Dissertations / Theses on the topic 'Interactive user experience'

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1

Park, Ji Yong, and n/a. "Interactive user experience design : creating an effective online experience." Swinburne University of Technology, 2007. http://adt.lib.swin.edu.au./public/adt-VSWT20071004.120754.

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Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a model integrating key design dimensions of this experience, surveys design literate university students on effective online experiences, and develops a prototype for a hypothetical commercial web site that incorporates elements of co-creation and identity play. This practice-based project contributes a new proposal for web-based design and new knowledge in the form of an approach to user experience design.
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Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2007.
[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
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Mathew, Anijo. "Interactive placemaking : creativity and user experience at urban installations." Thesis, Open University, 2014. http://oro.open.ac.uk/39259/.

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Interactive placemaking offers many new opportunities for the consideration and design of urban place, particularly through offering engagement with the creativity and experiences of local populations. This thesis explores the recent area of interactive placemaking from analytical and creative perspectives in developing a framework for both describing behaviours and producing design guidelines. The thesis begins by drawing together and building on existing work in HCI and Design to provide an initial framework for the analysis of interactive place. The framework combines theoretical and practical threads to look at two central questions: how do people behave in interactive places, and how do we design such interactive places? The assumption underlying the thesis is that users' behaviours in public spaces can be observed, abstracted, and formalised to the extent that designers can use in designing and evaluating interactive public installations. In observational studies of four interactive installations the thesis progressively develops the original framework so that it is usable, accessible and understandable by designers. The thesis then goes on to evaluate how twenty design students used the framework to realise a number of public interactive installations in the city of Chicago. The thesis concludes by combining insights from existing research and insights from the studies conducted to present a comprehensive and robust framework structure. The main contribution of the thesis is thus a new generative and evaluative framework for interactive placemaking.
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Nacke, Lennart. "Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00449.

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Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e.g., media psychology, psychophysiology, and communication sciences) research communities. This thesis is located at the intersection of these research areas, bringing together emerging methodological and scientific approaches from these multi-faceted communities for an affective ludology; a novel take on game analysis and design with focus on the player. The thesis contributes to game research with three important results: (1) the establishment of an objective/subjective correlation methodology founded on psychophysiological methods, (2) the creation of a formal theoretical framework in which to conduct user experience (UX) research related to games, and (3) the combination of results regarding cognitive and emotional factors for describing, defining, and classifying the interactive relationship between players and games. Two approaches for measuring gameplay experience are used in this thesis. First, objective assessment of physiological user responses together with automated event-logging techniques, so called game metrics, allows collecting essential player- and game-related variables for a comprehensive understanding of their interaction. Second, using psychometric questionnaires allows a reliable assessment of players' subjective emotion and cognition during gameplay. The benefit of psychophysiological methods is that they are non-intrusive, covert, reliable, and objective. To fully understand psychophysiological results, a correlation between subjective gameplay experience ratings and psychophysiological responses is necessary and has been done in this thesis and prior work it builds on. This thesis explores objective and subjective assessment of gameplay experience in several experiments. The experiments focus on (1) level design implications from psychophysiological and questionnaire measurements, (2) the impact of form and age on subjective gameplay experience, (3) the impact of game audio and sound on objective and subjective player responses, and (4) the impact of game interaction design on and the relationship between experience and electroencephalographic measures. In addition, the thesis includes a theoretical framework for UX research in games, which classifies gameplay experience along the dimensions of abstraction and time. One remaining conceptual and empirical challenge for this framework is the huge variety of vaguely defined experiential phenomena, such as immersion, flow, presence, and engagement. However, the results from the experimental studies show that by establishing correlations between psychophysiological responses and questionnaire data, we are approaching a better, scientifically grounded, understanding of gameplay experience. Many possibilities open from here. More detailed analyses of cognition will help us understand to what extend gameplay experience depends on emotional or cognitive processing. In addition, the inclusion of more complex and detailed gameplay metrics data together with psychophysiological metrics will enable a comprehensive analysis of player behavior, attention, and motivation. Finally, the integration of new measurement technologies in interactive entertainment applications will not only allow a detailed assessment of gameplay, but also improve physical and mental interaction with future games.
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Masip, Ardévol Llúcia. "User experience methodology for the design and evaluation of interactive systems." Doctoral thesis, Universitat de Lleida, 2013. http://hdl.handle.net/10803/134762.

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L’avaluació heurística és una de les metodologies d’avaluació de la usabilitat més barates i utilitzades. Tot i així, algunes de les fases de la metodologia poden ser semi-automatitzades per tal de disminuir encara més el temps necessari per executar la metodologia i, en conseqüència, disminuir també el pressupost invertit en el procés de desenvolupament del sistema interactiu. A més, en termes generals, la qualitat d’un producte ha evolucionat de la usabilitat cap a l’experiència d’usuari. Per tant, d’acord amb les fases manuals de l’avaluació heurística i l’evolució cap a l’experiència d’usuari, es proposa una nova metodologia basada en heurístiques que considera l’experiència d’usuari en les fases de disseny i avaluació del procés de desenvolupament d’un sistema interactiu. Aquesta nova metodologia basada en heurístiques semi-automatitza l’elecció de les millors heurístiques per un sistema interactiu específic. També suporta el procés de l’avaluació heurística en sí i, finalment proporciona resultats quantitatius, qualitatius, formatius i summatius a través de l’estàndard ISO/IEC 25062:2006 standard for software engineering. Software product Quality Requirements and Evaluation (SQuaRE). Common Industry Format (CIF). Finalment, aquesta metodologia s’implementa en el recurs anomenat Open-HEREDEUX: Open HEurisitc Resource for Designin and Evaluation User eXperience.
La evaluación heurística es una de las metodologías de evaluación de la usabilidad más baratas y utilizadas. Sin embargo, algunas de las fases de la metodología pueden ser semi-automatizadas para disminuir aún más el tiempo necesario para ejecutar la metodología y, en consecuencia, disminuir también el presupuesto invertido en el proceso de desarrollo de un sistema interactivo. Además, en términos generales, la calidad de un producto ha evolucionado de la usabilidad hacia la experiencia de usuario. Por lo tanto, de acuerdo con las fases manuales de la evaluación heurística y la evolución hacia la experiencia de usuario, se propone una nueva metodología basada en heurísticas que considera la experiencia de usuario en las fases de diseño y evaluación del proceso de desarrollo de un sistema interactivo. Esta nueva metodología basada en heurísticas semi-automatiza la selección de las mejores heurísticas para un sistema interactivo específico. También da soporte en el proceso de la evaluación heurística en sí y, finalmente, proporciona resultados cuantitativos, cualitativos, formativos y summativos a través del estándar ISO/IEC 25062:2006 standard for software engineering. Software product Quality Requirements and Evaluation (SQuaRE). Common Industry Format (CIF). Finalmente, esta metodología es implementada mediante el recurso Open-HEREDEUX: Open HEurisitc Resource for Designin and Evaluation User eXperience.
Heuristic evaluation is one of the most used and discount usability evaluation methodologies. However, it has some manual steps that could be semi-automated to decrease the time spent to carry out the methodology and, in consequence, the budget invested in the development process of an interactive system. In addition, the quality of a product has evolved, in general terms, from the usability to the user experience. Therefore, according to both aspects, manual steps of the heuristic evaluation and evolution towards user experience, a new methodology based on heuristics is proposed for considering user experience in the design and evaluation steps of the development process of an interactive system. This methodology semi-automates the selection of the best heuristics for a specific interactive system, it supports heuristic evaluation per se and, finally, it provides quantitative, qualitative, summative and formative results through the ISO/IEC 25062:2006 standard for software engineering. Software product Quality Requirements and Evaluation (SQuaRE). Common Industry Format (CIF) for usability test reports. Furthermore, this methodology is implemented in Open-HEREDEUX: Open HEuristic REsource for Designing and Evaluating User eXperience.
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Fishenden, Jerry. "Interactive digital technologies and the user experience of time and place." Thesis, De Montfort University, 2013. http://hdl.handle.net/2086/9023.

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This research examines the relationship between the development of a portfolio of interactive digital techniques and compositions, and its impact on user experiences of time and place. It is designed to answer two research questions: (i) What are some effective methods and techniques for evoking an enhanced awareness of past time and place using interactive digital technologies (IDTs)? (ii) How can users play a role in improving the development and impact of interfaces made with IDTs? The principal creative and thematic element of the portfolio is the concept of the palimpsest, and its artistic potential to reveal visual and aural layers that lie behind the landscapes and soundscapes around us. This research thus contributes to an evolving cadre of creative interest in palimpsests, developing techniques and compositions in the context of testing, collating user experience feedback, and improving the ways in which IDTs enable an artistic exploration and realisation of hidden layers, both aural and visual, of the past of place. An iterative theory-composition-testing methodology is developed and applied to optimise techniques for enabling users to navigate multiple layers of content, as well as in finding methods that evoke an increased emotional connection with the past of place. This iterative realisation cycle comprises four stages - of content origination, pre-processing, mapping and user interaction. The user interaction stage of this cycle forms an integral element of the research methodology, involving the techniques being subjected to formalised user experience testing, both to assist with their further refinement and to assess their value in evoking an increased awareness of time and place. Online usability testing gathered 5,451 responses over three years of iterative cycles of composition development and refinement, with more detailed usability labs conducted involving eighteen participants. Usability lab response categories span efficiency, accuracy, recall and emotional response. The portfolio includes a variety of interactive techniques developed and improved during its testing and refinement. User experience feedback data plays an essential role in influencing the development and direction of the portfolio, helping refine techniques to evoke an enhanced awareness of the past of place by identifying those that worked most, and least, effectively for users. This includes an analysis of the role of synthetic and authentic content on user perception of various digital techniques and compositions. The contributions of this research include: • the composition portfolio and the associated IDT techniques originated, developed, tested and refined in its research and creation • the research methodology developed and applied, utilising iterative development of aspects of the portfolio informed by user feedback obtained both online and in usability labs • the findings from user experience testing, in particular the extent to which various visual and aural techniques help evoke a heightened sense of the past of place • an exploration of the extent to which the usability testing substantiates that user responses to the compositions have the potential to establish an evocative connection that communicates a sense close to that of Barthes' punctum (something that pierces the viewer) rather than solely that of the studium • the role of synthetic and authentic content on user perception and appreciation of the techniques and compositions • the emergence of an analytical framework with the potential for wider application to the development, analysis and design of IDT compositions
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Alexander, Granhof, and Eriksson Jakob. "Improving the User Experience in Data Visualization Web Applications." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21731.

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This paper is a literature study with an additional empirical approach to research how to improve user experience in data visualization web applications. This research has been conducted in collaboration with Caretia AB to improve their current data visualization tool. The research studies previous research on the topics of UI design, user experience, visual complexity and user interaction in the attempt to discover what areas of design and intuitivity that improves the user experiences in these kinds of tools. The findings were then tested together with Caretia through a proof-of-concept prototype application which was implemented with said findings. The conclusion of the results is that mapping ontology groups and prior experience as well as reducing visual overload are effective ways of improving intuitivity and user experience.
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Fan, Siyuan. "Integrating design into interactive personal medicine education experience." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1378195790.

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Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can affect these Pleasures. This to help interaction designers think more clearly around and make better design choices regarding interactions within interactive systems. The results of this showed that there can be many such relations, but also that they are complex. Additionally, it is discussed that Pleasures might also partly be experienced before or after the interaction with the artwork.
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Wang, Dong. "Developing Immersive Experience in Virtual Tour Applications on Mobile Devices." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176274.

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As a cutting-edge technology, VR is applied to all aspects of life. Especially when the pandemic is spreading, the immersive experience of VR provides another possibility for people's virtual tours and online exhibitions. Limited by the high price of professional VR equipment, VR technology still exists in specific professional fields. This project mainly studies some of the challenges of immersive experience on mobile phones and improves the immersive experience to make the virtual tour convenient and straightforward on mobile phones. Through research, it is found that interactive 360-video may be a potential solution. Users can explore freely in 360-video and interact with people or things in the environment. The most important thing is that interactive 360-video can rely on mobile phones as a medium so that everyone can afford it, and it allows users to explore and discover anytime, anywhere.

Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet

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Mavridis, George. "Digital Communication and Interactive Storytelling in Wikipedia : A Study of Greek Users’ Interaction and Experience." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104993.

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Wikipedia consists of an online encyclopedia created by users worldwide who collaborate to distribute knowledge and edit information in real-time. Although Wikipedia's accuracy has been a disputable and debatable issue in many recent studies, little academic research has systematically addressed how users interact with the platform's storytelling tools and how do they perceive and use Wikipedia's infrastructure, such as interactive tools. This exploratory study fulfills this gap and sheds light on users' perceptions about Wikipedia's interactivity. Moreover, Wikipedia is approached as an online community where collaboration, co-creation, and knowledge distribution play an important role. Therefore, it can be studied under the scope of Digital Humanities as well. The theoretical framework of interactive storytelling and digital communication suggests that hyperlinks, page preview bottoms, or interactive catalogs are applied in Wikipedia's environment to help users absorb information and construct their narratives. The findings of this thesis offer practical insights on how Wikipedia's interactive storytelling tools empower users with the ability to develop their stories and become editors/authors and provide a foundation for further academic research on user experience and how to improve interactivity and digital communication in Wikipedia
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Erhard, Peter. "Cross-device brand experience : Interactive brand elements in the Skype service ecology." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-14953.

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Many interactive products and services have made the move from stationary or desktop applications to dedicated mobile devices. Sonys Playstation has evolved into the PSP (playstation portable), Apples iPod is fully integrated with iTunes, Microsoft’s new media player is rumored to carry the Xbox brand and browsers like Internet Explorer and Opera can be used on pocket PCs, cell phones and Smart Phones. A very interesting example of this development is the global telephony company Skype that offers free calls over the Internet as well as instant messaging, video conferencing among many other things. Skype is making its way from the desktop to a wide array of devices, stressing the need for a unified brand experience. This thesis seeks to explore the different interactive aspects that constitute the user experience of a specific brand. Through listing the use qualities fulfilled by the services in the primary product and examining their requirements and dependencies in the user interface, this thesis proposes a method to foresee potential confinements in the brand experience when distributing an interactive product or service to a new platform. The thesis also aims at examining how the method can be used in the design process.

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Stearns, Heather. "INTEGRATING KEY ELEMENTS IN AN E-LEARNING CURRICULUM FOR AN OPTIMUM EDUCATIONAL AND INTERACTIVE USER EXPERIENCE." Master's thesis, University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3292.

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This study determines the particular components that are considered the best practices to use when implementing an e-Learning curriculum. Technical communicators and instructional designers have numerous development options to choose from. However, practices that work in academe do not always integrate well in a corporate setting, and what works for one corporation may not work for another. There is no singular methodology for developers to apply that enables e-Learning to fit every organization's needs. Research shows that to ensure a successful online learning implementation, a sound project management team must be in place at the beginning of the project planning. This team must be prepared to collaborate with managers and users across an organization and carefully incorporate their suggestions into the curriculum design. Additionally, this team must be experienced not only in making sure that the project is launched on time and within the defined budget, but also in asking pertinent questions about the users, content structure, and design. Implementing an e-Learning site involves more than putting a Web page online for users to view. Developers must know about adult learning styles, must know how to incorporate interactive activities (like games and simulations), and must know how to write content so that it is engaging yet understandable.
M.A.
Department of English
Arts and Humanities
English MA
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Creel, Desiree. "PolyXpress+: Using Social Networking to Enhance the User Experience of an Interactive Location-Based Storytelling Application." DigitalCommons@CalPoly, 2019. https://digitalcommons.calpoly.edu/theses/1969.

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There’s no denying the ever increasing presence of social networking in our daily lives. Every day, people share what they are thinking, doing, and experiencing. But even more so, they check their favorite networks to see what the people in their lives are sharing. Social networking has become so prevalent that most applications incorporate it since it keeps users engaged and beckons them back to the application again and again. PolyXpress is an interactive, location-based storytelling mobile application that functions as a platform for creating and experiencing stories. Written as a research project at California Polytechnic State University, it allows users to play through stories in real-world locations by using their smart phones. However, in an age of social networking, PolyXpress falls behind the curve, as it does not contain any social features. The work in this thesis aims to test if adding social networking features to PolyX- press will increase user engagement by performing a usability study. The new social features allow users to participate in public forums about stories, message friends while playing stories, and view their friends’ experiences within the app. The results of the study indicate that the overall user experience of PolyXpress was not increased by the social networking features; however, these features are desired and liked by the users. 70% of the experimental group enjoyed using the social features, while 30% remained indifferent. The problem is that the new features disrupted app satisfac- tion, as UI satisfaction decreased from 100% with the control group to 40% with the experimental group.
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Hong, Yeji. "DESIGNING INTERACTIVE CARPET AND EVALUATING THE ARTIFACT WITHIN ACTIVITY THEORY." Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-152128.

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When people are stressed, they are likely to walk faster. Research indicates that walking speed is an indicator of pace of life, with a faster walking speed in urban areas. Based on empirical data, I designed and developed a prototype of an interactive carpet for encouraging users on the carpet to slow down and thus to relax more. I evaluated the interactive carpet with user interviews, and two different experiments, where one of the experiments was conducted in an exhibition environment. My findings indicate users feel more relaxed in the interaction when they are informed about how to operate the prototype, as opposed to users who are not informed before they use the prototype and thus have a learning phase in which they have to figure out how the prototype works. Like earlier research, my finding assures that the usability problem should be prioritized over improving the system for user experience (UX). In addition, I discuss applicability of the Activity theory framework to my studies and propose an extension of the activity checklist, namely to take user intention into account for a more holistic analysis.
När människor är stressade,så går de ofta snabbare.Forskning pekar på gånghastighet som en indikator på livstempot i övrigt, med en högre gånghastighet i stadsmiljöer.Baserat på empirisk data så har jag designat och utvecklat en prototyp för en interaktiv matta som ska uppmuntra användare till att sakta ner när de går över mattan, och därmed bli mer avkopplande.Jag utvärderade den interaktiva mattan med användarintervjuer och två olika experiment, där ett av experimenten utfördes i en utställningsmiljö.Mina resultat indikerar att användare känner sig mer avkopplade i interaktionen när de är informerade om hur de ska använda prototypen, i kontrast till användare som inte har blivit informerade innan de får använda prototypen och som därmed har en inlärningsfas där de måste räkna ut hur prototypen fungerar.I enlighet med tidigare forskning så visar mina studier att användbarhetproblem bör prioriteras över att förbättra systemet med avseende på användarupplevelse (UX).Utöver detta så diskuterar jag applicerbarheten hos aktivitetsteori på mina studier och föreslår en utökning av aktivitetschecklistan, nämligen att ta hänsyn till användarens avsikt för en mer holistisk analys.
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von, Matérn Gunnur. "Differences in Children’s Experiences when Playing with a Social Robo : a Field Experiment." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26164.

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This study explored human-robot interaction where children got to play with the interactive social robot Romo. The focus of the study was to explore if children experienced the interactions with the robot differently depending on two parameters. The parameters used were thought to measure differences in experiences, attitudes and expectations towards the robot depending on whether the children were co-creators of the robot or merely had playful interaction with the robot. The results indicated that the children in both activity parameter groups had similar pleasurable experiences apart from four additional categories that were detected in the co-creation group. Something that indicates that the group of children that were given the opportunity to manipulate and form Romo’s behavior had a richer user experience compared to the group of children that only played with Romo. It was also noticeable that none of the children that manipulated and formed Romo’s behavior experienced it as direct learning. They saw the learning process more as being a playful experience and many of them expressed that they had taught Romo to do various things. The ability to edit Romo’s robotic motions and behavior, through an easy contextual-sign interface, inevitably allowed the children to understand physical and computational models through play.
Denna studie undersökte människa-robot interaktion där barnen fick leka med interaktiva sociala roboten Romo. Målet med studien var att undersöka om barnen upplevde interaktioner med roboten på olika sätt beroende på två parametrar. De parametrar som användes var avsedda att mäta skillnader i upplevelser, attityder och förväntningar till roboten beroende på om barnen var medskapare av roboten eller enbart hade en lekfull interaktion med det. Resultatet visade att barnen i båda aktivitets parameter grupperna hade liknande upplevelser av interaktionen med roboten förutom att gruppen som var medskapare av roboten hade ytterligare fyra njutbar upplevelser. Något som tyder på att den grupp barn som fick möjlighet att manipulera och forma Romos beteende hade en rikare användarupplevelse jämfört med den grupp av barn som bara lekte med Romo. Det var också anmärkningsvärt att ingen av barnen som manipulerade och formade Romos beteende upplevde det som direkt inlärning. De såg inlärningsprocessen mer som en lekfull upplevelse och många av dem uttryckte att de hade lärt Romo att göra olika saker. Möjligheten att redigera Romos rörelser och beteenden, genom en enkel kontextuellt gränssnitt, oundvikligen tillät barnen att förstå fysisk- och beräkningsbaserad modellering genom lek.
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Weigel, Lauren Jean Liu Tsai Lu. "A user-centered approach integrating an interactive product system into the design of a grocery shopping experience." Auburn, Ala., 2009. http://hdl.handle.net/10415/1947.

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Seeker, Volker Günter. "User experience driven CPU frequency scaling on mobile devices : towards better energy efficiency." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/29583.

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With the development of modern smartphones, mobile devices have become ubiquitous in our daily lives. With high processing capabilities and a vast number of applications, users now need them for both business and personal tasks. Unfortunately, battery technology did not scale with the same speed as computational power. Hence, modern smartphone batteries often last for less than a day before they need to be recharged. One of the most power hungry components is the central processing unit (CPU). Multiple techniques are applied to reduce CPU energy consumption. Among them is dynamic voltage and frequency scaling (DVFS). This technique reduces energy consumption by dynamically changing CPU supply voltage depending on the currently running workload. Reducing voltage, however, also makes it necessary to reduce the clock frequency, which can have a significant impact on task performance. Current DVFS algorithms deliver a good user experience, however, as experiments conducted later in this thesis will show, they do not deliver an optimal energy efficiency for an interactive mobile workload. This thesis presents methods and tools to determine where energy can be saved during mobile workload execution when using DVFS. Furthermore, an improved DVFS technique is developed that achieves a higher energy efficiency than the current standard. One important question when developing a DVFS technique is: How much can you slow down a task to save energy before the negative effect on performance becomes intolerable? The ultimate goal when optimising a mobile system is to provide a high quality of experience (QOE) to the end user. In that context, task slowdowns become intolerable when they have a perceptible effect on QOE. Experiments conducted in this thesis answer this question by identifying workload periods in which performance changes are directly perceptible by the end user and periods where they are imperceptible, namely interaction lags and interaction idle periods. Interaction lags are the time it takes the system to process a user interaction and display a corresponding response. Idle periods are the periods between interactions where the user perceives the system as idle and ready for the next input. By knowing where those periods are and how they are affected by frequency changes, a more energy efficient DVFS governor can be developed. This thesis begins by introducing a methodology that measures the duration of interaction lags as perceived by the user. It uses them as an indicator to benchmark the quality of experience for a workload execution. A representative benchmark workload is generated comprising 190 minutes of interactions collected from real users. In conjunction with this QOE benchmark, a DVFS Oracle study is conducted. It is able to find a frequency profile for an interactive mobile workload which has the maximum energy savings achievable without a perceptible performance impact on the user. The developed Oracle performance profile achieves a QOE which is indistinguishable from always running on the fastest frequency while needing 45% less energy. Furthermore, this Oracle is used as a baseline to evaluate how well current mobile frequency governors are performing. It shows that none of these governors perform particularly well and up to 32% energy savings are possible. Equipped with a benchmark and an optimisation baseline, a user perception aware DVFS technique is developed in the second part of this thesis. Initially, a runtime heuristic is introduced which is able to detect interaction lags as the user would perceive them. Using this heuristic, a reinforcement learning driven governor is developed which is able to learn good frequency settings for interaction lag and idle periods based on sample observations. It consumes up to 22% less energy than current standard governors on mobile devices, and maintains a low impact on QOE.
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Boncha, Alison. "Designing compelling interfaces : an exploration of the artist book and how its unique interactive experience can influence the graphical user interface /." Online version of thesis, 2008. http://hdl.handle.net/1850/7748.

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Börjesson, Veronica, and Karolin Jonsson. "Evaluating the user experience in mobile games using session recording tools." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119989.

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This thesis work examines how the user experience of mobile games can be evaluated with the use of session recording tools. The thesis project was carried out at the mobile games development company MAG Interactive, and the aim was to produce a workflow for the company with guidelines for how to conduct user testing with session recording tools for mobile devices. In order to evaluate the tools and services, and to develop the workflow, several user tests have been conducted. When using mobile session recording tools, it is possible to record the screen of the device, the microphone input and in some tools also the front camera input while the user is playing the game. Recording the test session makes it easier to understand and evaluate the player experience of the game and also to identify usability issues. The thesis also covers other parts necessary when conducting user testing besides the actual session recording tool. These are test set up (instructions, tasks etc.), integration, distribution of the test and the application and also analysis of the recorded test session.
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Koech, Irene. "Interactive Mobile Augmented Reality For Fitness Activities." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-99672.

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Augmented reality (AR) has revolutionized the way people view the real world, AR has been used across a range of sectors. Recently, researchers examined the possibilities for improving user experience with augmented reality. However, there are few studies on adoption of AR users' interactions with online data resources. The aim of this study is proposing a mobile augmented reality interface for users to interact and engage with online data. The prototype is based on the framework of a PEAR (Public Engagement Augmented Reality) initiative for further AR development. PEAR framework provides an AR extension and enables users to engage with online information through AR representation [1]. This prototype was developed and implemented using Unity game engines C# and Vuforia SDK on the front-end, both NodeJS servers with MongoDB were used on the back-end. The prototype was tested and then used in a 2-week user study to analyse and validate the framework.
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Zapata, Rojas Julian. "Translators in the Loop: Observing and Analyzing the Translator Experience with Multimodal Interfaces for Interactive Translation Dictation Environment Design." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34978.

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This thesis explores interactive translation dictation (ITD), a translation technique that involves interaction with multimodal interfaces equipped with voice recognition (VR) technology throughout the entire translation process. Its main objective is to provide a solid theoretical background and an analysis of empirical qualitative and quantitative data that demonstrate ITD’s advantages and challenges, with a view to integrating this technique into the translation profession. Many empirical studies in human-computer interaction have strived to demonstrate the efficiency of voice input versus keyboard input. Although it was implicit in the earliest works that voice input was expected to completely replace—rather than complement—text-input devices, it was soon proposed that VR often performed better in combination with other input modes. This study introduces multimodal interaction to translation, taking advantage of the unparallelled robustness of commercially available voice-and-touch-enabled multimodal interfaces such as touch-screen computers and tablets. To that end, an experiment was carried out with 14 professional English-to-French translators, who performed a translation task either with the physical prototype of an ITD environment, or with a traditional keyboard-and-mouse environment. The hypothesis was that the prototypical environment would consistently provide translators with a better translator experience (TX) than the traditional environment, considering the translation process as a whole. The notion of TX as introduced in this work is defined as a translator’s perceptions of and responses to the use or anticipated use of a product, system or service. Both quantitative and qualitative data were collected using different methods, such as video and screen recording, input logging and semi-structured interviews. The combined analysis of objective and subjective usability measures suggests a better TX with the experimental environment versus the keyboard-and-mouse workstation, but significant challenges still need to be overcome for ITD to be fully integrated into the profession. Thus, this doctoral study provides a basis for better-grounded research in translator-computer interaction and translator-information interaction and, more specifically, for the design and development of an ITD environment, which is expected to support professional translators’ cognitive functions, performance and well-being. Lastly, this research aims to demonstrate that translation studies research, and translation technology in particular, needs to be more considerate of the translator, the TX, and the changing realities of the interaction between humans, computers and information in the twenty-first century.
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Dragomoiris, Lampros. "Visualizing complex data : A use case evaluating an interactive visualization about food purchases." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-51955.

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Complex data are being stored daily in databases in an unstructured way. Visualizations techniques can be used to present complex data in a user friendly and understandable way. This thesis presents the implementation of a visualization interactive tool called Eco Donuts. It is part of a set of tools created to visualize complex food data called Ekopanelen. The feature Eco Donuts presents time-dependent food data which are ordered in categories. It gives the opportunity to users to explore their data over time by performing simple interactions. This thesis documents an exploratory study on how this visualization tool can be used to enhance the user experience and provide insights of complex data. The visualization feature was implemented and evaluated with ten participants. The participants were asked to evaluate the visualization tool by accomplishing nine different tasks. The sessions were recorded using a log system as well as video recording. This study shows that the proposed tool can be used to visualize complex information in a user friendly and presentable way.
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Bedoya, De Lama Luis Sebastian. "La influencia de la jerarquía visual en la aprendibilidad de los videojuegos de administración de recursos." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652367.

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En esta investigación se evaluó la influencia de los principios de jerarquía visual en la aprendibilidad de las interfaces de videojuegos de administración de recursos, a lo cual se postuló la hipótesis de que la jerarquía visual aplicada en el diseño de la interfaz de usuario en juegos de este género influyen de manera positiva en la aprendibilidad, facilitando el reconocimiento de los elementos gráficos y la memorización de los pasos a realizar para lograr la victoria disminuyendo la posibilidad de abandono del juego por parte de jugadores nuevos. Para llegar a este supuesto, se analizó documentalmente dos videojuegos del género Estrategia en Tiempo Real desarrollados del 2008 al 2018. De igual manera, se realizaron pruebas de usabilidad en dichos videojuegos y, consecuentemente, encuestas que midan la aprendibilidad según la opinión de los participantes. Los resultados del análisis documental sugieren la aplicación de los principios de semejanza, región común, proximidad y de contraste. En los resultados de las pruebas de usabilidad y encuestas se registró que los usuarios consideran que el ordenamiento de los elementos gráficos les ayudó a realizar las acciones dictadas, memorizarlas y usarlas de manera más rápida para poder conseguir la victoria. Podemos concluir que existe una influencia positiva de la jerarquía visual en la velocidad y eficacia de aprendizaje de las interfaces en los videojuegos del género estudiado y, que la aplicación de los principios busca el logro de uso en lugar de un orden de importancia de los elementos del juego.
In this investigation we analyzed the influence of the principles of visual hierarchy in the learnability of resource management video game interfaces, to which a hypothesis was postulated regarding how visual hierarchy applied to user interface design on games of this genre influence positively in the learnability, making easier the recognition of graphic elements and the memorization of the steps to achieve victory lowering the possibility of game quitting in new players. To achieve this supposition, two Real Time Strategy video games that were developed from 2008 to 2018 were analyzed. Similarly, usability tests of such games were made, and, therefore, surveys that measure the learnability from the participants standpoint. The results of the documentary analysis suggest that the application of the principles of similarity, common fate, proximity and contrast. In the results of the usability tests and surveys it was recorded that the arrangement of graphic elements helped them to achieve the dictated tasks, memorizing them and using them in the fastest way to achieve victory. We can conclude that there’s a positive influence of visual hierarchy in the speed and effectiveness of learning from the videogame interfaces of the studied genre and, that the application of the principles look for a successful experience rather than just a hierarchy order between the game assets.
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Polli, Anna Maria. "Interactive Narratives with 3D Environments." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3497.

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One of the major problems in human computer interaction in a 3D virtual world is the extreme difficulty to deal with vast quantities of information in everyday life. This condition leads to problems such as indecisions of the human that outlines stress factors and causes an undesirable user experience. Part of the problem is that little findings have been contributed in research to this problem of assisting the human to make decisions quickly and provide rapid responses in respect to user experience. User experience evaluation of the human’s communication appears well situated to problems of this nature as it can be analyzed based upon interactive performance factors that help in the decision making process. For this reason, scenarios, adaptive narratives and frameworks were investigated and created as a potential tool to improve the human’s experience using cues of user’s interest related suggestions. For the purpose of a fluent interaction, a balance between passive and active interaction is aimed at and at last to achieve an immersive user experience an adaptive interactive narrative is generated that supports customizable feedback. To introduce a sophisticated version of a framework and design techniques, literature reviews, video recordings, questionnaires and personal experience evaluation have been conducted. A new platform for immersive interactions in a 3D virtual world has evolved. However, it turned out to be surprisingly difficult to evaluate the design in a setting that includes new technologies, where not much research has been done before. Based on these difficulties, the concept of three design techniques were developed and employed, in order to deal with the issue of decision-making that exists in daily life. These three techniques represent the scientific contribution to the stated major problems such as balanced interaction, immersive user experience and customizable data. This Master thesis discusses and concludes a generalizable framework on the result that was obtained when the adaptive narrative was created with its vast quantity of information that is applicable into other related installations in the commercial product design industry.
Ett av de stora problemen i människa-dator interaktion i en virtuell 3D- värld är det extremt svårt att hantera stora mängder information i vardagen. Detta tillstånd leder till problem såsom indecisions av människan som beskriver stressfaktorer och orsakar en oönskad användarupplevelse. En del av problemet är att små fynd har bidragit i forskningen på detta problem är att bistå människor att fatta beslut snabbt och ge snabba svar i förhållande till användarens upplevelse. Användare erfarenhet utvärdering av människans kommunikation verkar bra läge att problem av detta slag eftersom den kan analyseras baserat på interaktiva prestanda faktorer som hjälper i beslutsprocessen. Av denna anledning har scenarier, adaptiva berättelser och ramverk utreds och skapades som ett potentiellt verktyg för att förbättra människans erfarenhet av att använda ledtrådar i användarens intresse relaterade förslag. För en flytande interaktion, är en balans mellan passiv och aktiv samverkan som syftar till och till sist för att uppnå en uppslukande användarupplevelse en adaptiv interaktivt berättande genereras som stöder anpassningsbara återkoppling. Att införa en sofistikerad version av en ram och design tekniker, litteraturstudier, videoinspelningar, frågeformulär och personlig erfarenhet utvärdering har genomförts. En ny plattform för uppslukande interaktioner i en virtuell 3D- värld har utvecklats. Dock visade det sig vara förvånansvärt svårt att utvärdera designen i en miljö som innehåller ny teknik, där inte mycket forskning har gjorts tidigare. Baserat på dessa svårigheter, var begreppet tre design tekniker utvecklas och utnyttjas, i syfte att ta itu med frågan om beslutsfattande som finns i det dagliga livet. Dessa tre tekniker utgör den vetenskapliga bidrag till de angivna allvarliga problem såsom balanserad växelverkan, uppslukande användarupplevelse och anpassade uppgifter. Detta examensarbete behandlar och avslutar en generalizable ram på resultatet som erhölls när den adaptiva berättelsen skapades med dess stora mängd information som är tillämplig i andra installationer i kommersiella produkten designbranschen.
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Kim, Soojin. "Designing Fun-oriented Products: A Fun Product that Leads Pleasurable User Experience of The Cincy Red Bike." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439308762.

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Ramalho, André Alexandre Nunes Coelho. "Design interativo: desenvolvimento um sistema integrado de gestão municipal de resíduos sólidos urbanos." Master's thesis, Universidade de Évora, 2021. http://hdl.handle.net/10174/30085.

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Este projeto de investigação pretende contribuir para a resolução de um dos grandes problemas ambientais atuais – a produção excessiva de resíduos sólidos urbanos e o seu incorreto descarte. A investigação e posterior atuação tem foco no centro histórico da cidade de Évora que conta com diversos problemas identificados nesta área. A proposta centra-se num sistema digital interativo e dedicado, que visa essencialmente consciencializar a comunidade e corrigir os maus hábitos da separação dos resíduos na sua origem, contribuindo assim para uma conduta cívica mais responsável. Para além do apoio prestado ao público, esta solução também contribui para que o município possa identificar situações de limpeza urbana e intervir de forma mais eficiente, assim como entidades responsáveis pela recolha de resíduos disponham de uma nova via de comunicação com a comunidade. Mais que uma ferramenta técnica, é um instrumento pedagógico informativo desenhado para reforçar a importância de uma mudança de mentalidade, sobretudo das camadas mais jovens, alertando e incentivando para melhores práticas de gestão ambiental e desenvolvimento sustentável. Sistema este que se apresenta pela forma de uma aplicação móvel – Coleta. Uma app que informa em tempo real do atual nível de enchimento de cada contentor do centro histórico de Évora, rotas de recolha e, indica sobretudo, a quantidades de resíduos produzidos por cada utilizador em função de apelar, sempre que possível, à redução dos padrões de consumo; Abstract: This project intends to contribute to the resolution of one of the great current environmental problems - the excessive production of solid urban waste and the incorrect disposal of it. The investigation and subsequent action focus on the historic center of Évora, which has several specific problems in this area. The proposal focuses on an interactive and dedicated digital system, which essentially aims to raise the community’s awareness and correct the bad habits of waste separation at its origin, thus contributing to more responsible civic conduct. In addition to the support provided to the public, this solution also helps the municipality to identify urban cleaning situations and intervene more efficiently, as well as those responsible for the recovery of waste have a new way of communicating with the community. More than a technical tool, it is an appropriate educational informational tool to reinforce the importance of a change in mentality, especially among the younger strata, alerting and encouraging the best practices in environmental management and sustainable development. This system is presented in the form of a mobile application - Coleta. An application that reports in real time the current level of filling of each content or the historic center of Évora, destination routes and, above all, indicates the amount of waste used by each user in order to appeal, whenever possible, to reduce consumption patterns.
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Zhou, Hanyue. "Fashion E-Commerce in the 3D Digital Era : A 3D Interactive Web User Interface for Online Products." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232009.

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Fashion brands have always been avant-garde in embracing new technologies and new formats of retail business models. The rapid development in 3D digital technologies, including 3D scanning, 3D modelling and 3D web rendering, have brought many new opportunities to the fashion industry, especially in shaping the future fashion e-commerce. The traditional 2D user interface and 2D media content have limited ability of displaying every detail of a product in full 360 degree, and the color accuracy of products in pictures is also a common problem. This thesis focuses on how to use 3D technologies to enhance the brand identity and  to reduce return rate, by designing and implementing a web 3D user interface for fashion e-commerce. An interactive 3D product user interface were designed and used for test. The results presented the pros and cons of the designed 3D user interface, and evaluated to what extent can this approach help to solve the brand identity problem and the high return rate issue for fashion e-commerce. It turns out that indeed the 3D user interface is rich in detail storytelling and the product accuracy can be improved by using the Physically Based Rendering technology and dynamic virtual lighting environments. However, the results also indicate that there are still lots of technical constraints for developing the virtual showrooms and the 3D user interface.
Fashion varumärken har alltid varit avantgarde i att omfamna ny teknik och nya format av detaljhandel affärsmodeller. Den snabba utvecklingen inom 3D-digitalteknik, inklusive 3D-skanning, 3D-modellering och 3D-webbearbetning, har medfört många nya möjligheter till modebranschen, särskilt när det gäller att forma framtida fashion e-handel. Det traditionella 2D-användargränssnittet och 2D-medieinnehållet har begränsad förmåga att visa alla detaljer i en produkt i full 360 grader, och färgnoggrannheten hos produkter i bilder är också ett vanligt problem. Denna avhandling fokuserar på hur man använder 3D-teknik för att förbättra varumärkets identitet och minska avkastningsgraden genom att utforma och implementera ett webb 3D-användargränssnitt för mode-e-handel. Ett interaktivt 3D-produkt användargränssnitt designades och användes för test. Resultaten presenterade fördelar och nackdelar med det utformade 3D-användargränssnittet och utvärderades i vilken utsträckning kan detta tillvägagångssätt hjälpa till att lösa varumärkesidentitetsproblemet och problemet med hög avkastning för fashion e-handel. Det visar sig att 3D-användargränssnittet är rikt på detaljerad berättande och produktnoggrannheten kan förbättras med hjälp av fysisk baserad renderingsteknik och dynamiska virtuella ljusmiljöer. Resultaten visar emellertid också att det fortfarande finns många tekniska begränsningar för att utveckla virtuella showroom och 3D-användargränssnittet.
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Karlsson, Viktor. "Concept of Interactive Video in Job Application : A qualitative research that tests the concept of interactive video and job seekers’ ability creating interactive video resumes." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89377.

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Interactive video seems to currently be an unpopular field of research. Video resumes however is an increasing trend when applying for jobs and sending out resumes. During this thesis, employers finds interactive video as a new, fun and exciting way of interacting with a resume that simplifies the recruitment process. Also, job seekers find creating interactive video as resumes as an extra nudge in to a company and a better way of marketing themselves for employers. However, conflict occurs between employers and job seekers regarding an interactive video resume. As it simplifies the recruitment process, job seekers have to put down more work when creating an interactive video resume while applying for a job. It is shown in this thesis that there are factors that should be investigated, for instance a platform aimed at interactive video resumes seems not have been developed yet as well as what interactive features an interactive video resume should contain. Job seekers find it difficult if creating such resumes took too long, being unaware of how to display interactive visual elements and which aspects to talk about while recording themselves. This thesis explores the possibility of employers and former recruitment personnel using an interactive video resume as well as job seekers’ ability of creating an interactive video. The main aims of this thesis are to find guidelines of what an interactive video resume mainly should contain and what job seekers thinks of creating and using an interactive video when applying for jobs.
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Gross, Alice Marlene [Verfasser], Manfred [Gutachter] Thüring, Dietrich [Gutachter] Manzey, and Hartmut [Gutachter] Wandtke. "Unexpected events and user experience : surprise as a design strategy for interactive products / Alice Marlene Gross ; Gutachter: Manfred Thüring, Dietrich Manzey, Hartmut Wandtke." Berlin : Technische Universität Berlin, 2016. http://d-nb.info/1156181143/34.

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Khanuja, Neeta. "Lost in Place: A case study of an interactive installation for dementia awareness." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36704.

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Empathy is crucial for the wellbeing and happiness of people living with dementia and it comes with a better understanding of symptoms and challenges of the condition. Thus, it is important to spread awareness about dementia. Lost in Place, is an interactive installation that intends to trigger conversations and discussions about dementia by creating an unsettling experience of lack of orientation and lack of familiarity for the audience. It uses fog as a metaphor for losing self-identity and hidden memories. Beyond the specifics of the case-study, the paper elaborates the process of designing an interactive installation explaining the role of four key elements namely site, content, carrier and audience. These attributes can be generalized for understanding and designing an interactive media architecture project of this nature.
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Jap, Lilian. "Mapping detected periodic dance movements to control tempo in the music playback of Electronic Dance Music." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-251668.

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Engaging in the music set of one’s favorite artist or DJ is oftentimes leading to the result of a powerful and euphoric felt experience, a sensation partly also induced from dancing in beat to the music. In an attempt to simulate a similar dance experience, a user-study was designed in order to investigate when a user is let to dance in rhythm to a music playback and in addition, in control of a music playback tempo through the induced dance movements. A proof-of-concept prototype was built and tested in an initial study, followed by a main study where the prototype had been modified and 12 participants participated. A questionnaire was given containing various question statements to be rated through a Likert-scale regarding their subjective experience. Open-ended questions were also included to collect their own opinions. From the results, an enhanced engagement and enjoyment of the music could be identified when being able to manipulate the tempo.
Att engagera sig i ett musikset av ens favoritartist eller DJ leder ofta till resultatet av en kraftfull och euforisk känsloupplevelse, en känsla delvis framkallat av att man dansar i takt med musiken. I ett försök att simulera en liknande dansupplevelse undersöker denna användarstudie när en användare dansar i rytm till musik och dessutom är i kontroll av tempot genom de skapade dansrörelserna. En proof-of-concept prototyp konstruerades och testades i en första studie, följt av en huvudstudie där prototypen hade modifierats och 12 deltagare deltog. Ett frågeformulär gavs med olika frågor som skulle bedömas via en Likert-skala, med avseende på deras subjektiva erfarenhet. Öppna frågor ingick också för att samla deras egna åsikter. Från resultaten kunde ett ökat engagemang och en förhöjd njutning av musiken identifieras när man kunde manipulera tempot.
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Paloranta, Jimmie. "Interaction with a large sized augmented string instrument intended for a public setting." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-187740.

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Interactive installations in public settings have increased in popularity over the past decade, as well as the construction of digital musical instruments. In this paper I present a study of the interaction with a large sized augmented string instrument intended for a large installation in a museum, with focus on encouraging creativity, learning, and providing engaging user experiences. In the study, 9 participants were video recorded while playing with the string on their own, followed by an interview focusing on their experiences, creativity, and the functionality of the string. I then used McCarthy and Wright’s framework for analysing technology as experience and Frank E Williams creativity taxonomy model to analyse the results. In line with previous research, results highlight the importance of designing for different levels of engagement (exploration, experimentation, challenge). However, results additionally show that these levels need to consider the users’ age and musical background as these profoundly affect the way the user plays with and experiences the string.
Interaktiva installationer i offentliga miljöer har ökat i popularitet under det senaste decenniet, liksom även skapandet av digitala musikinstrument. I denna uppsats presenterar jag en studie av interaktionen med ett stort augmenterat stränginstrument avsedd för en stor installation i ett museum, med fokus på att uppmuntra kreativitet, lärande, och att ge engagerande användarupplevelser. I studien blev 9 deltagare videoinspelade samtidigt som de spelade med strängen på egen hand, följt av en intervju med fokus på deras upplevelse, kreativitet, och strängens funktionalitet Jag använde sedan McCarthy och Wrights ramverk för att analysera teknik som upplevelse och Frank E Williams kreativitets taxonomi för att analysera resultaten. I linje med tidigare forskning så betonar resultaten vikten av att designa för olika nivåer av engagemang (undersökande, experimenterande, utmaning). Dock så visar resultaten dessutom på att dessa nivåer måste ta hänsyn till användarnas ålder och musikaliska bakgrund då dessa starkt påverkar hur användaren spelar med och upplever strängen.
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Nilsson, Rebecka. "Designing an Interactive Micro-Learning Application : A New Way to Learn Thermography." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-451072.

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Micro-learning is a concept of small units of focused and condensed learning activities that can be performed on various devices. Micro-learning has turned out to be an effective approach to strengthen the long-term memory. This master’s thesis project explores the concept of micro-learning, how thermography can be taught using micro-learning, and how a micro-learning application can be designed to encourage learning of thermography. This project was done in collaboration with FLIR Systems AB that wants to develop their current training offer and investigate micro-learning as an alternative. The goal of this master’s thesis project was to design and test an interactive prototype of a micro-learning application to learn thermography. Semi-structured interviews were conducted in order to define the target group for the application, and the prototype was tested and evaluated by test participants from the target group. The user testing and evaluation showed that all test participants would use a micro-learning application for learning thermography if it was available on the market. Three out of four test participants would feel more motivated to learn thermography using a micro-learning application compared with other ways of learning.
Mikroinlärning är ett koncept bestående av små delar av fokuserade och komprimerade lärandeaktiviteter som kan utföras på olika enheter. Mikroinlärning har visats sig vara ett effektivt sätt för att stärka långtidsminnet. Detta examensarbete utforskar mikroinlärning som koncept, hur termografi kan läras ut med hjälp av mikroinlärning samt hur en mikroinlärningsapplikation kan designas för att främja lärandet av termografi. Detta projekt genomfördes i samarbete med FLIR Systems AB som vill utveckla deras nuvarande utbildningserbjudande och undersöka mikroinlärning som ett alternativ. Målet med detta examensarbete var att designa och testa en interaktiv prototyp av en mikroinlärningsapplikation för att lära sig termografi. Semistrukturerade intervjuer gjordes för att definiera målgruppen för applikationen och prototypen testades och utvärderades av testpersoner från målgruppen. Användartestet och utvärderingen visade att alla testdeltagare skulle använda en mikroinlärningsapplikation för att lära sig termografi om det fanns tillgängligt på marknaden. Tre av fyra testdeltagare skulle känna sig mer motiverade att lära sig termografi med hjälp av en mikroinlärningsapplikation jämfört med andra sätt att lära sig.
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35

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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Ameerbakhsh, Omair. "Towards the use of interactive simulation for effective e-learning in university classroom environment." Thesis, University of Stirling, 2018. http://hdl.handle.net/1893/27939.

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In this PhD thesis, the utilisation of interactive simulation in a higher education e-learning classroom environment was explored and its effectiveness was experimentally evaluated by engaging university students in a classroom setting. Two case studies were carried out for the experimental evaluation of the proposed novel interactive simulation e-learning tool. In the first case study, the use of interactive agent-based simulation was demonstrated in teaching complex adaptive system concepts in the area of ecology to university students and its effectiveness was measured in a classroom environment. In a lab intervention using a novel interactive agent-based simulation (built in NetLogo). For the purpose of teaching complex adaptive systems such as the concept of spatially-explicit predator prey interaction to undergraduate and postgraduate students in the University of Stirling. The effectiveness of using the interactive simulation was investigated by using the NetLogo software and compared with non-interactive simulation built using R programming language. The experimental evaluation was carried out using a total of 38 students. Results of this case study demonstrates that the students found interactive agent-based simulation to be more engaging, effective and user friendly as compare to the non-interactive simulation. In the second case study, a novel interactive simulation game was developed (in NetLogo) and its effectiveness in teaching and learning of complex concepts in the field of marine ecology was demonstrated. This case study makes a twofold contribution. Firstly, the presentation of a novel interactive simulation game, developed specifically for use in undergraduate and postgraduate courses in the area of marine ecology. This novel interactive simulation game is designed to help learners to explore a mathematical model of fishery population growth and understand the principles for sustainable fisheries. Secondly, the comparison of two different methods of using the interactive simulation game within the classroom was investigated: learning from active exploration of the interactive simulation game compared with learning from an expert demonstration of the interactive simulation game. The case study demonstrated the effectiveness of learning from passive viewing of an expert demonstration of the interactive simulation game over learning from active exploration of the interactive simulation game without expert guidance, for teaching complex concepts sustainable fishery management. A mixed methods study design was used, using both quantitative and qualitative methods to compare the learning effectiveness of the two approaches, and the students’ preferences. The investigation was carried out by running interventions with a mixture of undergraduate and postgraduate students from the University of Stirling in a classroom environment. A total of 74 participants were recruited from undergraduate and postgraduate level for both case studies. This thesis demonstrated through two case studies effectiveness of the proposed novel interactive simulation in university e-learning classroom environment.
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37

Angeluci, Alan César Belo. "Recomendações de IHC para uso de aplicativos interativos em televisão e segunda tela a partir de infraestrutura de TVD." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-10032014-153029/.

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A televisão e as segundas telas entre elas notavelmente os smartphones e tablets são os eletrônicos de consumo mais massivamente utilizados pela sociedade contemporânea como plataformas tangíveis para interação, informação e comunicação. A necessidade de dispositivos cada vez mais convergentes e interoperáveis tem chamado a atenção para estudos que investiguem não somente os requisitos técnicos, mas, sobretudo, a relação entre os indivíduos e os eletrônicos de consumo na área de Interação Humano-Computador (IHC). A partir desta perspectiva, o trabalho desenvolvido nesta tese apresenta recomendações para desenvolvedores técnicos e de conteúdo de aplicativos interativos através da combinação de múltiplos dispositivos, com foco em televisão e segunda tela. Os experimentos foram realizados a partir do método de Design Research aplicado em um cenário educacional, considerando dois objetivos de pesquisa: 1) desenvolver uma prova de conceito técnico em que parte da infraestrutura de Televisão Digital (TVD) possa ser utilizada na exibição e controle de aplicativos interativos tanto na tela da TV quanto na segunda tela, não dependendo exclusivamente de conexão com a rede de Internet; 2) projetar, desenvolver e testar, com usuários, um protótipo funcional da aplicação para ser usado neste contexto. Ao longo de quinze meses, uma série de testes laboratoriais utilizando técnicas de User Experience (UX) e métricas das normas ISO/IEC 9126 e ISO 9241-11 foram realizados junto ao Centro Interdisciplinar de Tecnologias Interativas da Universidade de São Paulo (CITI USP), no Brasil, e ao Interactive Technologies Research Group da University of Brighton, na Inglaterra. Os dados encontrados foram analisados e organizados em seis categorias de recomendações tempo de interação, ferramentas multimídia, conteúdo interativo, atenção/dispersão, colaboração e diferenças culturais. Pretende-se, com este estudo, colaborar na melhor compreensão do uso combinado de TV e segundas telas em ambientes não somente educacionais, mas também de serviços e entretenimento.
The television and second screens among them notably smartphones and tablets are the consumer electronics most massively used by contemporary society as interaction, information and communication tangible platforms. The need of devices even more convergent and interoperable has called the attention for studies which investigate not only the technical requirements, but, mainly, individuals and consumer electronics relations in the Human-Computer Interaction (HCI) field. From this perspective, the work developed in this thesis presents recommendations for technical and content developers in using interactive applications through the combination of multiple devices, focusing in television and second screens. The experiments were carried out from Design Research method applied in an educational scenario, considering two research objectives: 1) developing a technical proof of concept in which part of the DTV infrastructure can be used for running and controlling of interactive applications both in TV and second screen screens, not depending exclusively of Internet network connection; 2) designing, developing and testing, with users, an application functional prototype to be used in this context. During 15 months, a serie of laboratory tests using User Experience techniques (UX) and ISO/IEC 9126 and ISO 9241-11 standards metrics were carried out with Centro Interdisciplinar de Tecnologias Interativas of Universidade de São Paulo (CITI USP), in Brazil, and with Interactive Technologies Research Group of University of Brighton, in England. Findings were analized and organized in six recommendations categories time of interaction, multimedia tools, interactive content, attention/distraction, collaboration and cultural differences. It is expected that this study collaborates to better understand the combined use of TV and second screens not only in educational environments, but also for services and entertainment.
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38

Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evaluating the solution. Without a doubt, ML opens new doors for UX designers to be creative in their practice. However, research indicates that lack of knowledge transfer into UX design practice may hamper this potential. This paper explores how UX designers experience ML. The findings resulted in 5 experiences: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenging articulating design criteria, 4) Mature vs. Immature customers, 5) Lack of support for ethical concerns. I discuss the implications of these findings and propose how we can understand UX design practice and opportunities for additional design research to support designers working with ML.
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39

Iezzi, Valeria. "Connectedness : Designing interactive systems that foster togetherness as a form of resilience for people in social distancing during Covid-19 pandemic. Exploring novel user experiences in the intersection between light perception, tangible interactions and social interaction design (SxD)." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-37697.

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This thesis project explores how interactive technologies can facilitate a sense of social connectedness with others whilst remotely located. While studying the way humans use rituals for emotional management, I focused my interest on the act of commensality because it is one of the oldest and most important rituals used to foster togetherness among families and groups of friends. Dining with people who do not belong to the same household is of course hard during a global pandemic, just like many of the other forms of social interactions that were forcibly replaced by the use of technological means such as video-chat apps, instant messaging and perhaps an excessive use of social networking websites. These ways of staying connected, however, lack the subtleties of real physical interaction, which I tried to replicate with my prototype system, which consists of two sets of a lamp and a coaster which enable to communicate through light and tactile cues. The use of such devices creates a new kind of ritual based on the simultaneous use of the devices by two people, thus enabling a new and original form of commensality that happens through a shared synchronized experience.
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40

Gantier, Samuel. "Contribution au design du documentaire interactif : jonction et disjonction des figures de l'utilisateur de B4, fenêtres sur tour, coproduit par France Télévisions." Thesis, Valenciennes, 2014. http://www.theses.fr/2014VALE0031.

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Ces dix dernières années, plusieurs centaines de web-documentaires ont été publiés sur Internet. Si ce format émergent connaît un succès d’estime important auprès des professionnels des médias, son design ne va pas de soi. Dès lors, comment les théories du cinéma documentaire et des médias informatisés éclairent-elles les métamorphoses médiatiques caractéristiques de ces « nouvelles écritures » ? Quels sont les enjeux ontologico-esthétiques et communicationnels d’un documentaire interactif ? Quel rôle et quel pouvoir l’instance d’énonciation doit-elle octroyer à un « spectateur-actant » ? Afin de répondre à ces questions, un état des lieux de la production francophone permet tout d’abord d’établir une typologie des différents modes d’interaction. Ensuite, une approche ethnographique, fondée sur une observation participante du design de B4, fenêtres sur tour, au sein de France Télévisions, interroge l’ensemble des controverses socio-techniques et sémio-pragmatiques qui jalonnent les six mois de conception. Une analyse par théorisation ancrée met en exergue les différentes dimensions d’un Utilisateur Modèle négociées, de manière plus ou moins implicite, par l’ensemble des acteurs. Enfin, les usages supposés du web-documentaire sont confrontés à une évaluation de l’expérience utilisateur. Les jonctions et disjonctions entre les figures d’un Utilisateur Modèle, Statistique et Empirique contribuent in fine à mieux appréhender le design de ce format hybride et non stabilisé
In the last few years, several hundred interactive documentaries (i-docs) have been published on the Internet. If many media professionals prize the i-doc format, its design remains a challenging feat. Given this, what light do film documentary theories and digital media shed on the mediated metamorphoses that typify the “New Writings” movement? What are the communicational and ontologico-aesthetic issues of i-docs? What role and what power should an instance of enunciation accord to the “actant-spectator”?In response to these questions, our study of the current state of the French-speaking production scene brought to the fore a typology of interaction modes. Following this observation, an ethnographic approach, based on a participant observation method, questioned the overall sociotechnical and semio-graphic issues that marked the six-month design process of an i-doc called B4, fenêtres sur tour for the State-run France Télévisions. A Grounded Theory analysis of the data highlighted the different dimensions of a more or less implicit negotiated Model User used by the actors. Finally, the purported uses of i-docs were questioned in evaluating users’ experience. The junctions and disjunctions involving the interaction of the User, Statistical and Empirical Models contributed to a better grasp of the designing of the hybrid and non-stabilised i-doc format
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41

Hussein, Hadi, and Rebecca Lindström. "Slutet gott allting gott? Peak-end rule och användarupplevelsen av ett webbformulär." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184028.

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Det ställs allt högre krav på interaktiva system idag. Centralt är att de ska tillgodose användarens behov – inte minst användarens känslor och upplevelser. Enligt tidigare forskning kan starka känslomässiga ögonblick under ett händelseförlopp och upplevelsen av dess slut påverka hur vi bedömer en tidigare upplevelse (Kahneman, Fredrickson, Schreiber & Redelmeier, 1993; Redelmeier, Katz & Kahneman, 2003). Syftet med denna studie var att undersöka huruvida peak-end rule har en effekt på den retrospektiva användarupplevelsen av ett digitalt gränssnitt. Detta genom att jämföra två versioner av en prototyp vars interaktion var avsedd att efterlikna ett formulär på en webbsida. De två versionerna var identiska förutom att slutet manipulerades i syfte att framkalla ett positivt slut i den ena versionen och ett neutralt slut i den andra versionen. Totalt 22 deltagare skattade sin generella användarupplevelse efter att ha interagerat med varje version. Därefter svarade de på frågor rörande val av preferens samt upplevd ansträngning. Resultatet visade att peak-end rule hade en signifikant påverkan på val av preferens. Däremot fanns inget stöd som talar för att den totala användarupplevelsen eller upplevda ansträngningen påverkades av slutets utformning. Detta innebär att slutet av en interaktion kan påverka användarupplevelsen i viss mån men att det samtidigt råder en viss tvetydighet kring resultatet. Studerandet av peak-end rule är ännu i en tidig fas inom sammanhanget människa-datorinteraktion. Det krävs således vidare forskning för bättre förståelse om dess effekt för användarupplevelse av interaktiva system.
Today there are ever higher demands on interactive systems. Central is that they should meet the user's needs – not least the user's feelings and experiences. According to previous research, strong emotional moments during the course of events and the experience of its end can affect how we assess previous experiences (Kahneman, Fredrickson, Schreiber & Redelmeier, 1993; Redelmeier, Katz & Kahneman, 2003). The purpose of this study was to investigate whether peak-end rule has an effect on the retrospective user experience of a digital interface. This is done by comparing two versions of a prototype whose interaction was intended to resemble a form on a web page. The two versions were identical except that the ending was manipulated in one version in order to evoke a positive ending and a neutral ending in the other version. A total of 22 participants rated their overall user experience after interacting with each version. They then answered questions regarding the choice of preference and perceived effort. The results showed that the peak-end rule had a significant influence on the choice of preference. On the other hand, there was no evidence to suggest that the overall user experience or perceived effort was affected by the design of the end. This means that the end of an interaction can affect the user experience to a certain extent, but that at the same time there is a certain ambiguity about the result. The study of peak-end rule is still in an early phase within the field of human-computer interaction. Further research is thus required for a better understanding of its effect on the user experience of interactive systems.
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42

Victor, Winnhed. "Bridging the Age Gap Between Streaming Platforms : Improving User Experience for In-between Users." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121904.

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The media consumption on the Internet is increasing rapidly and people at all ages are getting used to live in an on demand world. Due to this, streaming platforms have to appeal to a broad audience containing children, teenagers and adults. One approach to appeal a broad target audience is to divide the streaming platform into two separate platforms, where one is aiming for children and the other one, for the rest of the users. The aim of this thesis is to investigate how the user experience can be improved, to help users of ages 10-13 years old to find their way from one streaming plat- form, to another as they are growing up. The thesis investigate how existing streaming platforms appeal to a broad audience and determines reasons of why a gap can be created between streaming platforms. Based on interviews, work- shops, user tests as well as literature, a final prototype and a set of concluding suggestions have been produced as a result of this study.
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43

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

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Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
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44

Hart, Jennefer. "Investigating user experience and user engagement for design." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/investigating-user-experience-and-user-engagement-for-design(d0f13517-fea8-4188-84a3-198c7d3ede71).html.

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Understanding the interactive experience of using digital technologies is a complex process. Traditional methods of evaluating interactive technologies originate from usability, which focuses on ease of use, ease of learning and performance. User Experience (UX) emerged from the recognition that usability alone does not account for the more subjective emotional responses experienced when interacting with a product. Although the term UX has become widely accepted within the area of Human Computer Interaction (HCI), its definition still remains unclear, making it difficult to evaluate and design for. This thesis adopts a hybrid perspective by bridging the division between the reductionist and holistic approaches to UX research. Using a multi-methods approach that combine the strengths of both quantitative (objective) and qualitative (subjective) methods, will provide deeper insights into the users’ judgement process of interactive products. Various theories have been proposed to understand UX, yet no consensual UX theory or model has emerged. The importance of aesthetics in influencing decisions about a products quality gained much attention in early UX research with conflicting results, sparking a surge of research into understanding the complexities of user quality judgement. Past UX research has focused on the multi-constructs of pragmatics, hedonics and aesthetics, and how these may influence user judgement, which can vary depending on the context, task and user background. However, little attention has been given to the impact of interactive design features upon UX. Findings from this thesis clearly show that interactivity is an important element within UX in both short and long-term usage. This thesis expands the existing process model of user quality judgement, through a series of three studies to reveal the importance of interactivity, and how initial perception and judgement of a products quality can change over time. The first two studies identify the importance of interactivity in positive influencing UX. Both studies revealed that affective and hedonic ratings increased as a result of interaction, demonstrating the powerful effect of interaction, and showed clear differences for websites that contained enhanced interactive features, despite the presence of usability problems. Further exploration using cluster analysis revealed three sub-groups that categorised users not only by their interactive style preferences, but also by their predispositions towards technology. This perspective of user sub-group analysis is a contribution to the field which bridges population-level quantitative analysis with qualitative findings that focuses on the individual ethnographic interpretations of experience. Considerable UX research has focused on short-term evaluations, based on users first impressions pre and post-interaction, with few studies capturing long-term usage. The third study reports on an ecological longitudinal investigation into how UX changes over time and long-term product use. A group of novice iPad users were tracked over six months to reveal that despite poor usability, hedonic ratings remained high, yet over time usefulness and utility were dominating factors affecting UX and product adoption. The influence of both device and app revealed that although users found the device more pleasurable, it was the variety of apps contained on the device that facilitated positive UX. The overall findings from this research provided some valuable methodological insights and aided the creation of set of practical UX heuristics that can be used to inform both future research and design practice.
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45

Dikdur, Ezgi. "Physical Pain In User-product Interaction." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613547/index.pdf.

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The main focus of the multidisciplinary nature of design is to provide users a better life in terms of enabling the products to be safe, usable and pleasurable to use. Therefore, physical pain is always avoided. However, physical pain is involved in our daily lives, not only as an avoided concept, but also as a constructive concept. It is used for functional or hedonic purposes
whether consciously or not. The focus in this research is exploring these &lsquo
used&rsquo
pains, and their relations to product design
in other words, how products are (or how they may be) used or manipulated to use pain instead of avoiding it. Eventually, the aim is to map the pain experience as a constructive element of experience and to come up with a statement for the usage of physical pain in product design as a beneficial tool, instead of just being a tool for pleasure as it has been used in product design till now. In order to explore the pain experience with products, a contexmapping study and a focus group study have been done. The phenomena of &lsquo
good, transitional and bad pain&rsquo
were introduced. Following this, pain experience with products model was proposed utilizing the results of the studies and for the exploration of the implementation of the model in practicum, a generative session study to obtain initial design ideas was done.
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46

Andersson, Stina. "Development and Implementation of User Experience Interaction Guidelines." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-189940.

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The importance in finding components that may result in won market advantages for an organization has increased in the latest decade, as a result of the increasing competition across a range of industries. One factor that has been shown leading to efficient products and benefits in terms of time- and resource savings has been an implementation of user experience interaction guidelines, UXIG. These are guidelines with the purpose to improve the products within an organization out of a holistic perspective and increase the interaction between the product and its user, in a positive way. This study has been conducted at GE Healthcare Life Sciences, in Uppsala, focusing at chromatography. The purpose of this study was to investigate how to create and implement UXIG at this, large, international organization – with a heterogeneous product portfolio. In order to come up with recommendations in these questions a benchmarking study, interviews and a questionnaire was made. The purpose with the interviews and questionnaire was to find out how other organizations and their employers had been acting and thinking when reasoning about these questions whereas the benchmarking study consisted of a comparison of famous UXIGs. The result of this study shows that e.g. preparation, an overall clarity from the creators/management, a strong communication channel between the management, creators of the UXIG, its users and the users of the systems, how they are matching to the organization, their availability and structure, are important components in order to create/ develop UXIG in a successful way.
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47

Nabiyouni, Mahdi. "How Does Interaction Fidelity Influence User Experience in VR Locomotion?" Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/74945.

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It is often assumed that more realism is always desirable. In particular, many techniques for locomotion in Virtual Reality (VR) attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques influences effectiveness and user experience. In the previous VR studies, the effects of interaction fidelity have been coarse-grained, considering interaction fidelity as a single construct. We argue that interaction fidelity consists of various independent components, and each component can have a different effect on the effectiveness of the interface. Moreover, the designer's intent can influence the effectiveness of an interface and needs to be considered in the design. Semi-natural locomotion interfaces can be difficult to use at first, due to a lack of interaction fidelity, and effective training would help users understand the forces they were feeling and better control their movements. Another method to improve locomotion interaction is to develop a more effective interface or improve the existing techniques. A detailed taxonomy of walking-based locomotion techniques would be beneficial to better understand, analyze, and design walking techniques for VR. We conducted four user studies and performed a meta-analysis on the literature to have a more in-depth understanding of the effects of interaction fidelity on effectiveness. We found that for the measures dependent on proprioceptive sensory information, such as orientation estimation, cognitive load, and sense of presence, the level of effectiveness increases with increasing levels of interaction fidelity. Other measures which depend more on the ease of learning and ease of use, such as completion time, movement accuracy, and subjective evaluation, form a u-shape uncanny valley. For such measures, moderate-fidelity interfaces are often outperformed by low- and high-fidelity interfaces. In our third user study, we further investigated the effects of components of interaction fidelity, biomechanics and transfer function, as well as designers' intent. We learned that the biomechanics of walking are more sensitive to changes and that the effects of these changes were mostly negative for hyper-natural techniques. Changes in the transfer function component were easier for the user to learn and to adapt to. Suitable transfer functions were able to improve some locomotion features but at the cost of accuracy. To improve the level of effectiveness in moderate-fidelity locomotion interfaces we employed an effective training method. We learned that providing a visual cue during the acclimation phase can help users better understand their walking in moderate-fidelity interfaces and improve their effectiveness. To develop a design space and classification of locomotion techniques, we designed a taxonomy for walking- based locomotion techniques. With this taxonomy, we extract and discuss various characteristics of locomotion interaction. Researchers can create novel locomotion techniques by making choices from the components of this taxonomy, they can analyze and improve existing techniques, or perform experiments to evaluate locomotion techniques in detail using the presented organization. As an example of using this taxonomy, we developed a novel locomotion interface by choosing a new combination of characteristics from the taxonomy.
Ph. D.
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48

Deutscher, Meghan Catherine. "Participant experience studies of interactive artworks : an investigation of laboratory-based methods used to study Echology." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/729.

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We investigate the use of laboratory-based methodology for studying participant experience of interactive artworks. The investigation is motivated by two goals: to inform the HCI practitioner of the role of participant experience studies in artwork from the perspective of the artist and to inform the artist of how laboratory-based methodology can contribute to the refinement of their techniques and aesthetics. In this thesis three main purposes for participant experience studies in the artist's process are derived from the roles of artist, art object, and participants in an interactive artwork. Common characteristics of participant experience studies are reviewed, with three cases unique in their use of more formal methodologies examined in detail. This thesis builds on a foundation set forth by these three cases in an investigation of orientation media: media such as text, images, or video designed by the artist to convey supplemental information to participants and thus selectively influence their understanding of different elements in an interactive artwork. Orientation media in the form of instructions cards is used in a study of the interactive sound and video installation piece, Echology. The orientation media is successful in revealing elements of the artwork that, given explicit instructions or not, still cause confusion among participants. A general review of the study methodology is also provided. This includes observations of changes in participant behaviour due to their roles as subjects in a study and implications these changes have on using formal methodologies for studying participant experience.
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49

Berg, Mikaela. "Improving reading experience in digital newspapers." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105537.

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Reading news on mobile devices has during the past decade transcended into an every- day activity, which induce greater demands on design and presentation of news. Several researchers have examined essential components in the area of digital newspapers, despite this, there are few newspapers that have switched to a reader-friendly format. The objective of this thesis is to evaluate how the reading experience in digital newspa- pers can be improved by abandoning the traditional structure of today’s printed newspapers. Based on numerous tests and studies, as well as support from literature, a set of guidelines has been produced as a result of this thesis. The design guidelines contain recommendations for optimal line size, typeface, point size, appearance, functionality, placement, recognition factor and packaging. To ensure quality, all guidelines were validated in order to prove that the reading experience had increased. An evaluation was performed that attempted to determine that. The statistic result of this thesis showed a significant difference in both reading speed and the subjective experience. However no significant difference could be seen regarding the reading comprehension. The conclusions made was that structure and design of content can influence both reading speed and reading experience. All design guidelines can be used as guidance when developing templates for digital newspapers.
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50

Ring, Lisa. "Designing the Mobile Web: Guidelines for User Interactionand Experience." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-87199.

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The area of mobile web is evolving rapidly but there are still no consensus regarding recommendations or best practices within the topic. Therefore this thesis is focused on interaction design within mobile web and compiles many dierent theories into guidelines for mobileweb design. The thesis may also be used as a foundation when deciding whether to developa native mobile application or a mobile adapted web application, or when choosing betweena separate mobile web application and a responsive web design.Components that are especially considered in this thesis are form elements and navigation menus. These are discussed relative to interaction on small touch screens such as smartphones and tablets. For example, text input elements can be optimized for the intended input format and one can take advantage of the device's native components for e.g. time and date input. A prototype of a responsive web application is also developed to further exemplify the theoretical theories. This is a exploratory study for the Swedish magazine Resume in collaboration with The Mobile Life and is focused on convert the original site into a responsive design, but still retain the overall Resume look and feel.
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