Academic literature on the topic 'User'

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Journal articles on the topic "User"

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Hudson, William. "User stories don't help users." Interactions 20, no. 6 (November 2013): 50–53. http://dx.doi.org/10.1145/2517668.

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McMillan, Brian, Kellie Sherlock, and Mark Conner. "Expanding the traditional user versus non-user dichotomy amongst ecstasy users." Journal of Community & Applied Social Psychology 13, no. 1 (January 2003): 15–28. http://dx.doi.org/10.1002/casp.704.

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Rhee, Jong-Seok, Hyun-Min Yoo, and Een-Kee Hong. "User Association Algorithm for Improving Throughput of Cell Edge User." Journal of Korean Institute of Communications and Information Sciences 49, no. 3 (March 31, 2024): 385–92. http://dx.doi.org/10.7840/kics.2024.49.3.385.

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Nielsen, J. "Let's ask the users [user interfaces]." IEEE Software 14, no. 3 (1997): 110–11. http://dx.doi.org/10.1109/52.589250.

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Schclar, Alon, Lior Rokach, Adi Abramson, and Yuval Elovici. "User Authentication Based on Representative Users." IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews) 42, no. 6 (November 2012): 1669–78. http://dx.doi.org/10.1109/tsmcc.2012.2215850.

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Galko, Lukáš, and Jaroslav Porubän. "Tools Used in Ambient User Interfaces." Acta Electrotechnica et Informatica 16, no. 3 (September 2016): 32–40. http://dx.doi.org/10.15546/aeei-2016-0021.

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Woolley, T. C. "Quality User Support Supporting Quality Users." SPE Computer Applications 6, no. 05 (September 1, 1994): 5–8. http://dx.doi.org/10.2118/27583-pa.

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Gould, John, and Matthew Schaefer. "User interface considerations for older users." ACM SIGCSE Bulletin 37, no. 3 (September 2005): 408. http://dx.doi.org/10.1145/1151954.1067612.

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RICH, ELAINE. "Users are individuals: individualizing user models." International Journal of Human-Computer Studies 51, no. 2 (August 1999): 323–38. http://dx.doi.org/10.1006/ijhc.1981.0312.

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EASON, KENNETH D. "User-centred design: for users or by users?" Ergonomics 38, no. 8 (August 1995): 1667–73. http://dx.doi.org/10.1080/00140139508925217.

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Dissertations / Theses on the topic "User"

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Salomonsson, Dennis, and Viktor Häll. "User Experience : Att konkretisera tillvägagångssättet med utgångspunkt från ett fallföretag." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86102.

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There are many different details to consider for developers when creating a new product. Many believe that the functions is the most important. However the question about how the products User Experience should be handled gets more and more important. Because of that there are lots of tests before every launch to ensure that the product gets a better welcoming with the customers. The purpose with this study was to create a overview for how to create a better User Experience. We have created a guideline in this topical subject through creating a methodology to follow. This was done because of the difficulty to follow the current guidelines, and especially from those who really don´t know the subject. This study was based on previous research with a qualitative data collection method. We did our study from the eyes of a case business where we had interviews to get their opinions about User Experience and methodologies that already exists. The information that were used as method for the selection of informants because it was important for us that the informants knew what they were talking about. The purpose of the empirical data was to conclude which parts that were necessary to include in a methodology to get a more advanced User Experience but also why it is important. With this information we could give our version of a methodology to create a User Experience that fit in different projects. The results of the study contain the parts that we thought was important for creating a methodology that the developers could use. These were Design, UX-design, User Behavior, Usability and Human Computer Interaction that we later compiled to different phases in our methodology for User Experience. Furthermore when we concluded the phases for our methodology and these were Understanding where the developers shall create an understanding about what the user really wants. Research where you research what techniques that should be a part of a modern product. Sketch where you work from what the customer wants to get prototypes and test them to get their opinion. Design where you confirms which of the prototypes you will use in a completed design. Implementation where you create the product. The last phase is Evaluate where you do usability testings continuously to know that it is really working.
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Edwards, A. D. N. "Adapting user interfaces for visually disabled users." Thesis, Open University, 1987. http://oro.open.ac.uk/56957/.

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Recent developments in the design of human-machine interfaces have resulted in interfaces which make access to computer-based equipment more difficult for visually disabled people. The aim of this project was to explore whether it is possible to adapt such interfaces so as to make them usable by people who cannot see a screen. The approach adopted was based upon two principles: the replacement of visual interlace entities by auditory analogues and appropriately constraining the resultant interlace. Two forms of sound were used to embody the auditory interface: musical tones and synthetic speech. The 'auditory screen' so produced consists of a grid of 'auditory objects', each of which is associated with a spatial location, a tone, a name and an action. In order to test the principles a word processing program was designed and implemented to demonstrate how a visual program might be adapted to be accessed through such an interface. This program was evaluated with the assistance of a number of visually disabled testers. They were trained to use the word processor through completing a graded set of exercises. Data were obtained in a number of ways during and after the completion of the exercises. Since the auditory interface had some novel components, special evaluation methods were applied. The nature of the interaction was analyzed, using an approach based on work on keystroke models of visual interfaces. This yielded a simple model of the 'hand-ear' coordination employed, which forms a basis for prediction of user behaviour. It was also necessary to evaluate aspects of the program, such as ease-of-learning and these were investigated by interviewing the subjects. The results demonstrate that the approach is viable. The thesis also discusses a number of problems in using such an interface, most of which are related to the memory load on the user.
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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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Tore, Gulsen. "User Workshops: A Procedure For Eliciting User Needs And User Defined Problems." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12607818/index.pdf.

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Not in every case, the designer is knowledgeable about the potential user. Users can be consulted, in order to obtain knowledge, which is required for the design process. However such a consultation process can be problematic, since users may have difficulty in expressing their needs and problems or they may not be aware of them. The study is devised originating from the idea that if appropriate tools are provided for users, they can express their needs and design related problems. The thesis involves a literature review on the necessity of user knowledge as an input for the design process, and methods, techniques and tools, which provide this knowledge. Based on the findings from the literature review, three fictional case studies were planned and performed by employing two techniques, namely mood boards and drawing and shaping ideal products. These two techniques are developed into a procedure step by step by carrying out the case studies. The thesis proposes guidelines for the procedure of &ldquo
user workshops&rdquo
as a way to elicit users&rsquo
tangible and intangible needs, and user defined problems by directing them to imagine and express a usage context and conceptualize solutions considering their design related problems through a concept development activity and additional creative activities.
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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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Elhorr, Suzanne. "The three dimensional relation between user system experience, user satisfaction, and user acceptance." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12957.

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Context. The subject presented in this research is the fact that people resist IT induced change and want to maintain their current situation when implementing a new information system.  If no strategy is set to deal with it, resistance to change leads to Information System failure. Objectives. In this study, the author is investigating how to anticipate and handle resistance to change when implementing a new information system in order to succeed. This is followed by introducing the factors affecting user satisfaction which in turn affects user acceptance. Methods The data collection involves interviews in order to assemble appropriate, justifiable and relevant data, in addition to surveys to measure and validate the hypotheses in this thesis. The banking sector in Lebanon was selected as a source of data collection. Results. Three factors Perceived ease of use(PEOU), Perceived Usefulness (PU), and User Involvement react together to satisfy user and hence to make the user accept change. Conclusions. Based on the studies conducted so far with respect to this topic, there exists an indirect relationship between the three factors discussed in this thesis, the user satisfaction, and the user acceptance. The more the user finds the system easy to use (simple way of work with less efforts) and useful (the extent to which person’s work is improved) and the more he/sh  is involved, the more he is satisfied and hence the more he is willing to accept the change and causes system success.
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Petrén, Nina, and Hanna Söderquist. "How to use a user : Important aspects of user involvement within ergonomics-related product development." Thesis, Linköpings universitet, Projekt, innovationer och entreprenörskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120517.

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Systematically involving users in product development is considered as a successful strategy and makes companies more competitive. User involvement in various organizational settings, activities or situations can clearly contribute to product development. In order to understand how, dimensions of user involvement and interdependencies between them are in this report identified and investigated. The result shows that the four dimensions of When, Who, Where and How are the most important to consider when involving users. These can each be broken down into a number of aspects that should be used when assessing and comparing sources of user knowledge. With the framework presented in the report, sources of user knowledge can be linked to one or more user involvement situations, meaning when and how to utilize it. The other way around, if a development process enters a certain phase, these aspects could be used to state what requirements there are regarding the users and the context. A source that is to be utilized must hence fulfill these requirements if the user involvement should be appropriate and effective. Additionally, the empirical study showed that apart from the theoretical aspects above, there could be several more aspects to consider when involving users. These are company-specific and should be identified for each company that wants to implicate user involvement. This study shows that there are clearly interdependencies between the dimensions of user involvement. These interdependencies make many types of user knowledge sources suitable only for the Strategy and idea generation phase, and it’s evidently difficult to identify, locate and utilize sources that fulfill the requirements of user involvement in the later phases of a product development process. The empirics showed that the interdependencies between the aspects of user involvement are neglected in many cases, resulting in user knowledge sources being utilized in a phase where they’re not appropriate to be utilized. To overcome this, many different sources are required in order to achieve proper user involvement, and combinations of various sources should be involved to “cover” the whole development process. The models presented and implemented in this study could be utilized in order to pinpoint aspects of existing sources of user knowledge. It could also be employed in order to investigate requirements on a source of user knowledge in relation to a current development phase of a project. This way, companies could specify which type of sources that are missing in their product development process and in a more efficient way work towards filling those gaps.
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Hienerth, Christoph, Christopher Lettl, and Peter Keinz. "Synergies among Producer Firms, Lead Users, and User Communities: The Case of the LEGO Producer-User Ecosystem." Wiley-Blackwell, 2014. http://dx.doi.org/10.1111/jpim.12127.

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While many firms today proactively involve users in their new product development efforts using a wide variety of methods such as the lead user method, firm-hosted user communities, or mass customization toolkits, some pioneering firms are experimenting with the creation of sustainable producer-user ecosystems designed for the continuous exploration and exploitation of business opportunities. In this paper, the functioning of such ecosystems is studied with particular emphasis on the synergies they can yield. Based on an explorative and longitudinal multiple case study design, the producer-user ecosystem of the firm LEGO is analyzed, and three main actors in the ecosystem are identified: entrepreneurial lead users who aim to start their own businesses, a vibrant user community, and the LEGO company as the focal producer firm and facilitator for multiple user-to-user and user-to-producer interactions. Our study reveals three kinds of synergies: (1) reduced risk for entrepreneurial lead users and the focal producer firm, (2) the extension of the design space of the focal producer firm's products, and (3) the creation of buzz within the user community. Finally, the theoretical and managerial implications of our findings for innovation researchers and practitioners are discussed. (authors' abstract)
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Lee, Young Seok. "Older adults' user experiences with mobile phones: identification of user clusters and user requirements." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/29003.

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This research addressed how older adults experience their mobile phones in their everyday lives and how mobile phones could be designed to best meet their needs. Two studies were conducted using a mixed-research method to identify representative user clusters and to understand user experiences. In Study 1, 154 older adult mobile phone users completed a questionnaire to investigate 1) functional usage, 2) perception about mobile phone quality, and 3) other aspects of user experiences (e.g., motivations of acquisition and learning method). Results showed that older adults are generally conservative mobile phone users who use a few functions of mobile phones and perceive their phone to be difficult to use. Understanding error messages, menu navigation, and text input were found to be most difficult for them. Female users perceived their phones to be more difficult to use than male users. Three user clusters (explorers, basicians, and minimalists) were identified based on mobile phone usage behavior, and their characteristics were described. User satisfaction was effected by three attributes of mobile phones: usefulness, ease of use, and pleasure of use, indicating that developers need to focus on improving all factors when designing a mobile phone for older adults. Study 2 used a more holistic approach to describe older adultsâ user experiences. The aims of Study 2 were 1) to capture stories that reflected user experiences, 2) to identify barriers that older adults faced through the course of user experience and 3) to provide recommendations to improve user experiences. Qualitative data was collected in the form of existential phenomenology-based interviews. Twelve older adult mobile phone users (over age 56), representing the three clusters found from Study 1, participated in this study. The domestication of technology theory was adopted as a framework to describe instances and themes represented in usersâ utterances and behaviors. Results showed that, regardless of their abilities to operate technology, older adults used a limited number of mobile phone functions because of their parsimonious cost-benefit analyses when integrating technologies into their lives. A theoretical explanation for this phenomenon was provided using socio-emotional selectivity theory. Barriers (perceptual, cognitive, attitudinal, knowledge, and information barriers) were found to hinder older adultsâ utilization of mobile phone technology over the four dimensions of the domestication process (appropriation, objectification, incorporation, and conversion). Recommendations to resolve those barriers were provided and related to published literature. This study proved that the domestication of technology theory can be a useful analytical tool for describing and understanding user experiences and capturing users' needs. Detailed discussion about its applicability to user needs analysis process was provided. A set of user requirements along with diverse user profiles were developed as outcomes of this research.
Ph. D.
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Xia, Qian, and n/a. "Leveraging Single-User Applications for Multi-User Collaboration." Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070216.093300.

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People rely on off-the-shelf commercial single-user software systems in their daily lives and work to perform single-user tasks. People also need groupware systems to perform collaborative or group tasks. The goal of this thesis work is to develop innovative techniques for building computer applications that combine conventional single-user functionalities with advanced collaboration capabilities to effectively support people's individual and group work. This thesis work contributes an innovative Transparent Adaptation (TA) approach and associated supporting techniques that can be used to convert existing or new single-user applications into real-time multi-user collaborative versions without changing their source code. The transparently adapted collaborative systems not only support unconstrained collaboration and other collaboration features that were previously seen only in advanced groupware research prototypes, but also maintain the conventional functionalities and interface features that were previously seen only in commercial off-the-shelf single-user applications. Major technical contributions of the TA approach include techniques for adapting the single-user application programming interface to the data and operation models of the underlying generic collaboration technique and a generic system architecture for collaborative systems. The Operation Transformation (OT) technique has been chosen as the underlying collaboration technique for the TA approach due to its capability of supporting unconstrained collaboration and application independence. This thesis work has also made important contributions to OT by extending OT from supporting only collaborative plain text editing to supporting collaboration on complex data structures and comprehensive functionalities. To support the adaptation of complex data and operation models in a range of applications, this thesis work has contributed a package of advanced adaptation techniques for collaborative table editing and graphic object grouping. These techniques have not only increased the capability of TA, but have also advanced the state-of-the-art of collaborative editing techniques. To facilitate natural and smooth collaboration, this thesis work has contributed a multi-functional workspace awareness framework which is able to reduce the effort for developing workspace awareness features, and to be extended to support new workspace awareness features. Most importantly, this framework is able to deliver correct and precise workspace awareness information in the face of dynamic content and view changes in TA-based systems, which is an innovative feature unavailable in existing techniques. The TA approach and supporting techniques were developed and tested in the process of transparently converting two commercial off-the-shelf single-user applications - Microsoft Word and PowerPoint - into real-time collaborative applications, called CoWord and CoPowerPoint, respectively. CoWord and CoPowerPoint not only retain the functionalities and the 'look-and-feel' of their single-user counterparts, but also provide advanced multi-user collaboration capabilities for supporting multiple interaction paradigms, ranging from concurrent and free interaction to sequential and synchronized interaction, and for supporting detailed workspace awareness, including multi-user tele-pointers and radar views. The TA-based collaborative system architecture and the generic collaboration engine software component developed from this work can be reused in adapting a wide range of single-user applications.
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Books on the topic "User"

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(Firm), Datastream, ed. User created lists user guide. London: Datastream, 1996.

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(Firm), Datastream, ed. User created indices user guide. London: Datastream, 1995.

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Benderson, Bruce. User. New York: Plume, 1995.

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User. New York: Dutton, 1994.

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Grayson, Devin. User. New York: DC Comics, 2001.

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Grayson, Devin K. User. New York: DC Comics, 2001.

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Grayson, Devin. User. New York: DC Comics, 2001.

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Social care, service users and user involvement. London: Jessica Kingsley Publishers, 2012.

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S, Pollitt A., White P. R, and Polytechnic Huddersfield, eds. Matching OPAC user interfaces to user needs. (Huddersfield): Polytechnic of Huddersfield, 1991.

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The user. London: Sunfield Press, 2000.

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Book chapters on the topic "User"

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Hazzan, Orit, and Yael Dubinsky. "Customers and Users customer customer user user." In Agile Software Engineering, 1–25. London: Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-198-5_3.

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Zitterbart, Martina. "User-to-User QoS." In Protocols for High-Speed Networks V, 219–34. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-34986-2_15.

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Weik, Martin H. "user-to-user service." In Computer Science and Communications Dictionary, 1876. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_20616.

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Colhoun, O. "User." In Springer Reference Medizin, 2419–20. Berlin, Heidelberg: Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-48986-4_3192.

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Colhoun, O. "User." In Lexikon der Medizinischen Laboratoriumsdiagnostik, 1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2018. http://dx.doi.org/10.1007/978-3-662-49054-9_3192-1.

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Weik, Martin H. "user." In Computer Science and Communications Dictionary, 1871. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_20562.

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Valcárcel Fernández, Patricia. "User." In Dictionary of Statuses within EU Law, 607–12. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-00554-2_77.

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Alhir, Sinan Si. "Use-Case (User) Modeling." In Guide to Applying the UML, 186–211. New York, NY: Springer New York, 2002. http://dx.doi.org/10.1007/0-387-21513-1_5.

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Maglio, Paul P., and Rob Barrett. "How to Build Modeling Agents to Support Web Searchers." In User Modeling, 5–16. Vienna: Springer Vienna, 1997. http://dx.doi.org/10.1007/978-3-7091-2670-7_1.

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Paranagama, Priyanka, Frada Burstein, and David Arnott. "Modelling the Personality of Decision Makers for Active Decision Support." In User Modeling, 79–81. Vienna: Springer Vienna, 1997. http://dx.doi.org/10.1007/978-3-7091-2670-7_10.

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Conference papers on the topic "User"

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"2012 First International Workshop on User Evaluation for Software Engineering Researchers (USER) - Proceedings [front matter]." In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226570.

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"Contents [breaker page]." In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226571.

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Rossler, Jeremias. "How helpful are automated debugging tools?" In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226573.

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Gordon, Michal, and David Harel. "Evaluating live sequence charts as a programming technique for non-programmers." In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226574.

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Badreddin, Omar, and Timothy C. Lethbridge. "Combining experiments and grounded theory to evaluate a research prototype: Lessons from the umple model-oriented programming technology." In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226575.

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Ostberg, Jan-Peter, and Stefan Wagner. "Do we stop learning from our mistakes when using automatic code analysis tools? An experiment proposal." In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226576.

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Cunha, Jacome, Joao Paulo Fernandes, Jorge Mendes, and Joao Saraiva. "Towards an evaluation of bidirectional model-driven spreadsheets." In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226577.

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Baysal, Olga, Reid Holmes, and Michael W. Godfrey. "Revisiting bug triage and resolution practices." In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226578.

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Zaparanuks, Dmitrijs, and Matthias Hauswirth. "Is essence a measure of maintainability?" In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226579.

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Schenk, Julia. "Evaluating awareness information in distributed collaborative editing by software-engineers." In 2012 User Evaluation for Software Engineering Researchers (USER). IEEE, 2012. http://dx.doi.org/10.1109/user.2012.6226580.

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Reports on the topic "User"

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Unzeta, Bruno Bueno, Jan de Boer, Ruben Delvaeye, Nikodem Dernegowski, Bertrand Deroisy, Bertrand Deroisy, Marc Fontoynont, Bruce Norman, and Daniel Neves Pimenta. User Interfaces. Edited by Marc Fontoynont. IEA SHC Task 61, February 2021. http://dx.doi.org/10.18777/ieashc-task61-2021-0004.

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This report shows, that the impact of a good User Interfaces (UI) is not only affecting the usability and comfort for the user, but is also a major key to save energy. At least as important for effectiveness to the quality of individual interfaces is consistency in the meaning of individual user interface elements (visual, conceptual, auditory, etc.)
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Naves, Claudia, David Amorim, David Geisler-Moroder, Thorbjörn Laike, Justyna Martyniuk-Peczek, Barbara Szybinska Matusiak, Wilfried Pohl, and Natalia Sokol. Literature review of user needs, toward user requirements. Edited by Barbara Szybinska Matusiak. IEA SHC Task 61, September 2020. http://dx.doi.org/10.18777/ieashc-task61-2020-0001.

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This report has been developed in the frame of the IEA SHC Task 61 Subtask A “User requirements”. The main objective was to rethink and reformulate user requirements to lighting (daylighting and electric lighting) in public buildings on the basis of a thorough literature study. The work is a joint effort of a number of scientists and represents collective knowledge in this topic. The concept of Lighting quality is the one, among many lighting concepts, which expresses the user perspective best. Lighting quality is the important goal of lighting designers and planners; however, it is difficult to define and to measure.
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Oxman, Andy. What are the impacts of changes in user fees on access to health services? SUPPORT, 2017. http://dx.doi.org/10.30846/1703113.

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User fees are charges paid by users of healthcare services at the point of use. They are supposed to help reduce ‘frivolous’ use of health services, as well as raise revenue to pay for services. If used appropriately, user fees might also motivate health professionals and improve the quality of care. However, they might also reduce appropriate use of services.
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Lady, James, Peter Westhagen, and John Skalski. USER 2.1; User Specified Estimation Routine, Techncial Manual 2003. Office of Scientific and Technical Information (OSTI), July 2003. http://dx.doi.org/10.2172/962975.

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Stanton, Brian, Yee-Yin Choong, and Mary Theofanos. Quick capture platform use cases user interaction specifications. Gaithersburg, MD: National Institute of Standards and Technology, 2009. http://dx.doi.org/10.6028/nist.ir.7644.

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Glen R. Longhurst. TMAP7 User Manual. Office of Scientific and Technical Information (OSTI), September 2006. http://dx.doi.org/10.2172/910958.

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Howard, Andrew. Mezzanine User Manual. Fort Belvoir, VA: Defense Technical Information Center, May 2002. http://dx.doi.org/10.21236/ada440009.

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Alfonsi, Andrea, Cristian Rabiti, Diego Mandelli, Joshua Cogliati, Congjian Wang, Paul W. Talbot, and Daniel P. Maljovec. RAVEN User Guide. Office of Scientific and Technical Information (OSTI), June 2018. http://dx.doi.org/10.2172/1467401.

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Wang, Yaqi, Sebastian Schunert, and Benjamin A. Baker. Rattlesnake: User Manual. Office of Scientific and Technical Information (OSTI), December 2015. http://dx.doi.org/10.2172/1483595.

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Carnes, Brian, and Stephen Ray Kennon. Percept User Manual. Office of Scientific and Technical Information (OSTI), October 2016. http://dx.doi.org/10.2172/1494324.

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