Dissertations / Theses on the topic 'Scenario-Based Design'
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Tideman, Martijn. "Scenario based product design." Enschede : University of Twente [Host], 2008. http://doc.utwente.nl/58863.
Full textSun, Ximeng 1979. "A model-driven approach to scenario-based requirements engineering /." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101655.
Full textThe model-driven approach starts with modeling requirements of a system in scenario models and the subsequent automatic transformation to state-based behavior models. Then, either code can be synthesized or models can be further transformed into models with additional information such as explicit timing information or interactions between components. These models, together with the inputs (e.g., queries, performance metrics, test cases, etc.) generated directly from the scenario models, can be used for a variety of purposes, such as verification, analysis, simulation, animation and so on.
A visual modeling environment is built in AToM3 using Meta-Modeling and Model Transformation. It supports modeling in Sequence Diagrams, automatic transformation to Statecharts, and automatic generation of requirements text from Sequence Diagrams.
An application of the model-driven approach to the assessment of use cases for dependable systems is shown.
AL, Halbouni Hadi, and Frank Hansen. "A Scenario-Based evaluation of Game Architecture." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20241.
Full textLee, Jason Chong. "Integrating scenario-based usability engineering and agile software development." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/26729.
Full textPh. D.
Feuerherdt, Craig Nigel, and craigfeuerherdt@gmail com. "Towards Exploring Future Landscapes using Augmented Reality." RMIT University. Mathematical and Geospatial Sciences, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090316.153343.
Full textLim, Hedy. "Discovering expert instructional designers' heuristics for creating scenario-based workplace instruction." Thesis, Capella University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10103202.
Full textScenario-based instructional design is ideal for workplace training, as it promotes practical and performance-based learning through the use of realistic situations. The research problem is a need for well-defined heuristics, what Gibbons (2014) called operational principles and what York and Ertmer (2011) called rules of thumb, being basic guidelines that promote and characterize expertise, in the area of scenario-based online instruction. The purpose of this Delphi study was to gather expert feedback on ideas in the form of a set of best practices for scenario-based online instructional design for the workplace. The research questions break down the topic into four basic areas: identifying a learning problem, discovering scaffolds or learning resources, maintaining project momentum, and essential concerns for instructional development. Experts in workplace scenario-based instructional design, with particular emphasis on professionals with an online or academic presence, were recruited as subjects. A detailed review of the literature gathered forty-two original statements that were organized into five categories. Per Delphi methodology, the study was conducted as a three round iterative online instrument. Subjects were asked to rate each statement and to provide additional statements to clarify and expand on their best practices based on their experience. Twenty-nine subjects completed all three rounds of the research study. While the statements express a wide variety of best practices for the field, recommendations for further research generally focused on thoughtful consideration of the learner, the instructional development team, and a focus on the integrity or realistic authenticity of the learning scenario, throughout the instructional experience.
Greenyer, Joel Verfasser], and Wilhelm [Akademischer Betreuer] [Schäfer. "Scenario-based design of mechatronic systems / Joel Greenyer. Betreuer: Wilhelm Schäfer." Paderborn : Universitätsbibliothek, 2011. http://d-nb.info/1035821338/34.
Full textHealy, Thomas F. "Fighting tomorrow's fire today: leveraging intelligence for scenario-based exercise design." Thesis, Monterey, California: Naval Postgraduate School, 2014. http://hdl.handle.net/10945/41388.
Full textThere is a great opportunity for collaborative learning when agencies conduct emergency preparedness exercises together. If different members of the community contribute to the development of these exercises, then this learning benefits the entire population. As it stands, preparedness exercises are being conducted with minimal regard to recommendations from previous exercises and real-world events. Along with the incorporation of intelligence into these exercises, the objectives should promote a more inclusive design process based on focused relevance, encouraging agencies to view themselves more as members of the greater community rather than individual entities. Terrorist organizations learn from past failures as well as successes, and emergency responders should strive to parallel this learning in order to develop tactical improvements. Emergency responders need to promote the idea of intelligence-driven exercise design in order to support community resilience through collaborative training. Municipalities should spearhead this effort, supported financially by the private sector. With this fusion of intelligence and collaborative exercise design, we can learn from the fires of yesterday and prepare for the emergencies of tomorrow.
Cooksey, Kenneth Daniel. "A portfolio approach to design in the presence of scenario-based uncertainty." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/49036.
Full textWahid, Shaikh Shahtab. "Facilitating Design Knowledge Reuse Through Relationships." Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/26169.
Full textPh. D.
Rong, Hu. "Compact Living as a Lifestyle : Scenario-based Interior Design for Chinese Urban Tenants." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89108.
Full textBerry, Brandon. "VaDeR: Visualizing a Development Record A Study of Claims-Centric Scenario-Based Design." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/9995.
Full textMaster of Science
Cooper, Lee. "Narrative based systems design : an investigation into the use of scenario in requirements engineering." Thesis, University of Birmingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.288567.
Full textCombier, Robert. "Risk-informed scenario-based technology and manufacturing evaluation of aircraft systems." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/49046.
Full textTurner, Sherri Guilliams. "A Case Study Using Scenario-Based Design Tools and Techniques in the Formative Evaluation Stage of Instructional Design: Prototype Evaluation and Redesign of a Web-Enhanced Course Interface." Diss., Virginia Tech, 1998. http://hdl.handle.net/10919/30022.
Full textPh. D.
Thomas, Victoria Katherine. "A Method for Scenario-based Risk Assessment for Robust Aerospace Systems." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14536.
Full textMichailidou, Ioanna [Verfasser]. "Design the experience first: A scenario-based methodology for the design of complex, tangible consumer products / Ioanna Michailidou." München : Verlag Dr. Hut, 2017. http://d-nb.info/1139539906/34.
Full textIslam, Md Rubayat Ul. "Utilizing Scenario Based Simulation Modeling to Optimize Aircraft Fleet Scheduling." University of Akron / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=akron1560965666900518.
Full textVat, Kam Hou. "REALSpace AKE : an appreciative knowledge environment architected through soft systems methodology and scenario-based design." Thesis, University of Macau, 2011. http://umaclib3.umac.mo/record=b2492481.
Full textSmith, Jamie Laine. "Supporting Collaborative Design through Risk Analysis: Benefits of Calculated Risk in the Design of Interactive Systems." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/32953.
Full textThe overall goals of the work contained within this thesis are to define reusable, project-related knowledge as project risks and to utilize that knowledge in the development of a risk-driven management model to be integrated within a human-computer interaction (HCI) design process. Existing risk management techniques typically involve process-related knowledge, such as project planning and client involvement. However, HCI as a discipline is more concerned with product-related design knowledge. Claims structure product-related knowledge for reuse by explicitly stating the positive and negative tradeoffs of incorporating a particular feature in the design of a system. By managing these negative tradeoffs as design risks, HCI designers can identify and focus on the most critical design issues throughout the course of a project. This systematic approach to solving design issues helps to ensure that designers make informed design decisions rather than following an ad hoc design process.
Building upon existing risk management techniques from other domains, this thesis delivers a risk-driven, claims-based management model for HCI design. In doing so, this work transfers techniques traditionally used in managing process-related knowledge into a new domain for use in managing product-related design risks. The need for risk management in software design is argued through a review of existing collaborative tools, resulting in a series of guidelines for providing project management support. An initial risk model is then presented, along with the results of a user evaluation conducted to determine not only the accuracy of risk prioritization, but also the overall benefit of applying risk management within the context of HCI design. Following a discussion of these results, several directions for future work are mentioned both to further the quest for a true design science and to improve the standards by which software projects are managed.
Master of Science
Kim, Sun Koo. "Scenario-based amorphous design : a methodical approach to designing systems-oriented products that are under-defined /." May be available electronically:, 2009. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.
Full textChin, George. "A Case Study in the Participatory Design of a Collaborative Science-Based Learning Environment." Diss., Virginia Tech, 2004. http://hdl.handle.net/10919/11281.
Full textPh. D.
De, Cino Thomas J. II. "A Usability and Learnability Case Study of Glass Flight Deck Interfaces and Pilot Interactions through Scenario-based Training." Thesis, Nova Southeastern University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10036410.
Full textIn the aviation industry, digitally produced and presented flight, navigation, and aircraft information is commonly referred to as glass flight decks. Glass flight decks are driven by computer-based subsystems and have long been a part of military and commercial aviation sectors. Over the past 15 years, the General Aviation (GA) sector of the aviation industry has become a recent beneficiary of the rapid advancement of computer-based glass flight deck (GFD) systems.
While providing the GA pilot considerable enhancements in the quality of information about the status and operations of the aircraft, training pilots on the use of glass flight decks is often delivered with traditional methods (e.g. textbooks, PowerPoint presentations, user manuals, and limited computer-based training modules). These training methods have been reported as less than desirable in learning to use the glass flight deck interface. Difficulties in achieving a complete understanding of functional and operational characteristics of the GFD systems, acquiring a full understanding of the interrelationships of the varied subsystems, and handling the wealth of flight information provided have been reported. Documented pilot concerns of poor user experience and satisfaction, and problems with the learning the complex and sophisticated interface of the GFD are additional issues with current pilot training approaches.
A case study was executed to explore ways to improve training using GFD systems at a Midwestern aviation university. The researcher investigated if variations in instructional systems design and training methods for learning glass flight deck technology would affect the perceptions and attitudes of pilots of the learnability (an attribute of usability) of the glass flight deck interface. Specifically, this study investigated the effectiveness of scenario-based training (SBT) methods to potentially improve pilot knowledge and understanding of a GFD system, and overall pilot user experience and satisfaction.
Participants overwhelmingly reported positive learning experiences from scenario-based GFD systems flight training, noting that learning and knowledge construction were improved over other training received in the past. In contrast, participants rated the usability and learnability of the GFD training systems low, reporting various problems with the systems’ interface, and the learnability (first-time use) of the complex GFD system. However, issues with usability of the GFD training systems did not reduce or change participant attitudes towards learning and mastering GFD systems; to the contrary, all participants requested additional coursework opportunities to train on GFD systems with the scenario-based flight training format.
Araújo, Luciana Pereira de. "Aplicação de técnicas de design em um sistema colaborativo para profissionais da saúde." Universidade do Estado de Santa Catarina, 2014. http://tede.udesc.br/handle/handle/2041.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
The multidisciplinary treatment in health area is the supporting to patients who need care of different health professionals. During this treatment the professionals should communicate and collaborate to solve the patient diseases. In a local study in the public health at Blumenau city, we have observed that there is a lack of communication and collaboration among these professionals. This lack of communication affects the multidisciplinary treatment. This problem occurs due to different geographic position in doctors offices and due to different availability of each professional. In this context, this work has realized an action research involving the Elderly Care Center of Blumenau city to help the development of a system that allows multidisciplinary treatment. Blumenau has a health system called PRONTO. However, this system does not allow the collaboration among health professionals during the healthcare. Thus, this work includes the multidisciplinary treatment in the actual system and allows the collaboration among the health professionals. We used the participatory design method to design the multidisciplinary treatment and its interface, in order to involve the professionals in the development. The Scenario Based Evaluation was used to evaluate the developed system. This method allows to identify the important scenarios to perform the tasks. The design, development and evaluation of multidisciplinary treatment occurred in four steps of action research. We conclude that the proposed system allows the multidisciplinary treatment in collaborative way. The system also decreased the lack of communication and collaboration problems.
O tratamento multidisciplinar na área da saúde é o tratamento prestado a pacientes que dependem da atenção de profissionais de diferentes áreas. Durante este tratamento, os profissionais devem se comunicar e colaborar para solucionar o problema do paciente. Em estudos realizados na rede pública da cidade de Blumenau, observou-se que existe falta de comunicação e colaboração entre estes profissionais prejudicando o atendimento multidisciplinar. O problema ocorre principalmente devido aos diferentes locais de trabalho e diferentes horários de atendimento destes profissionais de saúde. Nesse contexto, este trabalho realizou uma pesquisa-ação envolvendo o Centro de Saúde do Idoso da cidade de Blumenau, para auxiliar na construção de um sistema que permita o tratamento multidisciplinar. Blumenau possui um sistema de saúde denominado PRONTO, porém ele não permite a colaboração entre os profissionais de saúde durante o tratamento de um paciente. Sendo assim, o trabalho pretende incluir o atendimento multidisciplinar no sistema atual permitindo a colaboração entre esses profissionais. O método de design participativo foi utilizado para a construção do módulo multidisciplinar e de sua interface, com intuito de envolver os profissionais em sua construção e identificar as tarefas a serem realizadas. O método Scenario Based Evaluation foi utilizado para avaliar o sistema. Este método permite a identificação de cenários importantes para a realização das tarefas dos profissionais. A construção e avaliação do atendimento multidisciplinar desenvolvido ocorreu dentro de quatro ciclos de pesquisa-ação. Após o término da pesquisa-ação, podese concluir que as funcionalidades projetadas permitem o atendimento multidisciplinar de forma colaborativa com uma ferramenta computacional, reduzindo os problemas referentes à falta de comunicação e de colaboração entre os profissionais de saúde.
Anggreeni, Irene. "Prototyping Tools for the Early Stages of Web Design." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-6487.
Full textThere is a gap between low-fidelity prototyping using paper and high-fidelity prototyping using computers in web design. Both serve well in different stages of web design, but are not well integrated. Prior studies have examined the practice of web designers. The studies resulted in a number of alternative prototyping tools, which focus on informal representation and try to prolong sketching in the design process.
The thesis proposes a design of a prototyping tool that makes use of existing paper sketches. In paper prototyping, a human who acts as the “computer” makes the sketches interactive. In the prototyping tool put forward in the thesis, the interactivity of the sketches is instead created on the computer. The novel prototyping tool needs to support the interactions and behaviours used in web design, and it must be easy to use so that the web designers do not have to invest too much time learning it.
The prototype of the tool is a sketch-and-scan interface, thus allowing the use of paper the way it is. The functionality supports both documentation and computer interactivity. Usability tests and expert reviews were conducted, involving students, lecturers and researchers in human-computer interaction.
The results elaborate previous research on prototyping practice, and a designers’ wish list was formulated. A prototyping tool is expected to support communication between users, designers and developers; as well as to reduce a designer’s need to change his work practice when using the tool.
Hsu, Chung-Yuan. "Formative Research on an Instructional Design Model for the Design of Computer Simulation for Teaching Statistical Concepts." Ohio University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1258048389.
Full textDe, Cino Thomas James. "A Usability and Learnability Case Study of Glass Flight Deck Interfaces and Pilot Interactions through Scenario-based Training." NSUWorks, 2016. http://nsuworks.nova.edu/gscis_etd/948.
Full textMontabert, Cyril. "Supporting Requirements Reuse in a User-centric Design Framework through Task Modeling and Critical Parameters." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/33152.
Full textBetter establishing requirements will benefit design. By adapting task-modeling techniques to support critical parameters within the requirements-analysis phase of scenario-based design, we are able to provide designers with a systematic technique for capturing requirements in a reusable form that enables and encourages knowledge transfer early in the development process. The research work presented concentrates on the domain of notification systems, as previous research efforts led to the identification of three critical parameters.
Contributions of this work include establishment of a structured process for capturing critical-parameter requirements within a user-centric design framework and introduction of knowledge reuse at the requirements phase. On one hand, adapting task models to capture requirements bridges the gap between scenarios and critical parameters, which benefits design from user involvement and accurate requirements. On the other hand, using task models as a reusable component leverages requirements reuse which benefits design by increasing quality while reducing development costs and time-to-market.
Master of Science
Ndiwalana, Ali. "Ubiquitous Computing: By the People, For the People." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33848.
Full textMaster of Science
Holbrook, Chuck. "Input Methods for Notification Systems: A design analysis technique with a focus on input for dual-task situations." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33637.
Full textMaster of Science
Beer, Simon. "Managing uncertainty in production system design during early-phase product development : A scenario-based case study within the commercial vehicle industry." Thesis, KTH, Industriell produktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-273185.
Full textBakgrund Produktionssystem inom fordonsindustrin utsätts för olika förändringsfaktorer i en allt mer flyktig marknadsmiljö. För att hantera de motstridiga områdena komplexitet, tid, kostnad och kvalitet är det nödvändigt att hela tiden anpassa och ompröva produktionssystem. Förutom andra interna och externa förändringsfaktorer initierar produktutvecklingsprojekt sådana anpassningsåtgärder vid design av produktionssystem. Karaktäristisk för utvecklingen av produktionssystem i den tidiga fasen av produktutvecklingen är den otillräckliga data- och informationsbasen. Befintliga metoder för design av produktionssystembaseras på ett befintligt produktionssystem och optimering av vissa viktiga prestandaindikatorer. Andra metoder som följer med produktutvecklingsprocessen fokuserar uteslutande på specifika aspekter av produktionsprocessen. Därför krävs en metod för helhetsbestämning och hänsyn till osäkerheter i utformningen av produktionssystem i den tidiga fasen av produktionsutvecklingen. Mål Syftet med avhandlingen är därför att utveckla, tillämpa och utvärdera en metod som möjliggör en strukturerad specifikation av osäkerheter i produktutvecklingsprojekt och andra externa och interna osäkerheter i företaget. Dessutom bör metodiken göra det lättare att avgöra vilken påverkan dessa osäkerheter kan ha på det befintliga produktionssystemet och hur motåtgärder kan utvecklas och utvärderas. Forskningsomfång Studien genomfördes inom kommersiella fordonsindustrin och i samarbete med Scania CV AB baserat i Södertälje, Sverige, som en industriell forskningspartner. Metoder Baserat på en litteraturöversikt och med beaktande av den industriella forskningspartnerns behov definierades kraven för metodiken. I varje del av ramverket finns det både anpassningar av befintliga metoder och metoder som har utvecklats under arbetets gång. Ramverket användes inom tillverkningsavdelningen för växellådan som en del av ett nytt utvecklingsprojekt. Resultat Resultaten visar att tillämpningen av ramverket avsevärt minskade osäkerheten i samband med ett nytt utvecklingsprojekt. Påverkade områden i produktionssystemet identifierades och lämpliga åtgärder för utformningen av produktionssystemet inleddes. Slutsatser Studien visar att den utvecklade metodiken gör det möjligt att kontrollera osäkerheter i utformningen av produktionssystem i den tidiga fasen av produktutvecklingen. Dessutom förbättrar det strukturerade sättet att arbeta och dokumentera samarbetet och kommunikationen mellan produkt- och produktionsutveckling samt total öppenhet inom utvecklingsprojektet.
Ronstad, David. "A Comparison between two different Methods to Verify Fire Safety Design in Buildings." Thesis, Luleå tekniska universitet, Byggkonstruktion och brand, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-62258.
Full textI dagens nordiska byggbransch är det svårt för nya och innovativa byggnadslösningar att införas på grund av de preskriptiva och fyrkantiga regelverk som finns. Handel av produkter och tjänster över gränserna är något som kan luckra upp den tuffa marknaden, men det är svårt på grund av bristen utav gemensamma internationella regelverk som är funktionsbaserade med möjlighet till fire safety engeinnering. Det är något som ett nordiskt innovationsprojekt kallat Fire Safety Engineering for Innovative and Sustainable Building Solutions vill förändra. Genom att införa en ny probabilistisk metod för att verifiera brandsäkerheten i byggnader, med avsikten att skapa en nordisk standard, kan förhoppningsvis delar av dessa problem lösas. Det fjärde arbetspaketet inom projektet består av att testa den nya metoden, vilket denna avhandling är en del av. Tanken är att bedöma och ta fram förbättringsförslag till den nya probabilistiska metoden genom att jämföra den med en befintlig scenariobaserad metod och presentera förbättringsrekommendationer. Jämförelse av probabilistiska metoden utförs mot en svensk verifieringsprocess som baseras på Boverkets allmänna råd om analytisk dimensionering av byggnaders brandskydd (BBRAD) genom att verifiera brandsäkerheten i ett parkeringsgarage, som ligger under en kontorsbyggnad, med båda verifieringsmetoderna. De två funktionsbaserade analyserna behandlar avvikelser från en förenklad dimensionering, som är utförd enligt Boverkets Byggregler (BBR), och resultaten av dessa verifikationer jämförs. De krav som verifieras är; utrymning i händelse av brand, skydd mot uppkomst av brand, skydd mot utveckling och spridning av brand och rök i byggnader, skydd mot brandspridning mellan byggnader, möjlighet till räddningsinsats och att säkerställa bärförmåga vid brand. Brandskyddets utformning och metodernas behandling av avvikelserna jämförs och analyseras vilket konkluderar i de rekommendationer för förbättring som presenteras. Frågor som har besvarats under arbetsprocessen är: Hur behandlar metoderna möjligheten att dimensionera brandsäkerheten utan sprinklersystem? Vad är den stora skillnaden mellan de två verifieringsmetoderna? Vilka förbättringar kan göras på den nya probabilistiska metoden? Rekommendationerna till förbättring som har tagits fram är baserad på arbetsprocessen i den probabilistiska metoden och jämförelsen med den svenska verifieringsprocessen. Utveckling av följande områden förespråkas: Behandling av kritiska nivåer i utrymningsscenarion Uppställning av en gemensam statistiskdatabas för de nordiska länderna Förbättrad förklaring om hur man utför valideringarna av analysen Avhandlingen omfattar inte alla delar som behövs vid bandskyddsprojektering utan fokusera endast på avvikelserna från den förenklade dimensioneringen. Verifikationen är endast utförd på parkeringsgaraget, det vill säga kontorsdelen av byggnaden behandlas inte.
Fire Safety Engineering for Innovative and Sustainable Building Solutions
Cluzel, François. "Eco-design implementation for complex industrial system : From scenario-based LCA to the definition of an eco-innovative R&D projects portfolio." Phd thesis, Ecole Centrale Paris, 2012. http://tel.archives-ouvertes.fr/tel-00760580.
Full textAgarwal, Rohit. "User Interface Design of Head-Up Display Using Scenarios : An Early Stage Innovation Project at Bombardier." Thesis, KTH, Maskinkonstruktion (Inst.), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-244452.
Full textHead-up display (HUD) has a proven track record in the aviation and automobile sectors, allowing pilots and drivers to access information without diverting attention from the outside world. Similar benefits may be realized by the installation of HUD in locomotive cabs. The objective of this thesis work is to develop the user interface for HUD based on the ERTMS system. The HUD will be an added safety feature to the trains to prevent drivers from refocusing between the instrument panel and the outside view thus leading to reduced driver fatigue and better observation of the tracks ahead. Scenario Based Design method has been used to implement the project work with discussions regarding its advantages and limitations. The use of scenarios has allowed the design team to understand the scenarios that the drivers face in depth and has aided during the workshops to understand the drivers’ routine better. Additionally, recommendations for the hardware, installation and future work have been provided to support further implementation of the project.
Hollandsworth, Randall Jackson. "The Theoretical and Practical Considerations for Effective Design, Development,and Evaluation of an Asynchronous Review Module on Interpersonal Communications." Diss., Virginia Tech, 2005. http://hdl.handle.net/10919/27372.
Full textPh. D.
Satra, Mahaveer Kantilal. "Hybrid Electric Vehicle Model Development and Design of Controls Testing Framework." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1595432296730485.
Full textMichailidou, Ioanna [Verfasser], Udo [Akademischer Betreuer] [Gutachter] Lindemann, Klaus [Gutachter] Bengler, and der Voort Mascha C. [Gutachter] van. "Design the experience first : A scenario-based methodology for the design of complex, tangible consumer products / Ioanna Michailidou ; Gutachter: Udo Lindemann, Klaus Bengler, Mascha C. van der Voort ; Betreuer: Udo Lindemann." München : Universitätsbibliothek der TU München, 2017. http://d-nb.info/1135385475/34.
Full textMichailidou, Ioanna Verfasser], Udo [Akademischer Betreuer] [Lindemann, Klaus [Gutachter] Bengler, and der Voort Mascha C. [Gutachter] van. "Design the experience first : A scenario-based methodology for the design of complex, tangible consumer products / Ioanna Michailidou ; Gutachter: Udo Lindemann, Klaus Bengler, Mascha C. van der Voort ; Betreuer: Udo Lindemann." München : Universitätsbibliothek der TU München, 2017. http://nbn-resolving.de/urn:nbn:de:bvb:91-diss-20170420-1320461-1-2.
Full textVestling, Olof. "InfoMart Reporting : The process of developing a data discovery tool for Genesys InfoMart." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-253512.
Full textWidegren, Markus, and Josef Alin. "Augmented reality-markörer, deras utformning och platsbaserat berättande." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108228.
Full textRegarding design of augmented reality markers and locationbased storytelling, there are several aspects to consider in order to create a deep and engaging user experience. There are various technical and communicative factors to take into account, for example: The markers must be specifically recognizable as markers while they also must be interpretable by image recognition in an augmented reality device. In the midst of this conflict lies a design challenge in which the aesthetic expression and storytelling must fit. This study was conducted as a qualitative case study where scenarios and prototypes have been developed based on theories of design principles for augmented reality and storytelling in different mediums. Design methods including brainstormning and idéa logs have been used in the developement. An interview with a potential stakeholder has partly formed the basis for the design work. The produced material has been evaluated through usability testing, observation and interviews with a number of test persons. "The Course of Nature" – a locationbased story with accompanying augmented reality markers – was developed as a part of the study. The experience consisted of image, sound, video and animation that brought the user through a suggestive story using GPS locations and markers. As a technical platform the augmented reality application Minnesmark was used. The evaluation showed the importance of how the technology should seamlessly integrate the different elements of the experience, that the markers are given seamfulness and importance in themselves so that they are relevant to the story and not just a technical tool, turning the technical limitations into benefits, that the aesthetic and communicative style is consistent across all parts, the markers, video, images and so on, in order to maintain the user's immersion.
Heinemann, Jakob. "Technical Feasibility Study for Implementing and Visualizing Diving Tracks in 3D in a Web Platform." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106564.
Full textDetta examensarbete visar hur positionsdata inhämtade med ett dykredskap kan visualiseras i en webbläsare på såväl mobila enheter som på stationära datorer med hjälp av nyttjande av inbyggd koppling till GPU med OpenGL. I detta arbete designas, implementeras och utvärderas en plattform och en visualiseringsprototyp. Resultatet visar att WebGL finns tillgängligt på de flesta plattformarna, men värt att notera inte på enheter som kör iOS. Webläsaren kan användas för att implementera avancerad funktionalitet men prestandan behöver förbättras. Arbetet diskuterar och föreslår en design för att få ut mer glädje av dykupplevelser genom observationer av en implementerad prototyp och föreslår ett engagerande system för socialt samarbete kring äventyrsupplevelser.
ALEXANDRAKIS, VASSILIS. "A participatory approach to the development of specifications for a 3D puzzle for visually impaired and sighted users." Thesis, KTH, Maskinkonstruktion (Inst.), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-190782.
Full textThere are a limited number of puzzles accessible to visually impaired people (including the blind population) and also limited 3D map-puzzles available in the market. In order to explore the interest of potential users in 3D map-puzzles and identify their preferences, needs and demands, a participatory design approach was adopted. The project took place in Crete and all participants came from the local population. Because of the non-standard population included in this research project (visually impaired people) accessible methods and means of communication had to be selected. Therefore an extensive background research was performed, including interviews with experts and a thorough study of existing knowledge and previous research in related fields. Aiming to facilitate understanding of the concept and to provide a common point of reference for all participants, functional prototypes of a 3D map-puzzle of the island of Crete were developed and manufactured. Prototypes were made of wood, either Pine or MDF. Subsequently, focus group and interview sessions were organized. Visually impaired and sighted, adults and children, participated in these sessions which included usability testing of the prototypes, scenario creation and a questionnaire (for the sighted participants). Data collected in the conducted sessions were analyzed using qualitative and quantitative methods. The results revealed usability problems of the prototypes and provided signs of potential problems, most of them related to the use of similar products by visually impaired individuals. Additionally, preferences and needs of the participants about the theme, the size, the material, the type of connection and other elements of the puzzle, were identified. According to the findings, the most severe problem, occurring when visually impaired participants tried to assemble the puzzle, was the uncertainty or “lack of confirmation” whether pieces were assembled in the right way or not. The most popular connection types among visually impaired participants were “fit in a frame” and “magnet”. Additionally, the majority of visually impaired participants were in favor of adding colors on the puzzle and marks for the different cities. Regarding buying interest, six out of eight visually impaired participants stated that they would buy a puzzle like the one they tested. Out of the twenty-two sighted participants, nine answered that it is “possible” and eleven answered that it is “highly possible” to buy a 3D map-puzzle. More than half of the sighted participants selected colors as an additional element on the puzzle while the two most popular connection types were “loose contact” and “fit in a frame”. Regarding the material of the puzzle, wood was well accepted by both sighted and visually impaired participants. However, only prototypes made from wood were available to the participants. Additionally, participants made various suggestions regarding the theme, the size and additional elements of a 3D puzzle. As a result, many ideas were produced during the sessions. Eventually, outcomes, problems and limitations related to the methods used during the study were discussed and recommendations for future work were made.
Shakeri, Shadi. "Modeling Information Seeking Under Perceived Risk." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404510/.
Full textJiang, Chung-Jr, and 江崇志. "A Framework of Scenario-Based Design Database." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/02257795717545250719.
Full text國立交通大學
工業工程與管理系所
93
In a severe competitive environment, industries can only survive through continuously product innovation to create business values. Product innovation was technology-driven in the past days, as product technologies mature and the market structures change, industries must substitute their business strategies into user-centered strategies to satisfy new customers’ needs. Scenario-based design is one of the most useful tools in user-centered design product innovations. Scenario-based design works well, however it still needs a constructing structure for designers to follow. In this study, we establish a five W scenarios constructing structure to solve some disturbing problems while using scenario-based design methods. In addition, we explore DTV service needs as a case study to verify our five W scenario-based design structure and provide some concrete referable design guidelines while designs construct scenarios.
Che, Meiru. "Scenario-based architectural design decisions documentation and evolution." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-08-4137.
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Hsieh, Pei-Shan, and 謝沛珊. "The design of scenario-based e-Learning course." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/93694296793187434688.
Full text國立臺灣師範大學
工業科技教育學系
93
This study aims at exploring the instructional design process and criteria for a scenario-based e-Learning course that situates learners in realistic situations and leads them to active thinking and meaningful decision. Under a scenario-based learning design concept, learners tend to absorb knowledge and meanwhile apply it to real world efficiently. This study first outlined the scenario-based learning design process through documentary analysis, and later on creating a on-job training course for a insurance company to verify and modify the attained criteria by questionnaire surveys and expert interviews. Finally, the explored design criteria were summarized and integrated into the ADDIE instruction design model: (1) Analyze:instructional setting, education and experience of the learners, learning objectives, and performance measures. (2) Design:scenario, model of the subject, strategy initiation sections, point and click, solution paths, interface design, learning help, and role play of the case. (3) Develop:diagramming the script, structure and sequence program outline. (4) Implement:feedback and revise and conduct the pilot. (5) Evaluate:reliability, validity, and utility. Based on the experience of the study, a scenario-based e-Learning course should be designed through team work. This study also shows that a well-designed scenario-based e-Learning course can indeed highly motivate learners. Meanwhile, it also increases the transfer of learning derived from assessment-centered feedback.
Cheng, Yu-Chun, and 鄭宇君. "Integrating scenario-based design and case-based design for user participation in Apartment plan design process." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/37012991278772295132.
Full text國立雲林科技大學
設計運算研究所碩士班
94
It has been a ubiquitous problem that users generally do not participate in the housing design process. In Taiwan, however, apartment buyers have a chance to customize their plan until the construction takes place. We called it the customization process in pre-sale apartment system. Currently, there are several outstanding problems in the apartment plan customization process. First, most home buyers have little knowledge about design professionals, when they are do the customization. Second, instead of directly communicating with designers, home buyers have to meet apartment sales agents who may not have enough information to guide home buyers on customization. Third, because of the fragmented market situation, there may be missing information or misunderstanding caused by communication problems (Zhu, 1997; Li, 1991). This research attempts to solve the problem about user participation in apartment plan design by integrating scenario-based design (SBD) and case-based design (CBD) approaches. For formulating the design participation process, this research uses SBD to capture the fluid design interactions and applies the scenario in a dynamical approach to simulate a process-driven design process, which integrates with a CBD system that supported by a generative system. The client can use direct manipulations analyzed from scenarios to retrieve, adapt and generate satisfying apartment plan layout. We build an interactive computational tool for clients to support user participation in the apartment plan design process and to prove our concepts by some concrete examples.
Wei-HaoWu and 吳偉豪. "Scenario-based User Interface Design for Exploratory Virtual Reality." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/82zqew.
Full textChiang, Binsu, and 江秉書. "「Individual Sesne」:Scenario-based Digital Design for Enhancing Users’ Awareness." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/80431092610707940239.
Full text國立成功大學
建築學系碩博士班
94
While designing an space to enhance living conditions, the privacy is an issue that is never been neglected. In the information era, through the leap of technology, information flows not only in a virtual space, but is displayed in physical spaces. Much personal information is revealed in information flow. The privacy issue is more concerned comparing with the old days. Privacy is not only about a visual factor in physical space, but also the capability to access individual information physically and virtually. Therefore, the aim of this research paper is focusing on maintaining users’ privacy in a smart space which is adaptive to different users for enhancing the user’s awareness in his/her daily life. With the help of smart materials, sensory technology, and the human-computer interaction, a space is no longer a concrete building only. Smart interface design integrates the development of smart space design, and it becomes the bridge of users and a space. By the help of a smart interface, users are able to keep the own privacy and to be aware of not only the context of a space itself but also the existences of other users. In this research paper, the “Individual Sense”, a smart interface design which is individualized and adaptive to the different users, is presented as the integration of smart detection and sensory technology and also the solution of privacy control. “Individual Sense” will assist the users to obtain keen awareness of others’ existences and the condition of the living space. This study conducts in-depth exploration of privacy issue in spatial design by examining design alternative, the conflicts, and the interaction between users and space. The findings include: (1) Individual Sense can aware individual activities for activating smart devices and interfaces, (2) privacy issues are important in accordance with user background, activities, and information, and (3) functionality of smart device and accessibility of information as well as physical objects are critical for future spatial design in respond to privacy concerns. User behaviors, interface evaluation, discussion, and further development will be reported. The behavioral and interface evaluation, discussion, and further development will be reported.
Chien, Ming-Cheng, and 簡明正. "Scenario Design: a Creative Fashion Design Concept Based on Shakespeare’s Romeo and Juliet." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/94214074569616075340.
Full text嶺東科技大學
流行設計研究所
99
Based on scenario design concepts as well as the design process of fashion designers, this study rethinks the extended application of the creative fashion design concept. The study applied the theory of scenario design to progress the four designing steps, situation setup, story narration, scenario development and product design. Then, the five designing procedure of fashion designers, data collection, data screening, data induction, integration and application, brainstorming, are integrated as extensions to complete the design procedure for creation and inspiration. Through studying William Shakespeare, the important literary author during the Renaissance period, and his well-known masterpiece, Romeo and Juliet, a romantic tragedy, this study combines the Play as a text and interpretations from eastern readers toward the western classic literature to form a unique scenario. By retelling the story to create a context and capture story vocabulary as elements for creation, the study also represents the beauty of the western culture in the modern design of fashion clothing. The images in the designer’s mind are embodied through designed works which are endowed with more profoundly cultural significances and connotations. These works consequently bring about more various features and meanings in the past and modern fashion designs. The study also rethinks what are represented in the new fashion design concept for Juliette’s clothing. From which, it creates a fresh aspect for the fashion clothing design.