human life. Congenital methods are a being replaced by new technique. The purpose of this study was to make an interface design prototype of Elskift company website. Another aim was to find out  the  prototype  should  concentrate  on  usability  and  user  interface design  heuristic.  Main  goals  were  that  the  prototype  was  easy  to learn,  efficient  of  use  and  subjective  satisfaction.  Both Quantitative and Qualitative approaches were used in this study.  Interviews were performed with the management and developer of Elskift. Survey was conducted to collect data from the participant.  Iterative  design  was used  in  this  design  process  its  include  evaluation,  design  and prototype. Usability testing was performed in the final design option. The Elskift design prototype is not an abundant and the complete web-based prototype but it contain maximum attribute
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Möller, Rebecka. "How to create interaction moments at concerts : Designing user experiences." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232128.

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The concert industry has been expanded enormously the last couple of years. At the same time as the increasing engagement for concerts, the digital market is growing rapidly. Today during concerts, people use their smartphones to send text messages, connect on social media, take photos, record film clips, and use the flashlight function in a replacement of a lighter. This behaviour may be perceived as a distracting moment and instead moves the person’s focus from the live performance to the phone. The distracting moment can be solved by making an application that makes the interaction more enjoyable through the study of user experience. This can lead to more focus on the music and therefore, enhance the concert experience. In this project, the work behind the development of designing prototypes is described. The method used in the thesis is the process of Design Thinking. The process is divided into a five-step model: empathize, define, ideate, prototype and test. The result presents three prototypes that are based on digital competitions that interact the audience during a concert experience. At the end of the thesis, a discussion about how to secure a positive outcome of interacting the audience and the artist is presented. The conclusion was that the interactions have good potential to work in a concert environment, but the interactions need to be additionally tested to secure a positive outcome. Another conclusion was that the time before a concert has more scope to make interactions work well and to not distract the users from the live performance.
Konsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.
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Martins, Alessio Pedro. "De la Métaphore à la tâche : une bibliothèque de concepts métaphoriques pour le prototypage de techniques d’interactions." Thesis, Paris, CNAM, 2013. http://www.theses.fr/2013CNAM0877/document.

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Nous présentons dans cette thèse les bases d’un dialogue entre le modèle cognitif dit ‘incarné’ et le développement de styles et techniques d’interaction pour les interfaces graphiques en 3 dimensions. Ce modèle cognitif, structuré entre autres par Lakoff et Johnson, décrit les correspondances métaphoriques que nous construisons naturellement entre des idées abstraites et les modèles mentaux provenant de notre expérience perceptive. Dortier résume la cognition incarnée en disant que les idées ont des formes, des couleurs, suscitent des goûts et des dégoûts. Cette vision intégrée des systèmes perceptifs et cognitifs s’applique non seulement à la représentation mentale des objets ou des personnes, mais aussi aux idées abstraites quelles soient morales, philosophiques ou scientifiques.Ce modèle met en évidence le rôle de ces corrélations en tant que source de compréhension et d’action et a fait émerger le concept d’interfaces énactives. Aujourd’hui elles se présentent comme un regard commun sur les projets émergents d’interfaces homme-machine. Des projets, tels que les interfaces tangibles, les systèmes de capture de gestes et d’autres solutions logicielles et matérielles multimodales, se servent de notre aptitude à structurer métaphoriquement l’information produite par notre action sur le monde, pour créer des interfaces universellement appréhendables.Nous avons illustré l’application de ce modèle sur des projets d’interfaces graphiques pour la réalisation de tâches dans des contextes hétérogènes. Nous avons ciblé les dispositifs multimédia pour le grand public et les stratégies pour la réussite de ces interfaces en tant qu’outil pédagogique pour les musées, expositions et outils de travail collaboratifs. Notre première application est le projet de médiation graphique pour accéder à une base de données d'objets numérisés en 3D pour le Musée des Arts et Métiers. Dans ce projet les objets numérisés sont affichés selon une métaphore de fluides et particules dotés d’électromagnétisme. La navigation dans ce catalogue se veut claire et pervasive. Nous avons analysons la capacité des métaphores de construire des ponts cohérents entre les diverses plateformes d’accès au catalogue. Dans une seconde implémentation nous employons les métaphores liés à la notion visuelle de profondeur et de densité pour proposer une ligne du temps en 3 dimensions pour la visualisation de donnés temporelles pour EDF. Finalement nos synthétisons les relations entre les ensembles de métaphores pour les appliquer aux composantes d’interaction. La structure résultante se présente sous forme d’un Framework conceptuel d’agents et styles d’interaction qui peut servir en tant qu’outil de prototypage mais aussi comme catalyseur pour la conception d’interfaces innovantes
Embodied cognition has emerged over the last decades as a new paradigm of the human reasoning system. Large numbers of researchers agree on the influences of perceptual and motor activity on our thinking and representational mechanisms. The importance of embodied mind theory is growing in the field of cognitive science. It is now the conceptual support for innovative projects in human computer interaction (HCI). The new paradigms of HCI are shifting towards the venue of natural, invisible and pervasive interfaces. Office tasks of the 80s and their related interfaces are now being replaced by multimodal commands (gesture, voice) and contextual or social inputs. From graphical user interfaces to tangible and multimodal devices, new sets of innovative interaction techniques are emerging and these can no longer rely on classic metaphors and visual analogies. To increase the meaning of new commands and representations of post-wimp interaction techniques and to build coherent and consistent metaphors between different platforms and embedded devices in our environment, researchers have turned their attention to the embodied vision of the cognitive system.We present in this thesis the embodied cognitive paradigm and how it has been adopted by the HCI community. We illustrate this model by analyzing several tasks carried out in heterogeneous environments. Thereafter, proposals are made on how museums, exhibitions and collaboration tools may use embodied metaphors as a design strategy to produce innovative multimedia devices. The first application was one of mediating access to a database of digitized 3D objects for the Museum of Arts and Crafts in Paris. In this project the digitized objects are displayed in a metaphor of fluids and particles managed by electromagnetic forces that guide the semantics of the user’s search. Browsing tasks in this catalog are intended to be clear and coherent between different platforms in order to respect the user’s levels of desired engagement. An analysis is made of the ability of metaphors to build bridges between the various platform interfaces. In the second application, metaphors related to the concept of visual depth and density was used to propose a 3D timeline so as to visualize temporal data. Finally, the framework synthesizes the embodied metaphorical mappings in a large set of components which will be applied as building blocks when prototyping interaction techniques. This structure takes the form of a conceptual Framework of interaction agents which might serve not only as a tool for prototyping interfaces but also as a catalyst for generating innovative ideas
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Sörling, Kristian. "En contentbyrås webbplats : En rapport om utveckling och redesign av en contentbyrås webbplats med fokus på användbarhet." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27808.

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Denna rapport redovisar den process som utvecklingen av OTWs nya webbplats har inneburit. Jag har arbetet med att skapa en ny design av deras nuvarande webbplats där syftet har varit att skapa en webbplats där man presenterar sig själva på ett bra sätt och ställer mindre krav på redaktionellt innehåll samtidigt som man följer konventioner för branschen och målgruppen. I utvecklingen av webbplatsen anpassar jag mig efter rådande designprinciper och riktlinjer för användbarhet så att webbplatsen ska bli så lätt att använda som möjligt. Utvecklingen av prototypen har skett i mjukvaruprogrammet Axure RP. Resultatet av projektet är två interaktiva digitala prototyper i form av en mobil version samt en desktopversion. Projektet har även resulterat i wireframes och designskisser.
This report describes the process that the development of OTWs new website has entailed. I have been working with creating a redesign of their existing website. The goal has been to create a website which present themselves in a good way and requires less editorial content, while complying with the conventions of the industry and the audience. When developing the site I adapt the design to the prevailing design principles and guidelines for usability so that the site will be as easy to use as possible. The development of the prototype has been taking place in the software program Axure RP. The result of the project is two fully interactive digital prototypes, one for mobile use and one for regular desktop use. It has also resulted in wireframes and design sketches.
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Woolley, Alex. "Contextual testing of interactive prototypes at the early stages of the design process." Thesis, Cardiff Metropolitan University, 2008. http://hdl.handle.net/10369/847.

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Information appliances combine bespoke hardware with custom interfaces. This presents a challenge when prototyping early in the design process, as it can be difficult to combine both the digital and physical elements of the product to create a viable prototype for user testing. Although a number of prototyping kits have been developed that attempt to address this issue, these have previously only be trialled using “laboratory” based approaches. This thesis demonstrates that although laboratory testing can be beneficial, the use of a contextual testing approach provides better information for the early stages of design. The research comprises an extensive user study comparing data gathered using laboratory and in-context testing approaches, supported by a case study of a usability team working within a multinational mobile phone manufacturer. The case study provides grounding for the research, and was used both to set the user study findings in-context and also to inform the user study method design. The thesis concludes by proposing a workflow for contextual testing in the design process, and identifies areas of future development for prototyping toolkits to better support contextual testing. The contribution of this work to knowledge is a clear demonstration that contextual testing can be conducted early in the information appliance design process; and that this approach delivers better design information, particularly in regard to the physical elements of the design.
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Aldulaymi, Mohammed. "Transparency between consumers and grocery stores : Evincer - A design prototype to empower consumer experience during grocery shopping." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45807.

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This study explores how the interaction design techniques approach can contribute to enabling more transparency in physical shopping by creating bridges between consumers and various stakeholders. The aim is to empower the consumers to make informed decisions through obtaining and understanding health and environmental information for individual commodities. Through close collaboration with users, and with the support of active designers, the design process results in the development of an interactive mobile application proposal. The prototype aims to create a hub between consumers and different stakeholders concerning individual products. Furthermore, the prototype grants consumers access to the information they desire, sharing or requesting product feedback from stakeholders and consumers, focusing on the environment and health aspects.
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20

Moussette, Camille. "Simple haptics : Sketching perspectives for the design of haptic interactions." Doctoral thesis, Umeå universitet, Institutionen Designhögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-60221.

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Historically, haptics—all different aspects of the sense of touch and its study—has developed around very technical and scientific inquiries. Despite considerable haptic research advances and the obviousness of haptics in everyday life, this modality remains mostly foreign and unfamiliar to designers. The guiding motif of this research relates to a desire to reverse the situation and have designers designing for and with the haptic sense, for human use and looking beyond technical advances. Consequently, this thesis aims to nurture the development of haptics from a designerly perspective, leading to a new field of activities labeled haptic interaction design. It advances that haptic attributes and characteristics are increasingly part of the qualities that make up the interactions and the experiences we have with objects and the interfaces that surround us, and that these considerations can and ought to be knowingly and explicitly designed by designers. The book encompasses an annotated research through design exploration of the developing field of haptic interaction design, building on a considerable account of self-initiated individual design activities and empirical-style group activities with others. This extensive investigation of designing haptic interactions leads to the Simple Haptics proposition, an approach to ease the discovery and appropriation of haptics by designers. Simple Haptics consists in a simplistic, rustic approach to the design of haptic interactions, and advocates an effervescence of direct perceptual experiences in lieu of technical reverence. Simple Haptics boils down to three main traits: 1) a reliance on sketching in hardware to engage with haptics; 2) a fondness for basic, uncomplicated, and accessible tools and materials for the design of haptic interactions; and 3) a strong focus on experiential and directly experiencable perceptual qualities of haptics.  Ultimately, this thesis offers contributions related to the design of haptic interactions. The main knowledge contribution relates to the massification of haptics, i.e. the intentional realization and appropriation of haptics—with its dimensions and qualities—as a non-visual interaction design material. Methodologically, this work suggests a mixed longitudinal approach to haptics in a form of a well-grounded interplay between personal inquiries and external perspectives. The book also presents design contributions as ways to practically, physically and tangibly access, realize and explore haptic interactions. Globally these contributions help make haptics concrete, graspable, sensible and approachable for designers. The hope is to inspire design researchers, students and practitioners to discover and value haptics as a core component of any interaction design activities.
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Adamek, Michel. "Creating a Graphical User InterfaceTemplate for Izolde : The complete design process, focusing on usability and design." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-120856.

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The image analysis company Izolde was in need of a user friendly graphical user interface (GUI) to use as a modifiable template to be able to meet a variety of requests and demands from their clientele.

This paper describes the process of designing such a GUI with respect to theories within human computer interaction and available usability principles and theories.To familiarise and learn about other software on the market a background research was conducted. Wireframes as well as prototypes were created. With the help of recognised usability inspection tools tests were conducted on users with varied degree of computer experience. Test results were the basis for what would be altered and improved in terms of usability on the prototypes.

The final result is a flexible user friendly GUI in regards to the criteria outlined by Izolde.


Detta examensarbete beskriver tillvägagångssättet i skapandet av en mall till ett användargränssnitt. Ett användargränssnitt är utseendet på ett program som användaren ser och interagerar med på en datorskärm, skärmen på en telefon eller annan typ av skärm. Användargränssnittet är utseendet av en programvara och det användaren visuellt kan tolka. I klartext tillåter ett användargränssnitt en användare att interagera med hårdvara genom inmatning (användarens påverkan på systemet) och utdata (resultat av användarens påverkan).

Grafiska användargränssnitt skiljer sig från de textbaserade avändargränssnitten som tidigare var dominerande. Textbaserade lösningar känns ofta igen i äldre DOS-program och typiskt hos dessa är textinmatning av diverse kommandon och parametrar som leder till påverkan av systemet. Numer är det de grafiska användargränssnitten som dominerar. Fördelen med dessa är att de bygger på igenkänningsmekanismen hos människans tänkande och att de därför tillåter ett mer intuitivt användande av systemet i och med att de är just grafiska.

Målet med examensarbetet var att designa en gränssnittsmall åt bildanalysföretaget Izolde. Gränssnittsmallen ska kunna modifieras för att kunna möta Izoldes kunders efterfrågan utifrån den typ av analys de vill kunna genomföra. För att kunna genomföra designprocessen krävdes djupare kunskap i vad användarvänlighet innebär och hur denna skall tillämpas i skapandet av ett grafiskt användargränssnitt. Med hjälp av vedertagna principer och teorier inom användarvänlighet var det möjligt att anta rollen som interaktionsdesigner. Interaktiondesign är en disciplin som definieras som beteendet och interaktionen mellan ett föremål, i detta fall ett grafiskt användargränssnitt, och dess användare.

För att säkerställa att designprocessen skulle resultera i ett attraktivt och användarvänligt grafiskt användargränssnitt krävdes även att tester utfördes på användare med olika grad av datorkunskap på de wireframes och prototyper som skapades. En wireframe är en tidig skiss av designen på det slutgiltiga grafiska gränssnittet och kan beskrivas som en enkel ritning på ett papper eller en grov skiss skapat med lämplig programvara av vad designers vision av det slutgiltiga resultatet är. Genom att rita skisser skapar designern sig en god uppfattning om hur det grafiska gränssnittet kommer att presenteras i dess slutgiltiga skick. Dessutom är det mycket enklare och snabbare att göra ändringar på en skiss än i ett avancerat program som kräver mer exakt precision. Prototyper är mer sofistikerade versioner av wireframes och skapas i ett senare skede av designprocessen. Prototyper bär också större likheter med den slutliga produkten än wireframes.

Designprocessen resulterade i ett flexibelt användarvänligt grafiskt användargränssnitt vars karaktär är anpassat i avseende på de kriterier som angetts av Izolde. Förhoppningen är att det skapade gränssnittet kommer kunna användas som en förändringsbar mall till ett gränssnitt som kan anpassas efter de kriterier och önskemål som ges av Izoldes kunder.

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Cinelli, Ester. "Syndemic : A design prototype of a dashboard to understand pandemics beyond epidemiology." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43624.

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This study wants to investigate how Interaction Design techniques can contribute to giving meaning to data visualization in a syndemic dashboard and to gain understanding from it. I am going to present to you a Syndemic Dashboard that has the goal of helping researchers to find trends, patterns and make predictions of the spread of Covid-19 in the Swedish context, collaborating with K3, IUR, DVMT, and the University of Oxford. In order to do this, I will first give an overview of what a dashboard is, dashboarding practices and interaction techniques, cognitive aspects involved to generate meaning, and relevant theories to gain understanding from Big Data. Consequently, I will explain the process and the methodologies applied to achieve the final result. The thesis ends with a discussion about the final result and proposes future investigations.
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Jovic, Igor. "Användarcentrerad Design : Utveckling av prototyper för pekskärmsgränssnitt." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-57.

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Det här arbetet preciserar ett problem utifrån ett problemområde som faller inom ramen för användarcentrerad design. Den preciserade problemformuleringen är: I vilken utsträckning kan ett gränssnitt göras användbart genom prototyping, aktiv användarmedverkan och iterativ utveckling genom användningen av en modifierad version av ISO 13407 standarden som ett utvecklingsramverk? Den här frågeställningen har tillämpats och avgränsats till ett pekskärmsgränssnitt vid namn Navigator som är utvecklat av Asko. Resultaten visar att de gränssnittsprototyper som har skapats är användbara. Vidare visar resultaten även att det inte är tillräckligt att enbart använda tre nyckelprinciper för användarcentrerad design i syfte att uppnå användbarhet.

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Andersson, Julia, and Jonathan Ek. "Rumsreservationssystem : En komplett designprocess." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-39356.

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The goal of the project has been to investigate how room reservation systems should be designed so that booked rooms are utilized and so that ambiguities about booked rooms do not arise. User interfaces have been created through a prototype and algorithms have been designed and implemented. The Design Science method was utilized for activities related to prototypes and algorithms. Evaluation of the prototype involved conducting usability tests which have shown that the user interface is easy to use. Unit tests and integration tests have been applied to ensure that the implemented algorithms work properly. A survey was conducted to examine how an existing system and the proposed features are perceived. The results of the survey indicate that the identified problems are experienced by the respondents and that the proposed features are appreciated. More respondents would however have been desirable. Moreover, the results of the usability tests may differ if they are performed on a complete system. These tests should include people of different technical competence. Analysis of the algorithms mentions assumptions made during design, considerations for implementation and possible corrections. Analysis of the unit tests and integration tests mentions that they are limited in some aspects. Design Science has been useful for the project but has not always been perfect. Future work involves examining how authentication for the systems should be designed, developing a complete system that implements the proposed solutions, correcting the algorithms and gathering more data on how the proposed solutions and existing systems are perceived.
Projektets mål har varit att undersöka hur rumsreservationssystem ska utformas så att bokade rum nyttjas och så missförstånd om vilka rum som är bokade ej uppstår. För ändamålet har användargränssnitt skapats genom en prototyp och algoritmer har framställts och implementerats. Framställningen av prototyper samt konstruktion och implementering av algoritmer har skett enligt Design Science. Utvärdering av prototypen har inneburit genomförande av användbarhetstester som har visat att det föreslagna användargränssnittet är lättanvänt. Enhetstester och integrationstester har tillämpats upprepade gånger för att säkerställa att de implementerade algoritmerna fungerar korrekt. En enkätundersökning har genomförts för att ta reda på hur ett befintligt rumsreservationssystem och de föreslagna funktionerna uppfattas. Resultatet av enkätundersökningen tyder på att problemen som identifierats upplevs bland enkätdeltagarna och att de föreslagna funktionerna är eftertraktade. Projektets resultat tyder på att fler enkätdeltagare hade varit önskvärt och att användbarhetstestens resultat kan bli annorlunda om de genomförs på ett riktigt system samt att de bör innefatta personer av olika teknisk kompetens. Analys av algoritmerna nämner antaganden som gjorts för deras framställning, vad som bör tas i åtanke för deras implementation och korrigeringar som kan genomföras. Analys av enhetstesten och integrationstesten nämner att de är begränsade i vissa avseenden. Design Science har varit användbart för projektets syfte men har inte alltid varit perfekt. Framtida arbete innebär att ta reda på hur autentisering för systemen bör utformas, utveckla ett komplett system som implementerar lösningsförslagen, korrigera algoritmerna som framställts samt samla in mer data om hur lösningsförslagen och befintliga system uppfattas.
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Persson, Malin. "Designing an interface for creating report templates in a test management tool using competitive analysis and prototype testing." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-100235.

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Test management tools are used to structure and manage test processes in software and hardware development. The purpose of this project was to design a test report template editor for a test management tool with a focus on usability. Requirements analysis was made using domain analysis and stakeholder interviews. In the design phase, usage scenarios were developed as well as two paper prototypes. A final paper prototype was created based on feedback from the stakeholders. TDR reports is a WYSIWYG editor that provides a set of features that allow users to choose which information to include in their test reports. A basic usability evaluation was performed at the end of the study that indicated that the initial requirements were fulfilled.
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Hak, Jean-Luc. "Engineering annotations for supporting the design process of interactive systems : a model based approach and a tool suite." Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30062.

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Au cours d'un processus de développement de système interactifs, différents acteurs collaborent lors des activités de ce processus et plusieurs choix de conceptions sont effectués afin de converger vers une solution répondant à la fois aux besoins des utilisateurs et aux exigences. Pour atteindre cette solution, de nombreux artefacts sont produits, utilisés et révisés par les différents intervenants du processus. Afin de communiquer sur des points particuliers d'un artefact, collaborer dans son élaboration ou tout simplement rajouter des informations complémentaires, des annotations peuvent être créés sur ces artefacts. En fonction des annotations et de leurs contenus, certains artefacts peuvent par la suite être amenés à évoluer, reflétant ainsi l'influence des annotations sur ces artefacts et donc leurs influences sur le projet de manière globale. Il est donc possible de considérer les annotations comme un outil versatile jouant un rôle non négligeable dans le processus de conception. Néanmoins, plusieurs problèmes peuvent être identifiés concernant l'intégration des annotations au sein des activités d'un processus de conception de système interactifs. Premièrement, le rôle des annotations n'est pas clairement défini dans les différents processus de conceptions. En effet, bien qu'on observe l'usage omniprésent des annotations lors de la conception de systèmes interactif, les processus de conception actuels n'expliquent pas comment les relier aux tâches à accomplir et les artefacts à produire. Deuxièmement, une annotation peut concerner plusieurs artefacts car chacun modélise des points de vue complémentaires du système interactif. Néanmoins, la multiplicité des types d'artefacts et des outils pour la création de ces artefacts pose un problème car chaque outil qui offre la possibilité de créer des annotations propose son propre modèle d'annotation. Ce modèle est généralement restreint à un type d'artefact donné : celui manipulé par l'outil. Ceci implique que les annotations d'un projet sont éparpillées par lot et que chaque lot d'annotations est fermé à un seul type d'artefact. Cette thèse s'appuie sur une analyse des annotations et des pratiques liées aux annotations ainsi que sur la recommandation "Web Annotation Data Model" du W3C pour proposer un modèle d'annotation et une architecture logicielle permettant de centraliser les annotations d'un projet et d'intégrer ces annotations dans divers types d'outils et d'artefacts. Ce modèle d'annotation et cette architecture logicielle a été appliquée dans trois études de cas différents afin d'explorer différentes intégrations possibles au sein d'un processus de conception. La première étude de cas démontre l'intégration et la personnalisation d'annotations au sein d'un outil de prototypage. La seconde étude de cas s'attarde sur la présentation d'un outil permettant de consulter dans une vue unique l'ensemble des annotations créés sur différents artefacts et sur les différents modèles d'un projet. La troisième étude de cas illustre une intégration des annotations dans un environnement industriel comprenant des outils et un processus de conception existant. Ainsi, ces contributions autour des annotations servent de base pour la réalisation de travaux complémentaires tels que l'utilisation d'annotations pour structurer et connecter les différents modèles d'un système interactif, l'utilisation d'annotations en tant que ressource pour les processus de prises de décisions, et l'utilisation d'annotations pour étudier la traçabilité de l'évolution d'un système interactif. En effet, en reliant les artefacts entre eux en utilisant les annotations et en justifiant les choix de conceptions avec des annotations, il serait possible d'assurer la traçabilité des différents choix de design effectués au cours d'un projet ainsi que la traçabilité de l'impact de ces différents choix sur les artefacts
During the development process of an interactive system, different actors collaborate in the activities of this process and several design choices are made to converge to a solution that meets both user needs and requirements. To achieve this solution, many artifacts are produced, used and reviewed by the various stakeholders of the process. In order to communicate on particular points of an artifact, to collaborate in its elaboration or simply to add additional information, annotations can be created on these artifacts. Depending on the annotations and their contents, some artefacts may subsequently evolve, thus reflecting the influence of annotations on these artifacts and therefore reflecting their influence on the project. Thus, it is possible to consider annotations as a versatile tool playing a significant role in the design process. Nevertheless, several issues can be identified regarding the integration of annotations within the activities of the design process of interactive systems. First, the role of annotations is not clearly defined in the different design processes. While there is a widespread and a ubiquitous use of annotations in the design of interactive systems, current design processes do not address how to relate them to the tasks to be performed and the artifacts to be produced. Secondly, an annotation can be related to several artifacts as each models are giving a complementary representation of the interactive system. However, the multiplicity of artifact types and tools for creating these artifacts is a problem since each tool that provide features for annotations implements their own annotation model. These models are usually restricted to one type of artifact: the one handled by the tool. This implies that the annotations produced within a project are scattered by sets and that each these annotation set is closed to a single type of artifact. This PhD thesis is based on an analysis of annotations and their uses as well as on the W3C "Web Annotation Data Model" recommendation to propose an annotation model and an architecture to centralize the annotations of a project. This architecture also allows to include the annotations support on various tools and type of artifacts. This contribution has been applied on three different case studies to explore the possible integrations of annotations within a design process. The first case study demonstrates the integration and customization of annotations within a prototyping tool. The second case study focuses on the presentation of a tool allowing to consult in a single view all the annotations created on different artefacts and on different models of a project. The third case study illustrates an integration of annotations into an industrial environment that includes existing tools and an existing design process. Thus, these contributions around annotations are used as a basis for the realization of complementary works such as the use of annotations to structure and connect the different models of an interactive system, the use of annotations as a resource for the decisions making processes, and the use of annotations to study the traceability of the evolution of an interactive system. Indeed, by linking the artifacts to each other using annotations and justifying the choice of designs with annotations, it would be possible to ensure the traceability of the different design choices made during a project as well as the traceability of the impact of these different choices on the artifacts
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27

Troel--Madec, Maureen T. "Design through vulnerability: Designing presence in a time of pandemic." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23142.

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This thesis explores the dimensions of an emerging vulnerable design space in the context of COVID-19 pandemic through a design process that rethinks designer's presence and power in a context of remote exploration and embraces diary as a method and prototype to integrate interdisciplinary research in exploring different temporalities to record the past, to deal with the present and to speculate about what can happen afterwards.
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Miszkiel, Samanta, and Alan Cheng. "Hej, kom spela med oss! (Hi, come play with us!)." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22169.

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People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games.How do we create a tool that further builds upon those strengths?The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session. We have through the use of service prototyping and low-fi prototypes created a small-scale context in which we have conducted our research in.This study has been conducted with the use of observations of board game events and with the use of low-fi prototypes.The thesis treats theories and methods that have been used throughout this project.We can also find the documentation of our research data, read about the following design process of creating the service and results of usertesting.Finally in the conclusion we present the results of our research, our final design and suggestions on further development.Keywords:
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Andersson, Jonatan. "Design och utkast av ett informationssystem för akutkliniken vid Karolinska Sjukhuset : Design samt utvärdering av prototyp för akutpatienter i väntan på vård." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108344.

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På Karolinska Sjukhusets akutklinik i Solna har man upplevt problem med att personalen får lägga mycket tid på att besvara på patienters frågor som man många gånger tror beror på brist av information. Syftet med studien var att visa på hur ett informationssystem skulle kunna öka den s.k. informationssystems-framgången för Karolinska Sjukhuset med fokus på kopplingen mellan organisationen och patienterna. Detta gjordes genom att skapa två prototyper med hjälp av Adobe Photoshop, Illustrator samt Axure RP som sedan kördes via          en iPhone. Studien ämnade även utvärdera dessa produkter för att hitta eventuella användbarhetsproblem som kan komma att sänka en potentiell användarens nöjdhet. Detta gjorde med hjälp av ett tänka-högt-protokoll som kompletterades av en SUS-enkät.   Studien resulterade i en klargörande analys om vad som var bra- respektive dåligt med de olika prototyperna samt hur de bör tillämpas och vilka resultat det kan få för patienterna, personalen samt Karolinska Sjukhuset som organisation. Det visade sig att en mobilapplikation var något som försöksdeltagarna uppskattade samt tyckte var nödvändigt för att bidra till ett förbättrat informationsflöde på akutkliniken. Vidare bör man dock fortsätta att användbarhetstesta produkten samt experimentera med olika typer med informationspresentation för att optimera gränssnittet samt göra produkten uppdaterad och intressant.
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Asplund, Ingeborg. "Songs of Transistor : A study of sound design in video games." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32944.

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While there is a lot of research about other aspects of game design, there are fairly few studies about music and sound in video games. Since music and sound are components of next to all games, it is interesting to investigate how this aspect affects the perceived immersion of gamers. The aim of this study is to investigate how sound and music affect player sense of presence in a video game, Transistor [19], which was chosen due to its distinct and strongly emotional music and sound. Five video prototypes were made using gameplay and sound from the game. The videos presented different variations of the soundscape. These were tested by a web survey with questions from the PENS questionnaire [15], providing the users a seven point Likert scale by which they could rate their experience. The answers were analyzed with a mixed model regression and compared with an estimated image of which degree of immersion would be experience for each of the videos. The result of the study showed that the complete soundscape was significantly more immersive than all the other soundscapes, while silence was significantly less immersive than the other soundscapes. The conclusions were the more complete the soundscape is, the more immersive it is, and that even a small part of the total soundscape is more immersive than complete silence.
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Danielsson, Pehr-Henric. "Exploring the effects of different fidelities in an early design process of mobile prototyping." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3716.

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There are a vast number of research and studies undertaken within the domain of user-centered design concerning the design process of an artifact, but still there are questions being raised of the relatively new and successful field of mobile design. During recent years mobile technology have surpassed the standardized thoughts of how to prototype and evaluate such a ubiquitous device. The paper addresses this predicament by discussing aspects of fidelity differences in an early design process of a mobile design. The example being presented refers to a design study of an iPhone-application, where two different types of prototypes were created and user tested, a low-fidelity paper prototype and a mixed-fidelity interactive prototype. The paper sets focus on the various differences between these fidelities closely related to the case. It also reflects on how mobile design approaches can mature during the early stages of a design process.

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Åberg, Adam. "Vehicle Design." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2077.

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Abstrakt Denna uppsats syftar till att utforska hur begreppet recontextualisering kan användas i samband med design koncept av krigsfordon skapade för antingen spel eller film produktioner. Dessa krigsfordon placeras i olika miljöer och anpassas för tjänst i dessa miljöer med hjälp av grafiska koncept. Dessa grafiska koncept skapas med hjälp av begreppet rekontextualisering. Uppsatsen undersöker hur vida man kan gå tillväga för att skapa dessa grafiska koncept och vilken betydelse det har för skapandet av ett spel eller en film. Med denna uppsats undersöks även industriell design som Feng Zhu (2012) förklarar det i kombination med illustration och skillnaden däremellan samt hur bägge är relevanta för denna uppsatsen samt dess produktion eller liknande produktioner. Sammanfattningsvis skapas dessa konceptuella prototyper och därefter analyseras samt dokumenteras resultaten och slutsatserna i en diskussion. Nyckelord: Recontextualisering, prototyp, koncept, idustriell design, illustration, vehicle, design. Abstract This thesis intends to explore how the concept of recontextualisation can be used in conjunction with design based concepts of war vehicles created for either game or movie productions. These vehicles of war are placed in different environments and adapted for services in these environments via graphic concepts. These graphic concepts are in turn created using the concept of recontextualization. This essay examines how far one can go about creating these graphic concepts and what relevance it has on the creation of a game or a movie. With this essay the difference between industrial design as Feng Zhu (2012) addresses it and illustration is also examined, and how both are relevant to this thesis and its production or similar productions. In summary, the conceptual prototypes were created and thereafter the results and conclusions were analyzed and documented in a discussion. Keywords: Recontexualizing, prototype, concept, industrial design, illustration, vehicle, design.
http://aadiart.wordpress.com/
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Lindström, Daniel. "Visualizing future buildings : User-centered design process and evaluation of a sensor-based MAR prototype." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215771.

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Mobile Augmented Reality (MAR) is an emerging technology that, when done right, can offer the users a rich experience. However, as with most emerging technologies, it is primarily technology-driven, often leaving the user needs aside. In this study a sensor-based MAR prototype was developed and evaluated, following a User-Centered Design process. The prototype visualized a future building in the city of Stockholm, Sweden. However, sensors in today’s smartphones are not perfect, which is a problem when used as tracking method to augment 3D-content. Also, developing a MAR experience includes some challenges and issues that need to be addressed in order to develop a good experience for the user. One of those challenges is to test and validate ideas at an early stage of the development. Usually when following a User-Centered Design process, prototyping is a useful tool for testing and validating. Though, even the simplest MAR experience requires an advanced infrastructure, which is expensive and time-consuming to develop. In this study both the inherited problems of smartphone sensors and the challenges regarding MAR development were taken into account during the development. To counteract these problems, cleverly designed functions were implemented. To evaluate the final version of the prototype, a user test was conducted in an urban environment. The most important lessons learned during this study were that today’s smartphones do not provide robust and accurate sensor data in an urban environment. Resulting in incorrect placement and flickering of the augmented 3D-object. Also, the functions that were developed to counteract these problems helped in some degree, indicating the potential of overcoming hardware problems with cleverly designed functions. Last, using existing AR framework to produce an interactive and AR-enabled prototype, to a low cost and relatively fast, proved successful.
Mobil förstärkt verklighet (Mobile Augmented Reality, eller MAR) är en teknik på frammarsch som utvecklas i snabb takt. MAR har möjligheten att leverera en rik upplevelse till användaren. Dock är utvecklingen av MAR, likt de flesta tekniker under snabb utveckling, teknikdriven vilket ofta medför att användarens behov glöms bort. I denna studie står användaren i fokus när en sensorbaserad MAR-prototyp utvecklas och utvärderas. Allt detta sker med hjälp utav en användarcentrerad designprocess och prototypen används för att visualisera en kommande byggnad i Stockholm, Sverige. Vid utveckling av en sensorbaserad MAR-upplevelse står man inför ett flertal utmaningar och problem som alla behöver adresseras för att kunna leverera en bra upplevelse till användaren. Dels finns hårdvaruproblem så som att sensorer i dagens smartphones är långt ifrån perfekta, detta medför problematik i placeringen utav 3D-objekt som baseras på sensordata. En annan utmaning är att testa och validera idéer i ett tidigt skede av utvecklingen. Vanligtvis när man följer en användarcentrerad designprocess är tidiga prototyper ett användbart verktyg för testning och validering. Dock kräver även den enklaste MAR-upplevelsen en avancerad infrastruktur, som är både dyr och tidskrävande att utveckla. I denna studie tas dessa problem och utmaningar i beaktning redan i ett tidigt utvecklingsstadium. Väldesignade funktioner utvecklas för att motverka och minska inverkan utav dessa problem. För att utvärdera den slutgiltiga prototypen utfördes ett användartest i stadsmiljö. En viktig lärdom från denna studie är att dagens smartphones inte erbjuder tillräckligt robust och precis mätning av sensordata i stadsmiljö för att leverera en bra användarupplevelse. Detta resulterade i felaktig och hoppande/skakig placering av 3D-objekt. De funktioner som utvecklades för att motverka problemen med MAR hjälpte i viss utsträckning, dessa påvisade en potential att överkomma hårdvarubrister med smarta och väldesignade funktioner. Att använda AR-ramverk för att producera interaktiva MAR-prototyper, till en låg kostnad och med relativt kort utvecklingstid, visade sig lyckat.
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34

Wang, Yinghua. "Participatory Action Research with Chinese-American Families: Developing Digital Prototypes of Chinese Art Education Resources." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1385092278.

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35

Cotoranu, Alexandru. "Supporting Interaction Designers through the Accomplishment Support Tool: IxD Companion." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23765.

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This thesis paper addresses a problem of motivation that interaction designers experience when managing multiple design processes while keeping track of many design considerations. Once this issue is described at length, the paper focuses towards a possible solution in the form of a hybrid between creativity and productivity support tools: an accomplishment support tool. This tool is meant to support interaction designers in their experience with managing multiple processes.This paper does not suggest that interaction design is the only profession that suffers from the motivation issue that is described, nor does it deny that other professions could benefit from the use of such a tool. The paper merely attempts to narrow the issue down to one profession so that it may be addressed within the limits of the thesis project.The paper explores the need for such a tool by inspecting and analyzing current methods and digital applications used by interaction designers and mentions how this need is addressed with solutions based on relevant theories from diverse areas of interest. As defining qualities emerge from a combination of theoretical and practical research, case studies are described from a preparation perspective and then as experienced by workshop participants and interviewees.The case studies (which include workshops and prototype modules) are then reflected upon and discussed in terms of their impact on the overall goals of the thesis project. A final prototype in the form of a web application, IxD Companion, is then described through scenarios of use and assessed in the conclusion. Suggestion to future work on accomplishment support tools such as IxD Companion, as well as others, is provided at the end.
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36

Pentz, Audrey. "Designing a mobile application interface to support mid-career professionals in creating better financial futures." Master's thesis, Faculty of Science, 2021. http://hdl.handle.net/11427/32916.

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South Africans borrow more and save less than other nations (Discovery Bank, 2018). One reason is a lack of financial knowledge. If a mobile application could guide individuals to modify their financial habits slightly by spending less and saving more, they could dramatically improve their financial future. When designing visualisation systems such as a mobile application interface, users' qualitative design feedback and quantitative usability evaluation are both important and complementary. The benefit of usability feedback in software development is undisputed. The importance of qualitative design feedback from users however, seems to be controversial in Science. Gathering users' qualitative design feedback, ahead of usability evaluation, can have a substantial impact on downstream development costs. The researcher used design as a tool for thinking (imagining new possibilities) and communicating (sharing ideas). The purpose was to clarify ways in which a mobile application interface could support users in making better financial decisions and creating better financial futures for themselves and consequently for society. A user centred design (UCD) approach was followed, emphasising design before development, with a strong focus on user involvement in all three phases, namely requirements gathering, design and evaluation. A primary client archetype for mid-career professionals was developed, split into two personas, Alan and Zoe, based on personality and self-rated motivational attributes which were used in an unconventional way to inspire two parallel, diverse designs. In early design stages, before an idea is well formed, producing multiple contrasting designs in parallel and qualitative design feedback from users is beneficial to establishing utility (solving the right problem), tapping into users' domain knowledge, improving the quality of the design and reducing fixation on one idea. Once the concept has been socialised and evolved sufficiently with users' input, converging on one final design and testing usability (solving the problem in the right way) become more important. This research offers two refinements of the UCD process guidelines for the benefit of researchers and practitioners.
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37

Larsson, Ingrid. "Interface Design – a User-Centered Design Process : A qualitative study how to improve the Usability of a web-based consumer tool that measuring the quality of streamed videos." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169644.

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The purpose of this examination is to study how to create a user-friendly interface to a new non-released website. The research has been done in collaboration with the research institute Acreo and a project named Streamingkollen; a consumer tool that aims to improve the customer’s quality of experience (QoE) of streamed videos by measuring the video streaming quality.     In this study the focus has consequently been placed on the users of the service, in order to optimize their experience of the website and the interface.    In order to achieve a high level of usability, a user centered design process has been used. A user analysis, a heuristic evaluation and user tests on prototypes have been used as methods in the design process and the development of the interface.    The result from the user tests shows that the major reason why the user disliked, felt frustrated or couldn’t manage the service was when the design of the site was not consistent and minimal, when words, phrases and concepts on the site were not familiar and communicated in the same language as the users and when they lacked informative feedback of the operations made on the site.    The user-centered development in the study gave good results; many of the potential usability problems were identified and avoided.
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Shan, Zehua. "Design and evaluation of an interface prototype for content selection for a game that supports user-generated content." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209434.

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Games that support a high level of customization is few, and their success varies, but it is an apparent trend that more and more games strive to offer players more highly customizable gaming experience. One huge part of the customizable experience beyond creating and sharing user’s creations is experiencing experiences created by others. Designing such an interface that support the user to do so poses many challenges. What do the users need? How should the content be displayed? What do users look for when trying to find something interesting? Those are just a few of the questions that need to be answered when creating a solution for such an interface. The question this paper tries to answer is: What are the main elements for a content selection interface that fulfill the needs of it’s users and meets their expectation for a game that supports vastly different gameplay experiences? A survey was sent out to get a grasp on what the users needs, with the results from survey and knowledge gained from the background study, an interface prototype design was developed. To get a reality check from potential users, the prototype was evaluated with user testing, and feedback from users was gained from semi-structured interviews. Result suggests that the proposed set of function and information available are sufficient for most user, and the structure was clear. However, there are some features that the users wish to see, which could prove useful in helping users find interesting content. The knowledge gained from the study resulted in a prototype and some suggestions for future work regarding similar projects.
Spel som stödjer en hög grad av anpassning är få, och deras framgång varierar, men det är en tydlig trend att fler och fler spel strävar efter att erbjuda spelare mer anpassningsbar spelupplevelse. En stor del av den anpassningsbara upplevelsen utöver att skapa och dela användarens skapelser är att uppleva upplevelser som skapats av andra. Att utforma ett sådant gränssnitt som stödjer användaren att göra det ställer många utmaningar. Vad behöver användarna? Hur ska innehållet visas? Vad letar användare efter när man försöker hitta något intressant? Det är bara några av de frågor som behöver besvaras när man skapar en lösning för ett sådant gränssnitt. Frågan som den här studien försöker svara är: Vilka är huvudelementen för ett innehållsvalgränssnitt som uppfyller användarnas behov och uppfyller förväntningarna för ett spel som stöder väldigt olika spelupplevelser? En undersökning skickades ut för att få tag på vad användarna behöver, med resultaten från undersökningen och kunskapen från bakgrundsstudien utvecklades en gränssnittsprototypdesign. För att få en verklighetskontroll från potentiella användare utvärderades prototypen med användartestning, och feedback från användarna samlades genom halvstrukturerade intervjuer. Resultatet tyder på att den föreslagna uppsättningen funktions- och information tillgänglig är tillräcklig för de flesta användare, och strukturen var tydlig. Det finns dock vissa funktioner som användarna vill se, vilket kan vara användbart för att hjälpa användare att hitta intressant innehåll. Kunskapen från studien resulterade i en prototyp och några förslag till framtida arbete avseende liknande projekt.
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Ganibegovic, Emil, and Aram Tadevosyan. "Prototypgenererade personas - för vidareutveckling av IT produkt." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85196.

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Prototyper inom interaktionsdesign används för att implementera idéer till praktiska digitala lösningar och är byggda för att testa en designlösning och för att erhålla respons av lösningen. En prototyp kan gälla hela produkten eller en avgränsad del av denna och kan även gestalta den tänkta produktens roll. Persona är ett verktyg som ofta används inom interaktionsdesign där tidigare forskning inom ämnet presenterar att fortsatt forskning kring hur persona kan användas är viktigt för att skapa en större förståelse för användningen. Denna studie undersöker hur persona kan användas i olika faser i en användarcentrerad designprocess och att med studien undersöka om informationen som samlats in från en HiFiprototyp kan berika persona med data från intervjuer och kvantitativa variabler , som knapptryckningar, och som sedan kan användas i ett företag under utveckling av en ny produkt eller vidareutveckling av en existerande produkt. Undersökningen krävde att en femstegsmetod för insamling av data togs fram med en extrainsats på utvärdering av resultat ur intervjusvar. Undersökningen består av totalt 10 användartester där användarna blivit exponerade förprototypen. Intervjuerna speglar testarnas upplevelser i miljön. Studiens visar på hur en HiFi prototyp kan berika personas och som kan användas vid en utveckling och en vidareutveckling av en produkt. Utvärderingen som sedan baserades på ytterligare tre intervjuer på ett företag visar att datan som erhålls kan anses användbar i olika format och att det ger en bra inblick i att förstå sina användare inför en vidareutveckling av en produkt.
Prototypes in interaction design are used to implement ideas into practical digital solutions and are built to test a design solution and to obtain feedback from the solution. A prototype can apply to the entire product or a limited part of it and can also shape the role of the intended product. Persona is a tool that is often used in interaction design where previous research in the subject presents that continued research on how persona can be used is important to create a greater understanding of the use. This study examines how persona can be used in different phases of a user-centered designprocess and to investigate whether the information collected from a HiFi prototype can enrich persona with data from interviews and quantitative variables, such as keystrokes, and which can then be used in a company during the development of a new product or further development ofan existing product. The survey required that a five-step method for data collection be developed with an extra effort on evaluating results from interview responses. The survey consists of a total of 10 user tests where users have been exposed to the prototype. The interviews reflect the testers' experiences in the environment. The study shows how a HiFi prototype can enrich personas and which can be used in the development and further development of a product. The evaluation, which was then based on three interviews at a company, shows that the data obtained can be considered useful in various formats and that it provides a good insight into understanding its users before a further development of a product.
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Olofsson, Kristin. "En förstudie kring en klickbar prototyp med fokus på balansen mellan användarnas behov och kundens krav : En kundportal som erbjuder städtjänster." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30270.

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Denna förstudie undersöker hur man kan balansera en användarcentrerad arbetsprocess mot en verklig kund (som inte tillåter kontakt med de slutgiltiga användarna). Den undersöker utmaningarna kring skapandet av en tänkt kundportal för servicetjänster genom att utgå från kundens egen informationsmodell med de slutgiltiga användarnas behov. Med hjälp av fyra muntliga intervjuer och observationer har data samlats in om hur kunden arbetar med sina användare idag. Genom denna förståelse skapades en klickbar prototyp för att sedan testa denna på två användare genom Think Aloud-observationer. Utifrån återkoppling från testerna har prototypen itererats. Resultaten av förstudien visade på vikten av en förstudie kring användarnas behov innan skapandet av en ny portal och hur dennes informationsmodell ska se ut. Med hjälp av en förstudie kan även nya innovativa idéer kring den tänkta produkten vara till sin fördel. Att skapa en användarcentrerad prototyp utan användarna är ingen användarcentrerad prototyp. Förstudiens resultat visar på möjligheterna med att involvera användare i skapandet av en prototyp för att utesluta krockar mellan kund och användare.
This pilot study investigates how one can balance a user-centrered workprocess against the business goals of the client. It investigates the challenges in creating a service providing portal by using the clients own information model but having the users in focus. With the help of four oral interviews and observations, data has been collected on how the client work with their users today. Using this understanding a prototype was created to test on two users, using Think Aloud-observations. The feedback from the tests were used to iterate the prototype further. The results showed the importance of doing it before the creation of an information model. With the help of a pilot study new innovative ideas can come up. The conclusion was that working after a user-centered method does not work if the client does not allow involvement of the users themselves. The pilot study shows the possibilities in involving users in the creation of a prototype to eliminate future problems in interaction design of a portal.
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Korzetz, Mandy, Romina Kühn, Karl Kegel, Franz-Wilhelm Schumann, Leon Georgi, and Thomas Schlegel. "MilkyWay: A Toolbox for Prototyping Collaborative Mobile-Based Interaction Techniques." Springer, 2019. https://tud.qucosa.de/id/qucosa%3A71301.

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Beside traditional multitouch input, mobile devices provide various possibilities to interact in a physical, device-based manner due to their built-in hardware. Applying such interaction techniques allows for sharing content easily, e.g. by literally pouring content from one device into another, or accessing device functions quickly, e.g. by facing down the device to mute incoming calls. So-called mobile-based interaction techniques are characterized by movements and concrete positions in real spaces. Even though such interactions may provide many advantages in everyday life, they have limited visibility in interaction design due to the complexity of sensor processing. Hence, mobile-based interactions are often integrated, if any, at late design stages. To support testing interactive ideas in early design stages, we propose MilkyWay, a toolbox for prototyping collocated collaborative mobile-based interaction techniques. MilkyWay includes an API and a mobile application. It enables easily building up mobile interactive spaces between multiple collocated devices as well as prototyping interactions based on device sensors by a programming-by-demonstration approach. Appropriate sensors are selected and combined automatically to increase tool support. We demonstrate our approach using a proof of concept implementation of a collaborative Business Model Canvas (BMC) application.
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Berger, Arne. "Prototypen im Interaktionsdesign: Klassifizierung der Dimensionen von Entwurfsartefakten zur Optimierung der Kooperation von Design und Informatik." Universitätsverlag Chemnitz, 2013. https://monarch.qucosa.de/id/qucosa%3A19961.

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Die Arbeit beschäftigt sich mit dem Entwerfen in Theorie und Praxis. Dabei werden die unterschiedlichen Entwurfstätigkeiten immer als eingebettet in ein Entwurfsgefüge verstanden, in dem verschiedene kooperative Disziplinen mit unterschiedlichen Bezügen, Artefakte für die zukünftige Verwendung entwerfen. Hier geht es speziell um das kooperative Entwerfen, das von mehr als einer Person bewerkstelligt wird. Das sind oft Ingenieur und Designer, etwa Architekt und Bauingenieur oder Produktdesigner und technischer Ingenieur oder im Interaktionsdesign Designer und Informatiker. Dabei wird in der vorliegenden Arbeit Design als eine Kooperationsdisziplin und zugleich als eine Kooperationsdisziplin im Wandel dargestellt und gezeigt, wie die Zusammenarbeit mit Prototypen als manifesten Anker- und Differenzpunkten, gewinnbringender gestaltet werden kann. Zunächst wird die Kooperation von Designer und Ingenieur zur Lösung komplexer Probleme im Allgemeinen betrachtet. Anschließend wird die entwurfspraktische Zusammenarbeit beider Berufsgruppen im Interaktionsdesign untersucht. Dabei wird vorgeschlagen, den Entwurf in Skizzen, Mock-Ups oder Prototypen als kommunikativen Bezugspunkt zu wählen. Die Dimensionen von Prototypen im Interaktionsdesign werden bestimmt und in einer Taxonomie zusammengeführt.
Which material manifests a house? A sketch of the house? A car? A model of the car? Answering those questions is relatively simple because architecture and product design cultivate a rich and tangible tradition of prototyping and an adequate design theory. Which material manifests an interactive system? Is it the glas of the touch screen or is it the color of the buttons? Interaction design is an emerging discipline and its accompanying design theory is even more so in its early days. The dissertation contemplates questions of materiality in interaction design. What are interactive prototypes and how can they be sufficiently described? Which properties are inscribed and interpreted by designers, engineers, users and the environment alike? How can this knowledge be utilized for a meaningful transdisciplinary collaboration and equal participation in design processes? The book will start with the premise, that current research positions on prototypes in interaction design are based on hypotheses that are symmetrical in construction. Contemporary prototype research in interaction design focusses on either the artefact or the designer. The proposed research strives to combine those disjunct approaches on a metatheoretical level, via Somatic-Marker-Hypothesis from Neuroscience and Actor-Network-Theory from Philosophy of Technology. This serves as a declaration basis for the symmetric posture of current research and as a point of advancement for practice based research. A variety of empirical findings will be presented. The approach to an exhaustive working definition is building on four stages of analysis. First, this builds on the proposed theoretical framework as a structure for further analyses. In a second step, this framework was used to categorise existing dimensions of prototypes in literature. This extended literature review includes Fidelity Theories and what we call Inscription Theories as well as Form-Material Theories. In a third step, the thereby evolved categories were validated and advanced with content analysis of protocols of design processes between interaction designers and software engineers. In a final step the vocabulary was validated and advanced with of expert interviews.
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Kulinska, Maria. "Digital tools for developing customized co-design platform with integration of comfort and fashion." Thesis, Lille 1, 2018. http://www.theses.fr/2018LIL1I046/document.

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Malgré les progrès technologiques modernes, l'industrie du vêtement est toujours ancrée dans une approche traditionnelle en 2D et en 3D lors d’essayage virtuel. La question fondamentale de l’accessibilité aux données morphologiques du consommateur en ligne n'a toujours pas été résolue de manière appropriée. De plus, l’interactivité et le relationnel entre le corps humain et le vêtement ne sont pas suffisamment explorés pour atteindre une performance satisfaisante lors de l'essayage du vêtement en ligne. Mes travaux de recherche ont donc pour objectif de combler ces lacunes en proposant une plate-forme numérique intégrant à la fois la connaissance des experts du secteur de l’habillement (ajustement et confort), et les retours sensoriels des clients (au porté du produit) en misant en place une nouvelle stratégie de conception de vêtement en 3D afin de calculer et d’ajuster les valeurs de l’aisance 3D de celui-ci, comme les points clefs lors de la perception et la satisfaction du produit par le client. C’est à partir d’une méthode de classification supervisée associée à un descripteur de forme 2D que nous avons retrouvé le morphotype du client en 3D avec son avatar. Cette relation complexe entre la reconnaissance du corps porteurs et la conception de vêtements 3D approprié dans essayage virtuel a été testée et analysée dans le cadre de ce projet pour bâtir une solution de conception adaptée à un environnement à distance. À cette fin, nous avons présenté les principes de la modélisation du vêtement directement adaptés à la morphologie du porteur afin de couvrir toute la gamme de formes et de mesures corporelles
Despite modern technological progresses, the apparel industry is still anchored in the traditional 2D-to-3D design approach. Additionally, the aspects of the relation between human body and garment are not sufficiently explored in order to provide satisfactory performance of virtual try-on in the aspects of providing not only right fit and comfort to the customer but also avoiding returns to the retailer. However the main aspect is a lack of appropriately resolved issue of consumers’ body recognition in an online environment and proper 3D design methodology for individual client. In my PhD research, we challenge those gaps by proposing a foundation of a digital and knowledge-based platform for garment design and fit and comfort evaluation by integrating customers' and experts’ knowledge with the design parameters. By building a new 3D design strategy, we proposed an original method to calculate and adjust the 3D ease allowance values, which constitutes the key issues of satisfaction perception. Our 3D design method is linked to the consumer’s virtual representation, which come from a new pattern recognition method permitting to identify individual morphology from a single web-camera. It was experimentally shown that using the supervised method to create 2D shape descriptors enables to detect wearers’ morphotypes for a target population. The complex relationship between wearers’ body recognition, 3D garment design and garment fitting in virtual try-on has been tested and analyzed in the scope of this research project to build a suitable design solution applied to the remote environment
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Martins, Alessio Pedro. "De la Métaphore à la tâche : une bibliothèque de concepts métaphoriques pour le prototypage de techniques d'interactions." Phd thesis, Conservatoire national des arts et metiers - CNAM, 2013. http://tel.archives-ouvertes.fr/tel-00953425.

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Nous présentons dans cette thèse les bases d'un dialogue entre le modèle cognitif dit 'incarné' et le développement de styles et techniques d'interaction pour les interfaces graphiques en 3 dimensions. Ce modèle cognitif, structuré entre autres par Lakoff et Johnson, décrit les correspondances métaphoriques que nous construisons naturellement entre des idées abstraites et les modèles mentaux provenant de notre expérience perceptive. Dortier résume la cognition incarnée en disant que les idées ont des formes, des couleurs, suscitent des goûts et des dégoûts. Cette vision intégrée des systèmes perceptifs et cognitifs s'applique non seulement à la représentation mentale des objets ou des personnes, mais aussi aux idées abstraites quelles soient morales, philosophiques ou scientifiques.Ce modèle met en évidence le rôle de ces corrélations en tant que source de compréhension et d'action et a fait émerger le concept d'interfaces énactives. Aujourd'hui elles se présentent comme un regard commun sur les projets émergents d'interfaces homme-machine. Des projets, tels que les interfaces tangibles, les systèmes de capture de gestes et d'autres solutions logicielles et matérielles multimodales, se servent de notre aptitude à structurer métaphoriquement l'information produite par notre action sur le monde, pour créer des interfaces universellement appréhendables.Nous avons illustré l'application de ce modèle sur des projets d'interfaces graphiques pour la réalisation de tâches dans des contextes hétérogènes. Nous avons ciblé les dispositifs multimédia pour le grand public et les stratégies pour la réussite de ces interfaces en tant qu'outil pédagogique pour les musées, expositions et outils de travail collaboratifs. Notre première application est le projet de médiation graphique pour accéder à une base de données d'objets numérisés en 3D pour le Musée des Arts et Métiers. Dans ce projet les objets numérisés sont affichés selon une métaphore de fluides et particules dotés d'électromagnétisme. La navigation dans ce catalogue se veut claire et pervasive. Nous avons analysons la capacité des métaphores de construire des ponts cohérents entre les diverses plateformes d'accès au catalogue. Dans une seconde implémentation nous employons les métaphores liés à la notion visuelle de profondeur et de densité pour proposer une ligne du temps en 3 dimensions pour la visualisation de donnés temporelles pour EDF. Finalement nos synthétisons les relations entre les ensembles de métaphores pour les appliquer aux composantes d'interaction. La structure résultante se présente sous forme d'un Framework conceptuel d'agents et styles d'interaction qui peut servir en tant qu'outil de prototypage mais aussi comme catalyseur pour la conception d'interfaces innovantes.
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45

Höglund, Salomon. "En studie i blått : En ombyggnation av startsidan för en idrottsorganisations webbplats." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30316.

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Målet med detta praktiska examensarbete var att ta fram ett färdigt förslag på en ny startsida åt en idrottsorganisation för dess webbplats byggd på WordPress. Detta har åstadkommits genom att ha analyserat den befintliga startsidan samt fyra utomstående idrottsorganisationers webbplatsers startsidor. Analysen resulterade i en Low-Fidelity Wireframe över flödet på den nya startsidan, samt en hårdkodad High-Fidelity Prototyp. Det hela mynnade ut i ett WordPress Child-tema till idrottsorganisationens webbplats befintliga Parent-tema som var väl anpassad efter idrottsorganisationens önskemål och krav, samt byggd med responsivitet i åtanke för att möta den växande skara besökare på mobila enheter.
The goal with this practical thesis was to develop a finished proposal of a new home page to a sport organization for its website built on WordPress. This has been achieved by analyzing the existing home page, as well as the home page of four external sports organization’s websites. The analysis resulted in a Low-Fidelity Wireframe showing the main flow of the new home page, as well as a hard coded High-Fidelity Prototype. It all resulted in a WordPress Child-theme to the existing Parent-theme for the sport organization’s website that was well adapted to the organization’s wishes and demands, and built with responsive web design in mind to meet the growing group of visitors on mobile devices.
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Ehrenberg, Nils, and Simon Landstedt. "Malmöspanaren - En digital plattform för deltagande förvaltning av Malmö stads cykelvägnät." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23886.

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In this project we have explored digital tools for service management on the bicycle paths of Malmö. This was done through the participation of citizens in order to attempt to discern how such interactions can be eased using a mobile app, as well as how this app can be designed in order to appear trustworthy with user friendly interactions.We have explored this field by using goal-oriented design through interviews, prototyping and user tests. We have created a digital prototype as a possible solution for how the interactions can be done.Throughout the process interviews were held and user tests with selected members of the user group. To explore the concepts we have used paper prototypes in order to establish the design and then defining the interactions with the help of a digital prototype.Finally we have concluded that a general app for bikers in the city would be functional and that a longer study in the effects of such an app would be interesting as a continuation of this work.
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Petersson, Christina, and Malin Perkins. "The Digital Sales Bell : A design proposal for a digital, motivational work tool." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260145.

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This is a study within the area of computer science and industrial engineering and management, with focus on human computer interaction and management. The focal point for the thesis is work motivation with a digital approach; the possibilities of creating a digital tool that can increase sales employees’ motivation. The motivational effect of the physical Sales Bell, a tool used widely to motivate employees within sales, has been the basis of this project. A qualitative data gathering has been used to determine which functions and features the equivalent digital tool should possess. The collected data has also been the basic for creating personas and scenarios displaying the needs and potential use of the product. The agile design process has involved user-based testing and evaluations in order to develop an optimal design proposal and gain further understanding how the user perceives and interacts with the features and functions. The final prototype is presented together with a detailed specification of both interface design, software requirements and the estimated development cost. Thecase study and testing process has focused on the start-up telecom company Telness.
Det här är en studie inom området datavetenskap och industriell ekonomi, med fokus på människa-dator interaktion. Avhandlingens kärna är hur ett digitalt verktyg kan öka anställdas motivation på arbetsplatsen. Motivationseffekten från den fysiska säljklockan, ett känt motivationsverktyg inom säljverksamhet, har varit studiens utgångspunkt. En kvalitativ datainsamling med säljare som population har använts för att analysera och bestämma vilka funktioner ett motsvarande digitalt verktyg bör ha för att uppnå en motiverande effekt. Datainsamlingen har också fungerat som en bas vid skapandet av personas och scenarios, vilka visar vilka behov och vilken användning produktens framtida användare potentiellt kommer att ha. Den agila designprocessen har bestått av användarcentrerade tester och evalueringar som använts för att utveckla ett optimalt designförslag och få djupare förståelse för hur användare uppfattar och interagerar med prototypens funktioner. Den slutgiltiga prototypen presenteras tillsammans med en detaljerad specifikation innehållande gränssnittets design, krav på mjukvaran samt estimerad kostnad för att utveckla och integrera produkten i en säljverksamhet. För fallstudie och testprocess har start-up telekomföretaget Telness använts.
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Johansson, Maria. "Gestaltningstekniker i interaktionsdesign : en fråga om syfte och publik." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8717.

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Denna studie är en fallstudie av ett privat sjukvårdsföretag. Studien syftar till att undersöka hur olika gestaltningstekniker

samt gruppers sammansättning kan påverka diskussioner kring design och därmed fungera som strukturerande resurser för

samtalet. Studien vidgar begreppet prototyper till att hantera mer än de delar som behandlats i tidigare forskning: medium,

detaljrikedom och närhet till slutprodukt.

Datainsamling har skett vid sex fokusgruppstillfällen där tre olika grupper (inom olika delar av en och samma organisation:

användare hos kund, användare hos systemleverantören och systemutvecklare hos leverantören) har fört en diskussion kring

designen utifrån tre olika gestaltningstekniker (gränssnittsskisser, scenarios och dynamiska datorprototyper).

Diskussionerna har sedan analyserats i termer av domäner för interaktionsdesign och aspekter av IT-systemet i användning.

Studiens huvudsakliga slutsatser är att gestaltningstekniker påverkar vilka domäner och aspekter som diskuteras varför

designern kan välja gestaltningsteknik efter vad han eller hon vill få ut av diskussionen. Skisserna bedöms ge den mest

heltäckande diskussionen, medan scenarios fungerar bäst för dem som inte är teknikvana och tar då upp struktur och

funktion. Datorprototypen lämpar sig bäst för diskussion kring interaktion och presentation. Men gruppens sammansättning

påverkar diskussionen i högre utsträckning än gestaltningsteknikerna. Därför dras även slutsatsen att det är viktigt att

designern känner sin publik och anpassar valet av gestaltningsteknik efter målgruppen.


This thesis investigates how different prototyping techniques and compositions of groups can influence discussions about

design and therefore function as structuring resources for the discussion. This thesis widens the conception of prototypes to

include more than the issues that have been discussed in previous research: medium, wealth of details and closeness to the

final product.

Data has been collected through six focus groups where three different groups (within different parts of one organization;

users at client, users at system supplier, and systems developers at supplier) have discussed the design with the help of the

different prototyping techniques (sketches, scenarios and dynamic computer prototypes).

The discussions where analyzed in terms of domains for interaction design and different aspects of the system in use.

The main conclusions of this thesis are that prototyping techniques influence which domains and aspects are discussed.

Therefore the designer can choose prototyping technique depending on what he or she wants to discuss about the design.

The sketches provides the most complete discussion, while scenarios works best with those that are not knowledgeable

about IT-systems and then the discussion deals with structure and function. The computer prototype is best suited for

discussing interaction and presentation. But the composition of the group has more influence on the discussion than the

choice of prototyping technique. Therefore the conclusion is drawn that it is important that the designer knows his or her

audience and adjusts the choice of prototyping technique to the composition of the group.

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Cottman-Fields, Mark D. "Virtual birding : extending birdwatching to review acoustic recordings." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/104232/1/Mark_Cottman-Fields_Thesis.pdf.

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This thesis investigates how to enable bird watchers to review audio recordings collected by environmental sensors. Birders have valuable experience that is essential for identifying highly variable bird calls. Accurate bird call identifications can provide reliable information for avian research and conservation efforts. The five studies in this thesis yield a nuanced understanding of birders’ activities. Evaluations by birders of two prototype websites for analysing audio pinpoint effective design elements. The findings demonstrate that audio segments, visualisations, and tailored feedback in a website interface support accurate identifications of bird calls that may otherwise remain undetected.
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Boustedt, Tova. "Klinikintern statistik : en fallstudie kring behov av och möjligheter till framtagandet av ett statistikverktyg." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-236193.

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The health care sector is one of the most information-intensive institutions in Sweden. Big investments in information technology have been made to ensure efficiency and quality within organisations in health care. This has led to high requirements in documentation and resulted in an increase in administration which gradually more often is done by nurses and doctors. A major problem is that it is difficult to gain access to the information recorded in all the different systems, which is their objective. This causes double documentation instead of being a support in follow-up performance.   This study investigates the use of a central warehouse to enhance how people work with statistics at a clinic. The purpose of the project was to identify need and issues surrounding the clinical internal statistic of the Department of Neurosurgery and then give an improvement proposal in the form of a prototype software tool. During the project a requirement analysis in the form of interviews and observations in the clinic was carried out and the project team could identify users, systems, artefacts and information needs were identified. The result of this work is a prototype which was developed in a user-centered process, where contact with the IT-department (e-Hälsa) provided opportunities for access to data. The project has contributed a survey of the clinic where information- and functional needs about administrative statistics have been compiled and are the basis for a prototype that demonstrates a possible concept for recording and monitoring.
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