To see the other types of publications on this topic, follow the link: User-Centered Evaluation.

Dissertations / Theses on the topic 'User-Centered Evaluation'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'User-Centered Evaluation.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Chuenchom, Sutthinan. "User-Centered Evaluation of the Quality of Blogs." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84188/.

Full text
Abstract:
Blogs serve multiple purposes, resulting in several types of blogs that vary greatly in terms of quality and content. It is important to evaluate the quality of blogs, which requires appropriate evaluation criteria. Unfortunately, there are minimal studies on framework and the specific criteria and indicators for evaluating the quality of blogs. Moreover, quality is related to user perception, and should therefore be evaluated by the receivers. This dissertation examines the criteria and indicators that blog users consider important for evaluating the quality of blogs, and develops a user-centered framework for evaluating quality by conducting user surveys and post-survey email interviews. The personal characteristics that affect the users’ choices of criteria to evaluate the quality of blogs are examined as well. The study’s findings include 1) the criteria that users consider important when evaluating the quality of blogs are content quality, usability, authority, and blog credibility; 2) the indicators that blog users consider most important for evaluating the quality of blogs are understandability, accuracy, believability, currency, ease of use, and navigation; and 3) gender, education level, age, profession, purpose of use, and specific interests affect the user’s choices of criteria for evaluating the quality of blogs. Future research may involve exploring and applying the framework developed in this study to build automatic quality blog identification system for the purpose of assisting web users and information specialists to identify quality blogs.
APA, Harvard, Vancouver, ISO, and other styles
2

Islam, Nahida. "User-centered evaluation of the CERO simulation tool." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279426.

Full text
Abstract:
The proliferation of competitive systems in the market is constantly raising the bar for both usability and UX (hedonic & pragmatic view) in the field of HCI. However, many of today’s technologies lack the essence of usability and UX due to the gap between the practice and the literature. This study explores how the usability of an existing tool, namely the CERO simulation tool can be improved through user- centered design. A pre-study consisting of semi-structured interviews were executed to gather user requirements that gave a premise to base the design choices on. Thereafter, a redesign of the tool in the form of an interactive prototype was developed using the gathered information from the pre-study and literature review. Finally, the developed redesigned prototype was evaluated through a “think- aloud” exercise, together with semi-structured interviews. The result of this study indicates the usability of a product can be improved through a balance between focusing the user’s preferences and the organization’s vision. Further studies on a live version of the final design based on the recommendations from this thesis is proposed, as well as that the system takes the hedonic view of the UX into account.
Spridningen av konkurrenskraftiga system på marknaden höjer ständigt ribban för både användbarhet och UX (hedonisk & pragmatisk vy) inom området HCI. Mycket av dagens teknik saknar emellertid essens av användbarhet och UX på grund av klyftan mellan praktiken och litteraturen. Denna studie undersöker huruvida användbarheten hos ett befintligt verktyg, CERO-simuleringsverktyg, kan förbättras genom användarcentrerad design. En förstudie bestående av semistrukturerade intervjuer genomfördes för att samla in användarkrav som gav förutsättningarna att basera designvalen på. Därefter utvecklades en ny design av verktyget i form av en interaktiv prototyp, från den insamlade informationen från förstudien och litteraturöversynen. Slutligen utvärderades prototypen genom en “tänka högt” övning tillsammans med semistrukturerade intervjuer. Resultatet av denna studie indikerar att användbarheten för produkten kan förbättras genom en balans mellan användarens preferenser och organisationens vision. Ytterligare studier på en liveversion av den slutliga designen baserat på rekommendationerna från denna avhandling föreslås, samt att systemet också tar hänsyn till den hedoniska synen på UX.
APA, Harvard, Vancouver, ISO, and other styles
3

Elgin, Peter D. "Validating the User-Centered Hybrid Assessment Tool (User-CHAT) : a comparative usability evaluation." Diss., Manhattan, Kan. : Kansas State University, 2007. http://hdl.handle.net/2097/256.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Shi, Chunqi. "User-Centered Design of Translation Systems." 京都大学 (Kyoto University), 2013. http://hdl.handle.net/2433/180468.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Skinner, Whitney Ann Liu Tsai Lu. "User-centered design evaluation by application of biofeedback technology." Auburn, Ala., 2006. http://repo.lib.auburn.edu/2006%20Summer/Theses/SKINNER_WHITNEY_38.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Ghaemmaghami, Pegah, and Sofie Lindholm. "Usability evaluation of E-grocery : From a user-centered perspective." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15593.

Full text
Abstract:
Purpose: The purpose of our thesis is to evaluate the usability of e-grocery sites, by evaluatingthe (1) navigation, how easy is it for the user to find what they need either by menunavigation or internal search facility? (2) Content, how informative is the content on thesite, is it up to date and easy to comprehend? (3) Interface, how appealing is the web sitesinterface and graphical use to the customer? The three will be contributing to good or poorusability. Background: E-commerce has become more used by people, and some argue that the optionof e-commerce is not longer an option but a must. With the increase in technology adaptationand customer becoming more used to using e-commerce their demands increases.A website has to be interactively designed, making the experience enjoyable for the user.But how is the usability in the new e-grocery web sites in Sweden? Frame of reference: The theoretical framework in our thesis is build on the web usabilityand customer buying behavior by Bekker and Van der Merwe (2003), as well as web usabilitycriteria’s developed by a number of authors. For the persona development we used aframework from Robert Reinmann, Kim Goodwin and Lane Halley. Method: In this work we have used an inductive research approach using questionnaires,observation, interview and user study as our method for data collection. We analyzed thedata with support of the theoretical frameworks, on web usability evaluation in combinationwith the customer buying behavior process. We also developed personas from ourempirical data, which can be used in the redesign of the web sites. Conclusion: Our conclusion is that the usability in e-grocery web sites is poor, both of thesites we evaluated in our user study had some major problems in either all or some of theusability criteria’s.
APA, Harvard, Vancouver, ISO, and other styles
7

Durmus, Suna. "User-centered Design Approach In E-government Applications." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614215/index.pdf.

Full text
Abstract:
Public services have been provided in an electronic format to reduce time and cost and to improve service quality. In this context, significant investments have been made since 2003 in Turkey and many government agencies started to provide services via the Internet. Government agencies need to learn the effectiveness of the offered services and the benefits of these services to citizens. The purposes of this thesis are to evaluate e-government websites in a comprehensive manner and to identify website design related problems. Especially, the study focuses on user-centered design of the e-government application. For this purpose, 33 e-government websites are evaluated, and an interview was conducted with eight government agencies websites&rsquo
designers. As a result of these studies, the problems encountered while using government electronic services are identified. Also, causes of these problems are found out. The study aims to provide a guideline in order to design user-centered e-government applications.
APA, Harvard, Vancouver, ISO, and other styles
8

Skinner, Scott. "User-centered Evaluation of a Mobile AR Product in an Agile Environment." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280804.

Full text
Abstract:
Recent advances in mobile Augmented Reality (AR) create promising opportunities for novel, engaging, potentially scalable, interactive products. However, evaluating the usability and UX of mobile AR can be tricky given that the interface is highly adaptable, often ambiguous, and varies depending on context. This project will recount the evaluation of a foot scanner that is guided via mobile AR interaction, in doing so offering one way to approach mobile AR evaluation. Some themes that will be discussed are the importance of iterative in-situ evaluation and the benefits of both in-lab and remote usability testing, as well as how to identify user insights given the perceptual complexity and technical ambiguity of mobile AR interaction. Furthermore, design implications to enhance the usability and experiential aspects for mobile AR will be proposed, including how to guide and instruct users, techniques for movement-based interaction design, and how to utilize the various input types in mobile AR. Lastly, an overview of inserting mobile AR user-evaluation in an Agile product environment, including iterative lo-fi testing, insight communication, team collaboration, and the use of evaluation measures, will be discussed. The hopes of this project is to provide a valuable resource to help push future mobile AR designers and evaluators in the right direction.
Nya framsteg inom mobil Augmented Reality (AR) skapar lovande möjligheter for nya, engagerande, intuitiva och potentiellt skalbara interaktiva produkter. Att utvärdera användbarhet och UX for mobil AR kan dock vara svart eftersom gränssnittet ar mycket anpassningsbart, ofta tvetydigt och varierar beroende på sammanhang. Detta projekt kommer att beskriva utvärderingen av en fotscanner som styrs via mobil AR-interaktion och därmed medföra ett satt att närma sig mobil AR-utvärdering. Några teman som kommer att diskuteras ar vikten av iterativ in-situ-utvärdering, fördelarna med användbarhetstestning i laboratorium och på distans, samt hur man identifierar användar-insikter i relation till den perceptuella komplexiteten och tekniska oklarheten i mobil AR-interaktion. Dessutom föreslås designimplikationer for att förbättra användbarhet och erfarenhetsaspekter for mobil AR, inkluderande hur användare kan vägledas och instrueras, tekniker for rörelsebaserad interaktionsdesign och hur man använder de olika ingångstyperna i mobil AR. Slutligen diskuteras en översikt kring att införa mobil AR-användarutvärdering i en agil produktmiljö, inklusive iterativt lo-fi-testande, insikts-kommunikation, samarbete i teams och användningen av utvärderingsmetoder. Förhoppningarna med detta projekt ar att tillhandahålla en värdefull resurs for att hjälpa till att driva framtida mobila AR-designers och utvärderare i ratt riktning.
APA, Harvard, Vancouver, ISO, and other styles
9

Khartabil, Rana. "User-centered design and evaluation of a dynamic biochemical pathway visualization tool." Thesis, University of Ottawa (Canada), 2005. http://hdl.handle.net/10393/26944.

Full text
Abstract:
Information visualization is a field of computer science that deals with the computerized visualization of complex information in a form that is easier for human beings to comprehend. Information visualization has applications in many domains, including business, science, and medicine. Visualization of biochemical pathways, as graphs of nodes representing biochemical entities and arcs representing the relationships between entities, is one such application. This thesis begins by reviewing work that has been done on the usability of information visualization techniques, and in particular these that apply to biochemical pathways. Then, the thesis presents three different usability evaluation techniques that are used to gather information about existing biochemical pathway visualization tools. These are (1) conducting videotaped evaluation sessions of existing biochemical visualization tools, (2) collecting questionnaires, and (3) conducting a brainstorming session. The results from these studies are used to define the requirements, design, and build a biochemical pathway visualization tool, taking into account conclusions drawn from both literature and user studies. The tool is then tested and compared to existing tools. Results show that the developed tool has more relevant features to biochemical pathway visualization than existing tools, accomplishes certain tasks faster than other tools, and is intuitive and easy to use. In addition, positive feedback from users is documented. At the end of the thesis, we make some generalizations to the area of information visualization and we then present areas for further research.
APA, Harvard, Vancouver, ISO, and other styles
10

Nilsson, Susanna. "Augmentation in the Wild : User Centered Development and Evaluation of Augmented Reality Applications." Doctoral thesis, Linköpings universitet, CSELAB - Cognitive Systems Engineering Laboratory, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54241.

Full text
Abstract:
Augmented Reality (AR) technology has, despite many applications in the research domain, not made it to a widespread end user market. The one exception is AR applications for mobile phones. One of the main reasons for this development is technological constraints of the non-mobile phone based systems - the devices used are still neither mobile nor lightweight enough or simply not usable enough. This thesis addresses the latter issue by taking a holistic approach to the development and evaluation of AR applications for both single user and multiple user tasks. The main hypothesis is that in order for substantial wide spread use of AR technology, the applications must be developed with the aim to solve real world problems with the end user and goal in focus. Augmented Reality systems are information systems that merge real and virtual information with the purpose of aiding users in different tasks. An AR system is a general system much like a computer is general; it has potential as a tool for many different purposes in many different situations. The studies in this thesis describe user studies of two different types of AR applications targeting different user groups and different application areas. The first application, described and evaluated, is aimed at giving users instructions for use and assembly of different medical devices. The second application is a study where AR technology has been used as a tool for supporting collaboration between the rescue services, the police and military personnel in a crisis management scenario. Both applications were iteratively developed with end user representatives involved throughout the process and the results illustrate that users both in the context of medical care, and the emergency management domain, are positive towards AR systems as a technology and as a tool in their work related tasks. The main contributions of the thesis are not only the end results of the user studies, but also the methodology used in the studies of this relatively new type of technology. The studies have shown that involving real end users both in the design of the application and in the user task is important for the user experience of the system. Allowing for an iterative design process is also a key point. Although AR technology development is often driven by technological advances rather than user demands, there is room for a more user centered approach, for single user applications as well as for more dynamic and complex multiple user applications.
APA, Harvard, Vancouver, ISO, and other styles
11

Kebkab, Kassaye Adane. "Improving usability of banking websites : by implementing user-centered design." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17476.

Full text
Abstract:
Researchers in the area of web usability dwell on the importance of simplicity in a website design so that users can achieve a specific task with effectiveness, efficiency and satisfaction. If a banking website misses one of these characteristics of usability users may get lost in the middle of the website or become frustrated and “will seek information elsewhere”. This study assesses what are the main issues behind the current banking websites through a questionnaire with 74 participants the result of this questionnaire shows that there are still unsolved problems in the current banking websites that impacts the quality of use. This study performs a thorough theoretical study to find out more about the subject understudy and by combining together with qualitative interviews; the study comes up with a proposed solution to improve banking websites’ usability – by implementing a user-centered design.
Program: Masterutbildning i Informatik
APA, Harvard, Vancouver, ISO, and other styles
12

Ferreira, Gonçalo Lopes. "User-centered design of the interface prototype of a business intelligence mobile application." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/10034.

Full text
Abstract:
Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão Industrial
In a society in constant technological evolution, companies try to equip themselves with tools that allow them to achieve, or maintain, the leadership position in the markets in which they compete in. Success often lies in the ability to exploit the existent Business Intelligence (BI) in the best possible way. Moreover, mobile devices such as smartphones and tablets assume themselves as elements with an increasingly preponderant use in the everyday life. In the convergence of these two factors, emerges the need to develop mobile “management facilitators”, capable of providing companies’ workers the access to BI, anywhere and at a few touches distance. To make this possible, not only does the correct information needs to be selected, but also organized and presented in a highly intuitive and easy to use way. It’s in this context that the work present in this dissertation emerges: User-Centered Design of the interface prototype of a Business Intelligence mobile application for a company in the retail industry. Thus, the goal of this dissertation resides in the development of an adequate interface, through the continuous interaction with a group of representative users in activities such as users’ needs assessment, interface design, heuristic evaluation and usability tests. From meetings with the users, 29 needs were identified for the BI application. These needs were later converted into functional requirements which originated two prototypes, one for smartphones and the other for tablets. These were subjected to a heuristic evaluation and tested through the application of the Cognitive Walkthrough method to representative users, to collect performance and satisfaction metrics. It was concluded that the designed interfaces were in accordance with 14 of the 16 heuristics, which led to three modifications on the interfaces. The Cognitive Walkthrough results showed that the interfaces are intuitive since all the tasks were completed with 100% success, in reasonable times and with a number of actions close to the ideal.
APA, Harvard, Vancouver, ISO, and other styles
13

Lindström, Daniel. "Visualizing future buildings : User-centered design process and evaluation of a sensor-based MAR prototype." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215771.

Full text
Abstract:
Mobile Augmented Reality (MAR) is an emerging technology that, when done right, can offer the users a rich experience. However, as with most emerging technologies, it is primarily technology-driven, often leaving the user needs aside. In this study a sensor-based MAR prototype was developed and evaluated, following a User-Centered Design process. The prototype visualized a future building in the city of Stockholm, Sweden. However, sensors in today’s smartphones are not perfect, which is a problem when used as tracking method to augment 3D-content. Also, developing a MAR experience includes some challenges and issues that need to be addressed in order to develop a good experience for the user. One of those challenges is to test and validate ideas at an early stage of the development. Usually when following a User-Centered Design process, prototyping is a useful tool for testing and validating. Though, even the simplest MAR experience requires an advanced infrastructure, which is expensive and time-consuming to develop. In this study both the inherited problems of smartphone sensors and the challenges regarding MAR development were taken into account during the development. To counteract these problems, cleverly designed functions were implemented. To evaluate the final version of the prototype, a user test was conducted in an urban environment. The most important lessons learned during this study were that today’s smartphones do not provide robust and accurate sensor data in an urban environment. Resulting in incorrect placement and flickering of the augmented 3D-object. Also, the functions that were developed to counteract these problems helped in some degree, indicating the potential of overcoming hardware problems with cleverly designed functions. Last, using existing AR framework to produce an interactive and AR-enabled prototype, to a low cost and relatively fast, proved successful.
Mobil förstärkt verklighet (Mobile Augmented Reality, eller MAR) är en teknik på frammarsch som utvecklas i snabb takt. MAR har möjligheten att leverera en rik upplevelse till användaren. Dock är utvecklingen av MAR, likt de flesta tekniker under snabb utveckling, teknikdriven vilket ofta medför att användarens behov glöms bort. I denna studie står användaren i fokus när en sensorbaserad MAR-prototyp utvecklas och utvärderas. Allt detta sker med hjälp utav en användarcentrerad designprocess och prototypen används för att visualisera en kommande byggnad i Stockholm, Sverige. Vid utveckling av en sensorbaserad MAR-upplevelse står man inför ett flertal utmaningar och problem som alla behöver adresseras för att kunna leverera en bra upplevelse till användaren. Dels finns hårdvaruproblem så som att sensorer i dagens smartphones är långt ifrån perfekta, detta medför problematik i placeringen utav 3D-objekt som baseras på sensordata. En annan utmaning är att testa och validera idéer i ett tidigt skede av utvecklingen. Vanligtvis när man följer en användarcentrerad designprocess är tidiga prototyper ett användbart verktyg för testning och validering. Dock kräver även den enklaste MAR-upplevelsen en avancerad infrastruktur, som är både dyr och tidskrävande att utveckla. I denna studie tas dessa problem och utmaningar i beaktning redan i ett tidigt utvecklingsstadium. Väldesignade funktioner utvecklas för att motverka och minska inverkan utav dessa problem. För att utvärdera den slutgiltiga prototypen utfördes ett användartest i stadsmiljö. En viktig lärdom från denna studie är att dagens smartphones inte erbjuder tillräckligt robust och precis mätning av sensordata i stadsmiljö för att leverera en bra användarupplevelse. Detta resulterade i felaktig och hoppande/skakig placering av 3D-objekt. De funktioner som utvecklades för att motverka problemen med MAR hjälpte i viss utsträckning, dessa påvisade en potential att överkomma hårdvarubrister med smarta och väldesignade funktioner. Att använda AR-ramverk för att producera interaktiva MAR-prototyper, till en låg kostnad och med relativt kort utvecklingstid, visade sig lyckat.
APA, Harvard, Vancouver, ISO, and other styles
14

de, Haan Sophie. "Application Design for the Quantified Pet Domain from a User Centered Design Perspective." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235191.

Full text
Abstract:
Quantifying personal information is a rapidly emerging lifestyle that has now extended to tracking non-personal information as well. The Quantified Pet (QP) domain enablespet owners to gain insights in their pet’s behavior and wellbeing. This study investigates how to design a QP application using the User Centered Design Method. To gain understanding in the inner drivers that form the human-pet relationship, five dog owners are interviewed. Three inner drivers that trigger interaction are revealed: habits, love and guilt. By surveying 104 users of existing QP applications, this study examined what motivates users to use a pet activity tracker and what sustains this usage. After performing a thematic analysis on this data, it was found that Activities,interest in activity data, and Health, improving and ensuringthe dog’s health, are dominantly portraited in the results. These themes provide the foundation for the establishment of two personas, of which the Health persona is chosen to be the primary design target. Next to user requirements following from the persona design, a heuristic evaluation is performed on one QP application (FitBark) to provide an additional set of design requirements. From these requirements, a design solution is proposed and evaluated amongst ten participants by means of a task list, semi- structured interview and a questionnaire. This revealed high usability for navigation and successful implementation of most requirements. However, design flaws, in specific of data visualization, and some misunderstanding of informational components remain. Future work proposes an improved design and provides additional suggestions for implementation and examination.
Att kvantifiera personlig information är en starkt växande uppkommande livsstil och har nu även utökats till att följa icke-personlig information. Quantified Pet (QP) domänen möjliggör husdjursägare att få insikter i deras husdjurs beteende och välmående. I denna studie undersöks hur en QP-applikation ska designas genom att använda metoden User Centered Design. För att få förståelse för de innersta drivkrafterna till det som formar relationen mellan människa och husdjur blev fem hundägare intervjuade. Tre innre drivkrafter som triggar interactionen klarlades: vanor, kärlek och skuldkänslor. Genom att studera 104 användare av redan existerande QP-applikationer, denna studie undersökte vad som motiverar användare till att använda en pet activity tracker och vad som upperäthåller ett fortsatt användande. Efter att ha genomfört en tematisk analys av denna data visade det sig att Aktiviteter, intresse av aktivitetsdata, och Hälsa, förbättra och säkerställa hundens hälsa är de mest framträdande i resultaten. Dessa teman bidrar till grunden för etableringen av två personas, där personan för Hälsa är vald som primärt mål för designen. Utöver de användarkrav som uppkommit från personadesignen, har en hueristisk evaluering av en QR-applikation (Fitbark) gjorts för att bidra till ett ytterligare antal designkrav. Utifrån dessa krav föreslås en designlösning som evalueras bland tio deltagare genom en uppdragslista, semistrukturerad intervju och frågeformulär. Detta visade på en hög användbarhet för navigering och en lyckad implementation av de flesta av kraven. Dock existerar fortfarande brister i designen, specifikt för datavisualisering och några missförstånd över informationskomponenter. Framtida arbeten föreslår en förbättrad design och bidrar med ytterligare förslag på implementation och examinering.
APA, Harvard, Vancouver, ISO, and other styles
15

Svanberg, Christoffer, and Anton Westman. "Interaction Design - by the protocol : Combining user-centered design methods for finding user needs in a time-­‐constrained environment." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169594.

Full text
Abstract:
ABSTRACT Today there are lots of different health care computer systems in use. However, according to recent studies many of them lack necessary usability. Within Nordic pediatric cancer care, analogue treatment protocols on paper are currently used, as a complement to the digital medical records and prescription systems. In these protocols, doctors and nurses note information regarding the patient’s treatment. Comments and changes are noted in the margin, which sometimes leads to making the protocol messy and difficult to grasp. Since several people are involved in the handling of the treatment protocols it occasionally happens that the protocol disappears for periods of time. We had two aims with this project. The first was to examine and map requirements for a usable interactive treatment plan for acute lymphoblastic leukemia, ALL. The second was to investigate if our suggested combination of methods would be sufficient to acquire these requirements in a setting where the users, i.e. physicians, were time-­‐constrained.   Based on large variety of theories and methods from educational science and research in human computer interaction, we have conducted a qualitative study, iterating a combination of user-­‐centered design methods, with a revision of the requirements as well as the design following each iteration. The requirements analysis was performed in close collaboration with the doctors at the Astrid Lindgren Children's Hospital, Karolinska University Hospital, Stockholm, Sweden.   Our results indicate that by using a combination of methods from usability engineering and participatory design, a well-­‐defined list of requirements from the doctors could be identified which might be sufficient to develop an interactive prototype for a digital treatment protocol. In addition we found that our method enabled an exchange of knowledge between the designers and the users. In conclusion, these combined methods were suitable for enhancing the software designer’s understanding of the user needs in this time-­‐constrained environment.
APA, Harvard, Vancouver, ISO, and other styles
16

Mayo, Kevin A. "Definition and evaluation of a synthesis-oriented, user-centered task analysis technique: the Task Mapping Model." Diss., Virginia Tech, 1994. http://hdl.handle.net/10919/40167.

Full text
Abstract:
A software system is an aggregate of communicating modules, and there are several different types of communication among these modules (direct, indirect, and global). Therefore, understanding the interfaces among these modules can characterize the system and are a major factor in the system's complexity. These interfaces could possibly also show and predict inadequacies in the reliability and maintenance of a system. Interfaces are defined early in the development life cycle at a detailed or high level design stage. Knowing that these interfaces exist and their structure leads us to measure them for an indication of the designed interface complexity. This designed interface complexity can then be utilized for software quality assurance by allowing users to choose from among several designs. With data provided by an Ada software developer, the interface complexity metrics correlated with established metrics, but also found complex interfaces that established metrics missed.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
17

Sorvari, Sonja. "Case Study: Detecting End-User Problems. Performance of Heuristic Evaluation Compared to Think Aloud." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447073.

Full text
Abstract:
There  are  currently  multiple  usability  evaluation methods  in  use. Some  of  them  involve  users  whereas  others  do  not.  It  is commonly assumed that the usability problems found via user-involved methods are real problems that the end-users may face when using the product in real situations. In this study, one usability evaluation method that does not involve  users,  Heuristic  Evaluation,  was  evaluated  by  comparing the results  it  provided to the results provided by a user-involved method, Think Aloud. Heuristic Evaluation’s performance in detecting usability problems of a system was evaluated in two cases: taking all of the usability problems of the interface into account and only taking the serious usability problems of the interface into account. A system called Nytt, provided by Nytt Ab, was used as the evaluated system. The values of thoroughness, validity and effectiveness were calculated based on the numbers of actual usability problems found via Heuristic Evaluation, actual problems missed by Heuristic Evaluation and false problems found via Heuristic Evaluation. The findings of this study suggest that Heuristic Evaluation does not detect all of the problems that Think Aloud does but instead offers a lot of other findings as problems. Moreover, the performance of Heuristic Evaluation is not drastically affected by  whether detecting only serious usability problems or usability problems in general.
APA, Harvard, Vancouver, ISO, and other styles
18

Malik, Yasir. "Towards Evaluation of Pervasive Computing System." Thèse, Université de Sherbrooke, 2014. http://hdl.handle.net/11143/6020.

Full text
Abstract:
Résumé : L’informatique diffuse est le passage du paradigme informatique vers l’informatique partout. L’émergence couvre principalement l’informatique mobile et distribuée, les réseaux de capteurs, l’interaction homme-machine et l’intelligence artificielle sous l’égide de l’informatique diffuse. Des efforts considérables ont été mis sur les recherches dans ce domaine, mais il n’existe pas de normes ou des méthodologies communément acceptées pour évaluer ces systèmes et de définir des nouvelles orientations de recherche dans le futur. Cette thèse s’attaque au problème d’évaluation des systèmes informatiques ubiquitaires. La question de recherche notamment le quoi et comment évaluer n’a pas encore été résolue. Dans l’objectif de trouver une réponse à cette question et d’élaborer un cadre général d’évaluation, nous avons procédé comme suit. Pour répondre à la première partie de la question, “Quoi évaluer”, nous avons tout d’abord classè les systèmes en se basant sur certains critères, et nous avons défini ensuite les principaux paramètres pour évaluer ces systèmes. Pour ce faire, nous avons étudié différents aspects de l’informatique diffuse et nous les avons classés en onze différents aspects d’évaluation. Pour chaque aspect, nous avons identifiè les principaux paramètres qui peuvent être caractérisés et mesurés. Cette taxonomie n’est pas assez exhaustive, mais elle reflète le schéma de classification le mieux adaptè pour des évaluations effectives. Cependant, pour que l’évaluation soit la plus complète possible, nous avons jugé nécessaire d’incorporer l’utilisateur dans le processus d’évaluation. À cet effet, nous avons proposè un modèle d’évaluation qui prend en compte les besoins de l’utilisateur, le contexte dans lequel la technologie sera utilisée, et l’environnement d’exploitation dans lequel le système va être déployé. Le modèle proposè constitue une première étape vers le développement des directives et standards d’évaluation qui peuvent être utilisés peuvent être utilisées pendant les évaluations formatives et sommatives. Une autre question complémentaire à l’évaluation des performances est la validation fonctionnelle d’un système en cours d’exécution, qui confirme que le système est conforme aux exigences fonctionnelles et ne contient pas de failles. Pour répondre à la deuxième partie de la question à savoir “comment évaluer”, nous avons adoptè les techniques formelles de vérification et de validation. Comme le champ d’application du projet est très large, nous sommes concentrés sur l’évaluation au premier stade de la conception afin de vérifier et de valider l’exactitude fonctionnelle de la conception de systèmes. Pour la preuve de concept, nous avons appliqué deux méthodes, dans la première méthode, nous avons étudié les approches de vérification automatique et nous avons choisi la technique la plus connue qu’est le “model checking” pour vérifier les exigences fonctionnelles d’un système de gestion des médicaments basé sur le contexte pour des personnes âgées dans une maison Intelligente. Cette approche est complémentaire aux tests et à l’évaluation et permet aux concepteurs de vérifier le comportement de leurs systèmes par rapport aux exigences fonctionnelles avant le développement du prototype de système. Certaines propriétés de base, telles que la disponibilité ou la vivacité, l’interblocage, la comparaison des spécifications et implémentations et l’analyse d’accessibilité, sont également vérifiées à ce stade. Dans la deuxième méthode, nous avons étudié les approches de vérification d’exécution et nous avons adoptè la technique de conception par le contrat pour modéliser et vérifier la sémantique et exigences de l’interopérabilité des services dans les environnements intelligents. L’avantage de cette approche réside dans la vérification automatique en temps réel de l’interopérabilité des services dans les environnements intelligents. // Abstract : Summary performance evaluations. The proposed model is a step towards forming standard evaluation guidelines that can be used during formative and summative evaluations. A complementary issue to performance evaluation is functional correctness of a running system, which confirms that the system fulfills its functional requirements and does not contain any flaws. To address the second part of the question that is “ how to evaluate ”, we have adopted the well-known formal verification and validation techniques. As the scope of the project is very big, the focus of this thesis is on early design stage evaluation to verify and validate the functional correctness of the systems design. For the proof-of-concept, we applied two methods: In the first method, we studied automatic verification approaches and used a well-known model checking approach to model and verify the functional requirements of a context aware medication management system for the elderly in a Smart House. This approach is complementary to testing and evaluation, it allows designers to verify their system behavior against its functional requirements before developing the system prototype. Some basic properties like the availability or liveliness, deadlock checking, matching of specification and implementation, and reachability analysis are verified. In the second method, we studied the runtime verification approaches and used design by contract technique to model and verify the semantic and pragmatic service interoperability requirements in smart environments. The analysis of this technique and results are presented. The benefit of the approach is automatic verification of services interoperability in smart environments on the fly.
APA, Harvard, Vancouver, ISO, and other styles
19

Chewar, Christa M. "User-Centered Critical Parameters for Design Specification, Evaluation, and Reuse: Modeling Goals and Effects of Notification Systems." Diss., Virginia Tech, 2005. http://hdl.handle.net/10919/28325.

Full text
Abstract:
Responding to the need within the human-computer interaction field to address ubiquitous and multitasking systems more scientifically, this research extends the usefulness of a new research framework for a particular class of systems. Notification systems are interfaces used in a divided-attention, multitasking situation, attempting to deliver current, valued information through a variety of platforms and modes in an efficient and effective manner. Through review of literature and experiences with empirical dual-task perceptual studies, we recognize a lack of unifying framework for understanding, classifying, analyzing, developing, evaluating, and discussing notification systems--fundamentally inhibiting scientific growth and knowledge reuse that should help designers advance the state-of-the-art. To this end, we developed a framework (referred to as the IRC framework) for notification systems research based on a core taxonomy of critical parameters describing user goals. Next, we extend the framework, focusing on three key aspects: 1) a system description process, allowing articulation of abstract design objectives that focus on critical user requirements; 2) interface usability evaluation tools, enabling comparison of the design and user's models, while supporting generalizability of research and early identification of usability concerns; and 3) design comparison and reuse mechanisms, saving time and effort in requirements analysis and early design stages by enabling design reuse and appreciation of design progress. Results from this research include the development of tools to express IRC design models (IRCspec) and user's models (IRCresults), and the extension of the critical parameters concept. Validation studies with novice designers show sufficient assessment accuracy and consistency. Leveraging these tools that help designers express abstract, yet critical, design intentions and effects as classification and retrieval indices, we develop a repository for reusable design knowledge (a claims library). Responding to challenges of design knowledge access that we observed through initial user testing, we introduce a vision for an integrated design environment (LINK-UP) to operationalize the IRC framework and notification systems claims library in a computer-aided design support system. Proof-of-concept testing results encourage the thought that when valuable design tools embody critical parameters and are coupled with readily accessible reusable design knowledge, interface development will improve as a scientific endeavor.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
20

Xiao, Jun. "Empirical Studies on Embodied Conversational Agents." Diss., Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/14080.

Full text
Abstract:
A great deal of effort has been put into developing Embodied Conversational Agent (ECA) systems that provide a human-like assistant in the user interface. However, little is known whether improvements to ECA interfaces made by such efforts can ever be significant from the users point of view. I studied user experiences with ECA interfaces and evaluated the ECA style of interaction with respect to user expectation, perception, behavior and performance. I introduce a conceptual framework that offers a holistic view of the design space of ECA systems. I also have created a middleware toolkit that facilitates rapid development of application content across different speech and animation platforms. A series of user studies has been carried out to investigate the similarities and differences between human-computer interaction and human-ECA interaction and between human-ECA interaction and human-human interaction. Results from these studies provide strong evidence that people are consciously aware of the capabilities and limitations of ECAs. Traditional GUI design heuristics should be carefully followed when designing ECA interfaces. Furthermore, the results soundly suggest that designers of ECA interfaces take extra care to accommodate individual differences and preferences. Social norms that guide human-human interaction greatly affect individuals expectation and perception of ECA characteristics. The findings support the argument that drawing from both human-computer interaction and human-human interaction can be significantly advantageous to the design of both effective and affective human-ECA interaction.
APA, Harvard, Vancouver, ISO, and other styles
21

Maia, Nathalia Parente de Sousa. "A new method based on heuristic evaluation and realistic simulation for the development of mechanical ventilators centered on the user interface." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=13680.

Full text
Abstract:
CoordenaÃÃo de AperfeÃoamento de Pessoal de NÃvel Superior
Introduction: New human-machine interfaces have been developed to incorporate the new modes and ventilatory parameters. Multiple monitoring data and alarms are presented in graphical interfaces, which many consider still far from ideal for the primary users, healthcare professionals. Hypothesis: Noncompliance with the heuristic human machine interaction can compromise the usability of lung mechanical ventilators by users (doctors, nurses, physiotherapists) Objectives: To develop a new methodology for evaluating and implementing improvements on a ventilator interface pulmonary mechanical intensive care unit (ICU) second heuristic principles. Methods: An experimental study, using two methodologies: one centered on heuristic evaluation by an expert, and the second one focused on a comparative assessment by non-experts. Was held during the period from January 2013 to March 2014, the Laboratory of Respiratory (RespLab). The research was divided into three steps: 1st) evaluating the usability of six habilities (connect, adjust or alter ventilation modes and their parameters; adjust and react appropriately to different types of alarms, monitor respiratory mechanical parameters, and set the trigger mode non-invasive) ventilation interface for experts users; 2nd) Implementation of suggestions for improvements to the interface by a team of specialist engineers in mechanical ventilation (MV); 3rd) Comparison between interfaces (old and new), for users not experts, assessing six tasks (call, adjust the patient, adjust the volume control ventilation (VCV), measurement of mechanical, adjust the pressure control ventilation (PCV), pressure suport ventilation adjustment (PSV). The analysis of the 1st step was descriptive. The outcomes of the 3rd step were: executionÂs runtime and successes of tasks and usability score by analogic visual scale (AVS). Results: Step 1: Participants 8 professional experts. 93 problems were listed. The most violated principles: 5 (error prevention), 1 (Visibility of System Status) and 7 (Flexibility and efficiency of use). 2nd step: passed on and discussed all reports completed by experts users. Changes in the interface were performed following the suggestions and principles heuristics. 3rd step: VCV adjustment, mechanical ventilation and PSV adjustment required longer time to execute; p = 0.02 for the runtime of the task of connecting when first used, to the old interface; p = 0.02 for correct setting of PSV when first held in the new interface; p = 0.08 for the usability score, favoring the new interface. Conclusion: It was possible to develop a new methodology for evaluating and implementing improvements on a mechanical ventilator in ICU interface according to the heuristics.
IntroduÃÃo: Novas interfaces homem-mÃquina foram desenvolvidas para incorporar os novos modos ventilatÃrios e parÃmetros de ventilaÃÃo. MÃltiplos dados de monitorizaÃÃo e alarmes sÃo apresentados nas interfaces grÃficas, que muitos consideram ainda longe da ideal para os usuÃrios primÃrios, os profissionais de saÃde. HipÃtese: O nÃo atendimento aos princÃpios heurÃsticos da interface homem-mÃquina pode comprometer a usabilidade de ventiladores pulmonares por seus usuÃrios (mÃdicos, enfermeiros, fisioterapeutas) Objetivos: Desenvolver uma nova metodologia de avaliaÃÃo e implementaÃÃo de melhorias na interface de um ventilador pulmonar mecÃnico de uma unidade de terapia intensiva (UTI) segundo princÃpios heurÃsticos. MÃtodos: Estudo experimental, utilizando-se duas metodologias: uma centrada na avaliaÃÃo heurÃstica por expert, e a segunda, centrada em uma avaliaÃÃo comparativa por nÃo experts. Realizou-se durante o perÃodo de janeiro de 2013 a marÃo de 2014, no LaboratÃrio da RespiraÃÃo (RespLab). A pesquisa dividiu-se em 3 fases: 1Â) avaliaÃÃo da usabilidade de seis habilidades (ligar; ajustar ou alterar modos ventilatÃrios e seus parÃmetros; ajustar e reagir apropriadamente os diferentes tipos de alarmes ; monitorar parÃmetros de mecÃnica respiratÃria, acionar e ajustar o modo de ventilaÃÃo nÃo invasiva) da interface por usuÃrios experts; 2Â) ImplementaÃÃo das sugestÃes de melhorias na interface por uma equipe de engenheiros especialistas em ventilaÃÃo mecÃnica; 3Â) ComparaÃÃo entre interfaces (antiga e nova), por usuÃrios nÃo experts, avaliando 6 tarefas (ligar, ajuste do paciente, ajuste do modo de ventilaÃÃo a volume controlado (VCV), mensuraÃÃo da mecÃnica, ajuste do modo de ventilaÃÃo a pressÃo controlada (PCV), ajuste do modo de ventilaÃÃo a pressÃo de suporte (PSV). A anÃlise da 1Â fase foi descritiva. Os desfechos da 3Â fase foram: tempo de execuÃÃo e acertos das tarefas, e escore de usabilidade atravÃs da Escala Visual AnalÃgica (E.V.A.). Resultados: 1Â fase: Participaram 8 profissionais experts. Ao total, foram listados 93 problemas. Os princÃpios mais infringidos foram: 5 (PrevenÃÃo de erro), 1 (Visibilidade do Status do Sistema) e 7 (Flexibilidade e eficiÃncia de utilizaÃÃo). 2Â fase: repassados e discutidos todos os relatÃrios preenchidos pelos usuÃrios experts. ModificaÃÃes na interface foram realizadas seguindo as sugestÃes e princÃpios heurÃsticos. 3Â fase: ajuste do VCV, mecÃnica ventilatÃria e ajuste do PSV necessitaram de maior tempo para execuÃÃo; p=0,02 para o tempo de execuÃÃo da tarefa de ligar, quando usado pela primeira vez, para a interface antiga; p=0,02 para o ajuste correto do PSV quando realizado pela primeira vez na interface nova; p=0,08 para o escore de usabilidade, favorecendo a interface nova. ConclusÃo: Foi possÃvel desenvolver uma nova metodologia de avaliaÃÃo e implementaÃÃo de melhorias na interface de um ventilador pulmonar mecÃnico de UTI segundo os princÃpios heurÃsticos.
APA, Harvard, Vancouver, ISO, and other styles
22

Mummah, Sarah. "Integrating behavioural science and design thinking : development and evaluation of a mobile intervention to increase vegetable consumption." Thesis, University of Cambridge, 2016. https://www.repository.cam.ac.uk/handle/1810/276478.

Full text
Abstract:
Poor diet including inadequate vegetable consumption is among the leading causes of death in the US and UK. Mobile applications (apps) have been heralded as a potentially transformative tool for delivering behavioural nutrition interventions at scale, but most have yet to incorporate theory-based strategies known to drive changes in health behaviours or undergo systematic testing to demonstrate their effectiveness. Moreover, published frameworks to guide the development of such technologies have yet to integrate best practices from academia and industry. The aim of this dissertation was therefore to introduce a process for guiding the development of more effective mobile interventions and to apply that process in the development and evaluation of a mobile application to increase vegetable consumption. This dissertation introduced IDEAS (Integrate, DEsign, Assess, Share), a step-by-step process for integrating behavioural theory, design thinking, and evaluation to guide the development of more effective mobile health interventions. IDEAS was then applied in the iterative development of Vegethon, a mobile app to increase vegetable consumption among overweight adults. Behavioural theory and two stages of qualitative interviews with participants (n=18; n=14) shaped intervention conception and refinement. The final mobile app enabled easy self-monitoring and incorporated 18 behaviour change techniques including goal setting, feedback, social comparison, prompts, framing, and identity. A pilot randomized controlled trial among overweight adults (n=17) was conducted and indicated the initial acceptance, feasibility, and efficacy of the intervention, showing significantly greater consumption of vegetables among the intervention vs. control condition after 12 weeks (adjusted mean difference: 7.4 servings; 95% CI: 1.4, 13.5; p=0.02). A more substantially powered randomized controlled trial among overweight adults (n=135) was conducted and similarly found significantly greater daily vegetable consumption in the intervention vs. control condition (adjusted mean difference: 2.0 servings; 95% CI: 0.2, 3.8, p=0.03). These findings show, for the first time in a rigorous randomized controlled trial, the efficacy of a stand-alone theory-based mobile app to increase vegetable consumption. Given the improved health outcomes associated with greater vegetable consumption, these data indicate the need for longer-term evaluations of Vegethon and similar technologies among overweight adults and other suitable target groups. Theory-based mobile apps may present a low-cost and readily scalable tool for delivering behavioural health interventions. The IDEAS framework may be useful to investigators in the development of their own mobile health interventions.
APA, Harvard, Vancouver, ISO, and other styles
23

Li, Songke. "Tourist Guiding design based on iPhone." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-176645.

Full text
Abstract:
This paper presents the designing process of Tourist Guiding app on iPhone. This app aims for assisting tourists to schedule their trip plan in detail. The designing process consisted of three phases: research, interface design, user evaluation. In order to focus on user-centered  research, two methods were carried out questionnaire survey, interview with participants. After the research was done, the results of research were analyzed and summarized so that the potential requirements were collected. Those requirements would decide the inclusive features of this app, such as navigation,plan a trip,search for transportation.  Meanwhile, the interfaces of this app were designed on the platform: Photoshop. Lastly, the paper prototype's evaluation was conducted with four participants. The valuable feedbacks was given and the improvements of the interfaces were done.
APA, Harvard, Vancouver, ISO, and other styles
24

Mahammad, Sarfaraz Ahmad, and Vendrapu Sushma. "Raspberry Pi Based Vision System for Foreign Object Debris (FOD) Detection." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20198.

Full text
Abstract:
Background: The main purpose of this research is to design and develop a cost-effective system for detection of Foreign Object Debris (FOD), dedicated to airports. FOD detection has been a significant problem at airports as it can cause damage to aircraft. Developing such a device to detect FOD may require complicated hardware and software structures. The proposed solution is based on a computer vision system, which comprises of flexible off the shelf components such as a Raspberry Pi and Camera Module, allowing the simplistic and efficient way to detect FOD. Methods: The solution to this research is achieved through User-centered design, which implies to design a system solution suitably and efficiently. The system solution specifications, objectives and limitations are derived from this User-centered design. The possible technologies are concluded from the required functionalities and constraints to obtain a real-time efficient FOD detection system. Results: The results are obtained using background subtraction for FOD detection and implementation of SSD (single-shot multi-box detector) model for FOD classification. The performance evaluation of the system is analysed by testing the system to detect FOD of different size for different distances. The web design is also implemented to notify the user in real-time when there is an occurrence of FOD. Conclusions: We concluded that the background subtraction and SSD model are the most suitable algorithms for the solution design with Raspberry Pi to detect FOD in a real-time system. The system performs in real-time, giving the efficiency of 84% for detecting medium-sized FOD such as persons at a distance of 75 meters and 72% efficiency for detecting large-sized FOD such as cars at a distance of 125 meters, and the average frame per second (fps) that is the system ’s performance in recording and processing frames of the area required to detect FOD is 0.95.
APA, Harvard, Vancouver, ISO, and other styles
25

Abrahamsson, Petter. "User Interface Design for Quality Control : Development of a user interface for quality control of industrial manufactured parts." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79724.

Full text
Abstract:
The expected quality on manufactured components in the automotive industry is high, often with an accuracy of tenths of a millimeter. The conventional methods used to ensure the manufactured components are very accurate, but they are both time consuming and insufficient and only a small part of the produced series are analyzed today. The measurement is performed manually in so-called measurement fixtures. Where each component is fixed and predetermined points of investigation are controlled with a dial indicator. These fixtures are very expensive to manufacture and they are only compatible with one specific kind of component. Nowadays, great volumes of material are scrapped from these procedures in the automotive industry. Hence, there is a great need to increase the amount of controlled components without affecting the production rate negatively. This project was carried out for the relatively new company Viospatia, which is a spin-off company based on research from Luleå University of Technology. They have developed a system that automatically measures each component directly at the production line with the use of photogrammetry technology. This makes it possible to discover erroneous components almost immediately and the manufacturer gets a more distinct view of their production and its capability. The aim of this thesis has been to investigate how a user interface should be developed to be as user-friendly as possible without limiting the system’s functions. The objective has been to design a proposal of a user interface adapted for the intended user, creating value and is easy to use. The progression has been structured around a human-centered approach expedient for interaction design, where the developing phase, containing analyze, design and validate, is performed through iterations with continuous feedback from users and the project’s employer. The context, where the intended solution is supposed to be used, was investigated through interviews and observations at the involved companies. In the project there were three factories involved, Gestamp Hardtech and Scania Ferruform in Luleå and Volvo Cars in Olofström. These factories are using similar production methods, sheet metal stamping, so their prerequisites and needs are similar for this type of quality control system. Creative methods have been applied throughout the project to generate as much ideas as possible while trying to satisfy all the important aspects. Initially analog prototypes were created but they were soon developed to digital interactive prototypes. A larger usability-test was conducted with seven participants by using a weblink to the digital prototype. With support from the feedback these tests generated some adjustments were made and the final user interface was designed, separated in two levels - Supervisor and Operator. Through extensive literature study and user-testing it became clear that the operator needs to get an unmistakable message from the user interface. There should not be any doubts whatsoever and the operator should react immediately. This message is delivered with the use of colors that have an established meaning. By identifying what needs the different actors have, the system’s functions can be separated and made accessible only for the intended user. The functions can then be more specifically developed for the intended user instead of modifying them trying to make a compromise that fits everybody. This separation of functions is not anything the user has to actively do but it is performed automatically by the user interface when the user is signing in.
Den förväntade kvalitén på tillverkade delar inom bilindustrin är väldigt hög, med toleranser på så lite som tiondels millimeter många gånger. De konventionella metoderna som används för att kontrollmäta de tillverkade delarna idag är mycket noggranna, men de är både tidskrävande och otillräckliga och endast en väldigt liten del av en producerad serie blir kontrollmätt idag. Mätningen utförs manuellt i så kallade mätfixturer. Där varje komponent fixeras och förutbestämda undersökningspunkter kontrolleras med en så kallad mätklocka. Dessa fixturer är även väldigt dyra att tillverka och de är bara kompatibla med en specifik komponent. I dagens läge så kasseras otroligt stora mängder material från dessa komponenter inom bilindustrin. Här finns det alltså ett stort behov för att öka mängden komponenter som kontrolleras utan att påverka tillverkningstakten. Det här projektet utfördes åt det relativt nystartade företaget Viospatia, vilket är ett spin-off företag från forskning utförd vid Luleå tekniska universitet. De har utvecklat ett system som med hjälp av fotogrammetri automatiskt mäter av varje komponent direkt i produktionslinan. Detta gör att eventuella fel upptäcks nästan omedelbart samtidigt som tillverkaren får en tydligare bild av sin produktion och dess kapacitet. Syftet med denna masteruppsats har varit att undersöka hur ett gränssnitt bör utvecklas för att det ska bli så användarvänligt som möjligt utan att begränsa systemets viktiga funktioner. Målet har varit att ta fram ett förslag på ett gränssnitt som är anpassat för den tänkta användaren, som skapar ett mervärde och är enkelt att använda. Processen har följt en användarcentrerad struktur fördelaktig för interaktionsdesign, där utvecklingsfasen bestående av analys, design och validering sker i flera iterationer med kontinuerlig återkoppling med användare och uppdragsgivare. Kontexten, där den tänkta lösningen ska användas, undersöktes initialt hos de involverade företagen. I projektet var tre fabriker involverade, Gestamp Hardtech och Scania Ferruform i Luleå och Volvo Cars i Olofström. Dessa fabriker använder mestadels liknande tillverkningsmetoder, metallpressning, vilket gör att de rimligtvis har en del gemensamma förutsättningar och behov. Under arbetets gång har diverse kreativa metoder använts för att generera så mycket idéer som möjligt utan att förbise viktiga aspekter. Till en början utvecklades prototyper analogt för att sedan utvecklas till digitala interaktiva prototyper. Ett större användbarhetstest genomfördes på distans med sju testpersoner via en länk till den digitala prototypen. Med hjälp av responsen från dessa tester gjordes en del ändringar och den slutliga designen på gränssnittet blev uppdelat i två nivåer, Supervisor och Operator. Genom teoristudie och användartester framgick det att operatören behöver få en omisskännlig uppmaning från gränssnittet. Det bör inte uppstå några som helst tveksamheter och operatören skall kunna agera direkt. Denna uppmaning sker genom en tydlig färgkodning som utnyttjar vedertagna uppfattningar om färgers innebörd. Genom att identifiera vilka behov de olika aktörerna har kan man på så sätt också hålla isär de olika funktionerna och göra de tillgängliga endast för den typen av aktör som behöver de. De kan på så sätt också utvecklas mer specifikt för den tänkta aktören istället för att modifieras för att passa alla. Denna separering av funktioner är inget som användaren behöver ställa in själv utan görs automatiskt då den loggar in med sitt användarkonto.
APA, Harvard, Vancouver, ISO, and other styles
26

Amdahl, Per, and Per Chaikiat. "Personas as Drivers : - an alternative approach for creating scenarios for ADAS evaluation." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8621.

Full text
Abstract:

Research and development on vehicle safety has lately started to direct its focus towards how to actively support the driver and make it easier for her to drive safely through letting Advanced Driver Assistance Systems (ADAS) have effect on how the driver interacts with the vehicle and the surrounding traffic. This requires research on both how the driver and vehicle perform in different situations, in terms of psychology, cognition and individual differences. In addition, physical limitations and requirements of the driver and the vehicle must be taken into account. Therefore scenarios for evaluation of these systems are required. In the area of user-centered design a rather new method, Personas, is being adopted. This thesis tries to explore if the Persona method is a viable tool for creating scenarios for such evaluations. Experiences after completing this work imply that personas indeed is a viable way to include aspects and raise issues concerning individual variability and situational context in ADAS scenarios.

APA, Harvard, Vancouver, ISO, and other styles
27

Linder, Johan. "How to Develop a Help System for a Communication App." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120537.

Full text
Abstract:
This study aimed to develop a help system for a communication app, identify usability issues regarding that help system and develop redesigns to improve it. The focus was to maximize perceived usefulness and minimize perceived annoyance of the help system. During the study two design proposals were developed and two user tests, which used low-fidelity prototypes. were performed to evaluate the design proposals. The first design proposal was evaluated in the first user test, thereafter an iteration of that design was developed based on the usability issues found in the user test. This iteration of the design was the second design proposal which were evaluated in the second user tests. Both design proposals and data from both user tests were analysed to- gether which resulted in seven recommendation that aimed to maximize perceived usefulness and minimize perceived annoyance when developing a help system for a communication app. Due to a lack of generalizability these recommendations should however be used with caution since they are mainly applicable to the system evaluated in this study. They can however be used as an inspi- ration and a starting point for someone designing a help system for an other communication app.
APA, Harvard, Vancouver, ISO, and other styles
28

Sauzin, Damien. "Apport d'une conception centrée utilisateur adaptée selon les besoins des personnes en situation de handicap." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30043/document.

Full text
Abstract:
Les personnes en situation de handicap moteur des membres supérieurs ont besoin de système de suppléance pour leur autonomie. Cependant 1/3 de ces aides de compensation sont abandonnées car pas encore suffisamment centrées sur les besoins et les aptitudes de l'utilisateur. La problématique centrale de cette thèse concerne la mise en œuvre d'une méthode de conception centrée utilisateur, adaptée en fonction de la population d'études (personnes en situation de handicap ayant des troubles neuro-moteurs langagiers) pour la conception de trois aides de compensation. La première concerne la commande d'un bras robotique de préhension JACO pour laquelle la conception centrée utilisateur classique a été appliquée. Celle-ci est adaptée pour les personnes pouvant s'exprimer oralement mais qu'en est-il lorsque ces personnes ne peuvent participer directement ou bien ont besoin de leurs aidants pour exprimer leurs besoins ou répondre aux questionnaires? Une alternative est de recueillir les besoins par l'intermédiaire d'experts. Nous montrerons comment la méthode de conception centrée utilisateur a été adaptée pour la conception du système HandiMathKey pour la saisie de formules Mathématiques. Notre dernière adaptation est d'utiliser l'écosystème de la personne comme médiateur pour communiquer et un profil utilisateur. Cette méthode a permis de concevoir l'interface de communication intégrée et de contrôle d'environnement nommée CECI. Nous décrirons également comment la plateforme SoKeyTo permet le prototypage des aides de compensation. Pour chacune des aides de compensation, nous rapporterons les évaluations réalisées et nous discuterons la manière dont la méthode de conception a été adaptée
People with motor impairment of the upper limbs need an assistive technology for their autonomy. However, 1/3 of these assistive technologies are abandoned because they are not yet sufficiently focused on the needs and abilities of the user. The central problem of this thesis concerns the implementation of a user-centered design method adapted to the study population (persons with disabilities with neuro-motor language impairments) for the design of three applications. The first concerns the control of a robot arm JACO for which the classic user centered design has been applied. This is appropriate for people who can speak orally, but what if they cannot participate directly or need their caregivers to express their needs or answer questionnaires? An alternative is to gather needs through experts. We will show how the user centered design method has been adapted for the design of the HandiMathKey system for entering mathematical formulas. Our last adaptation is to use the person's ecosystem as a mediator to communicate and a user profile. This method allowed to design the integrated communication and environmental control interface named CECI. We will also describe how the SoKeyTo platform allows prototyping of assistive technologies. For each of the assistive technologies, we will report the assessments made and discuss how the design method has been adapted
APA, Harvard, Vancouver, ISO, and other styles
29

Ganibegovic, Emil, and Aram Tadevosyan. "Prototypgenererade personas - för vidareutveckling av IT produkt." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85196.

Full text
Abstract:
Prototyper inom interaktionsdesign används för att implementera idéer till praktiska digitala lösningar och är byggda för att testa en designlösning och för att erhålla respons av lösningen. En prototyp kan gälla hela produkten eller en avgränsad del av denna och kan även gestalta den tänkta produktens roll. Persona är ett verktyg som ofta används inom interaktionsdesign där tidigare forskning inom ämnet presenterar att fortsatt forskning kring hur persona kan användas är viktigt för att skapa en större förståelse för användningen. Denna studie undersöker hur persona kan användas i olika faser i en användarcentrerad designprocess och att med studien undersöka om informationen som samlats in från en HiFiprototyp kan berika persona med data från intervjuer och kvantitativa variabler , som knapptryckningar, och som sedan kan användas i ett företag under utveckling av en ny produkt eller vidareutveckling av en existerande produkt. Undersökningen krävde att en femstegsmetod för insamling av data togs fram med en extrainsats på utvärdering av resultat ur intervjusvar. Undersökningen består av totalt 10 användartester där användarna blivit exponerade förprototypen. Intervjuerna speglar testarnas upplevelser i miljön. Studiens visar på hur en HiFi prototyp kan berika personas och som kan användas vid en utveckling och en vidareutveckling av en produkt. Utvärderingen som sedan baserades på ytterligare tre intervjuer på ett företag visar att datan som erhålls kan anses användbar i olika format och att det ger en bra inblick i att förstå sina användare inför en vidareutveckling av en produkt.
Prototypes in interaction design are used to implement ideas into practical digital solutions and are built to test a design solution and to obtain feedback from the solution. A prototype can apply to the entire product or a limited part of it and can also shape the role of the intended product. Persona is a tool that is often used in interaction design where previous research in the subject presents that continued research on how persona can be used is important to create a greater understanding of the use. This study examines how persona can be used in different phases of a user-centered designprocess and to investigate whether the information collected from a HiFi prototype can enrich persona with data from interviews and quantitative variables, such as keystrokes, and which can then be used in a company during the development of a new product or further development ofan existing product. The survey required that a five-step method for data collection be developed with an extra effort on evaluating results from interview responses. The survey consists of a total of 10 user tests where users have been exposed to the prototype. The interviews reflect the testers' experiences in the environment. The study shows how a HiFi prototype can enrich personas and which can be used in the development and further development of a product. The evaluation, which was then based on three interviews at a company, shows that the data obtained can be considered useful in various formats and that it provides a good insight into understanding its users before a further development of a product.
APA, Harvard, Vancouver, ISO, and other styles
30

Palagi, Emilie. "Évaluation des moteurs de recherche exploratoire : élaboration d'un corps de méthodes centrées utilisateurs, basées sur une modélisation du processus de recherche exploratoire." Thesis, Université Côte d'Azur (ComUE), 2018. http://www.theses.fr/2018AZUR4116/document.

Full text
Abstract:
Les moteurs de recherche exploratoire (MRE) sont des logiciels aidant les utilisateurs à explorer un domaine d’intérêt pour y faire des découvertes. Ces moteurs se distinguent en cela des moteurs de recherche classiques tels que Google, Bing ou Yahoo!, lesquels supportent plutôt des recherches ciblées ou recherches de consultation (lookup). Si l’on admet que l’évaluation des MRE vise à vérifier si ces derniers aident effectivement les utilisateurs à réaliser leur tâche d’exploration, on constate que les méthodes existantes d’évaluation de ces systèmes ne permettent pas réellement cette vérification. L’une des raisons à cela est que ces méthodes ne reposent pas sur un modèle approprié de la recherche exploratoire (RE) ou qu’elles restent accrochées à un modèle de la recherche de consultation. L’objectif principal de cette thèse est de proposer aux concepteurs de ces MRE des méthodes d’évaluation centrées utilisateurs reposant sur un modèle du processus de RE. Ainsi, après avoir modélisé le processus de RE, nous proposons deux méthodes d’évaluation qui peuvent être utilisées tout au long du processus de conception. La première méthode, une méthode d’inspection sans utilisateurs, peut être utilisée dès les premières maquettes, et repose sur des heuristiques de RE. Nous avons également proposé des outils facilitant l’utilisation de ces heuristiques : un formulaire en ligne ainsi qu’une extension Google Chrome appelée CheXplore. La seconde méthode, avec utilisateurs, peut être utilisée dès la première version d’un prototype fonctionnel. Cette méthode se présente comme une procédure de test utilisateur personnalisable. Dans cette thèse, nous nous intéressons plus particulièrement à deux éléments de cette procédure : un protocole d’élaboration de tâches de RE et une grille d’analyse d’enregistrements vidéo de session de RE. La pertinence du modèle ainsi que les méthodes qui en découlent ont été évaluées à l’occasion de tests utilisateurs. Le modèle, les heuristiques et le protocole d’élaboration des tâches de RE ont été validés. Les premières évaluations de la grille d’analyse d’enregistrements vidéos ont révélé des points à améliorer
Exploratory search systems are search engines that help users to explore a topic of interest. A shortcoming of current evaluation methods is that they cannot be used to determine if an exploratory search system can effectively help the user in performing exploratory search tasks. Indeed, the assessment cannot be the same between classic search systems (such as Google, Bing, Yahoo!...) and exploratory search systems. The complexity and the difficulty to have a consensus definition of the exploratory search concept and process are reflected in the difficulties to evaluate such systems. Indeed, they combine several specifics features and behaviors forming an alchemy difficult to evaluate. The main objective of this thesis is to propose for the designers of these systems (i.e. computer scientists) user-centered evaluation methods of exploratory search systems. These methods are based on a model of exploratory search process in order to help the evaluators to verify if a given system supports effectively the exploratory search process. Thus, after elaborating a model of exploratory search process, we propose two model-based methods, with and without users, which can be used all along the design process. The first method, without users, can be used from the first sketch of the system, consists of a set of heuristics of exploratory search and a procedure for using them. We also propose two tools facilitating their use: an online form format and an Google Chrome plugin, CheXplore. The second method involves real end-users of exploratory search systems who test a functional prototype or version of an exploratory search system. In this thesis, we mainly focus on two model-based elements of a customizable user testing procedure: a protocol for the elaboration of exploratory search tasks and a video analysis grid for the evaluation of recorded exploratory search sessions
APA, Harvard, Vancouver, ISO, and other styles
31

Hamada, Skander. "Design and evaluation of a visual rapid prototyping environment in an existing smart home platform." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20267.

Full text
Abstract:
Recent advances in the field of Internet of Things (IoT) are placing its own vision, as a platform of interconnected services and devices, at the heart of the smart home concept. This consolidation promises a new wave of innovative products designed in the open, and in which the user takes center stage starting from the very first steps. Therefore, researchers as well as product designers in these increasingly related fields are now tasked with a more complex mission when investigating user behavior. In this thesis we consider rapid prototyping as the upcoming standard process for investigating user interactions in the future smart home. Although past research contributed with several self-contained solutions (built from scratch) to allow such investigations, no accounts were found tackling the problem from our perspective, in which the focus is on how to enable rapid prototyping in an existing proprietary smart home platform by using open standards, software and hardware. To answer this question, we conducted our research with participation of academic researchers and professional designers in the context of an academic and industrial partnership, in an ongoing smart home research project. We used an approach based on the design science research process in combination with the user centered design (UCD) and agile software development methodologies. During this thesis we performed an end to end design process starting from ideation to implementation and evaluation; an architectural blueprint was proposed and a working prototype of our visual smart home rapid prototyping environment (SHRPE) was implemented and tested. The obtained results demonstrate the feasibility of enabling visual rapid prototyping capabilities in an existing smart home platform, by using the system integration process to introduce available open standards, software and hardware tools into the platform. In addition, evaluation results of user testing confirmed that using UCD to iteratively capture user needs in such complex context is a solid approach.
APA, Harvard, Vancouver, ISO, and other styles
32

Germann, René [Verfasser], and S. [Akademischer Betreuer] Matthiesen. "Ein Beitrag zur störgrößenreduzierten Erfassung und Beurteilung der Anwendungseignung im Kontext der nutzerzentrierten Produktentwicklung von Power-Tools = A contribution to the disturbance-reduced recording and evaluation of usability in the context of user-centered product development of power tools / René Germann ; Betreuer: S. Matthiesen." Karlsruhe : KIT-Bibliothek, 2019. http://d-nb.info/1200471385/34.

Full text
APA, Harvard, Vancouver, ISO, and other styles
33

Menard, Kevin Joseph. "Evaluating user feedback systems." Link to electronic thesis, 2006. http://www.wpi.edu/Pubs/ETD/Available/etd-050406-121227/.

Full text
Abstract:
Thesis (M.S.) -- Worcester Polytechnic Institute.
Keywords: implicit feedback; explicit feedback; document relevance; implicit indicators; search engine; voluntary feedback; mandatory feedback. Includes bibliographical references (leaves 75-77).
APA, Harvard, Vancouver, ISO, and other styles
34

Avanzini, Cedric. "Élaboration et mise en place d’une méthodologie de conception collaborative sur la qualité perçue en intégrant l’analyse de perception sensorielle." Electronic Thesis or Diss., Paris, HESAM, 2020. http://www.theses.fr/2020HESAE051.

Full text
Abstract:
Perfection technique, fonctionnelle, ergonomique et esthétique : le luxe est dans une perpétuelle recherche de l’excellence afin d’être le plus désirable possible. Satisfaire ces aspects soulève un défi particulier car cela relève de critères subjectifs. Ainsi, la qualité perçue d’un produit, et a fortiori d’un produit de luxe, possède un caractère multidimensionnel complexe et non prédictible. Il ne suffit pas dans notre cas d’augmenter, en quantité ou en qualité, les fonctions proposées pour rendre le produit plus attrayant et contribuer à son succès. Il s’agit plutôt de maitriser les sensations ressenties par un client qui entre en contact avec le produit. On parlera de maitrise de la perception sensorielle de celui-ci. A travers cette recherche, nous avons souhaité démontrer que nous pouvions intégrer l’analyse de perception sensorielle en conception tout en prenant en compte les contraintes du marché du luxe. Pour la subjectivité des ressentis, nous avons mis en place une démarche d’identification, d’objectivation et d’intégration en conception de différents critères qui composent la qualité perçue d’un produit de luxe. Cette méthodologie fait appel à plusieurs outils d’évaluation de la perception sensorielle mais en crée aussi de nouveaux. Tous ces outils ont pu être testés dans plusieurs entreprises d’horlogerie et de joaillerie de luxe afin d’en évaluer la pertinence. Nous proposons donc une recherche appliquée dans plusieurs entreprises ayant aussi bien un impact scientifique, méthodologique et industriel
Technical, functional, ergonomic and aesthetic perfection: luxury is in a perpetual search for excellence in order to be as desirable as possible. Satisfying these aspects raises a particular challenge because it is based on subjective criteria. Thus, the perceived quality of a product, let alone a luxury product, has a complex and unpredictable multidimensional character. In our case, it is not enough to simply increase the quantity or quality of the functions offered to make the product more attractive and contribute to its success. Rather, it is a question of mastering the sensations felt by a customer who comes into contact with the product. We will talk about mastering the sensory perception of the product. Through this research, we wanted to demonstrate that we could integrate the analysis of sensory perception in design while considering the constraints of the luxury market. For the subjectivity of feelings, we set up a process of identification, objectification and integration in design of different criteria that make up the perceived quality of a luxury product. This methodology makes use of several evaluation tools for sensory perception but also creates new ones. All these tools have been tested different luxury watch and jewelry companies in order to evaluate their relevance. We therefore propose applied research in several companies with a scientific, methodological and industrial impact
APA, Harvard, Vancouver, ISO, and other styles
35

Jenkins, Lillie Ruth. "Designing systems that make sense what designers say about their communication with users during the usability testing cycle /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086193345.

Full text
Abstract:
Thesis (Ph. D.)--Ohio State University, 2004.
Title from first page of PDF file. Document formatted into pages; contains xi, 170 p.; also includes graphics. Includes abstract and vita. Advisor: Brenda Dervin, Communication Graduate Program. Includes bibliographical references (p. 135-144).
APA, Harvard, Vancouver, ISO, and other styles
36

Lini, Sami. "L’anticipation et sa représentation dans les interfaces homme-système en aéronautique : L’anticipation et sa représentation dans les interfaces homme-système en aéronautique." Thesis, Bordeaux 1, 2013. http://www.theses.fr/2013BOR14843/document.

Full text
Abstract:
L’aéronautique civile commerciale poursuit l’objectif du déplacement de biens ou de personnes, par les airs, en maintenant un niveau optimal de sécurité. Depuis plus de trente ans, en dépit de cadres normatifs de plus en plus stricts et d’automatismes de plus en plus performants, le rapport entre performance visée et risque encouru ne progresse plus.Le facteur humain constitue un levier d’action majeur pour franchir ce plancher de verre. Dans le cadre contraint de l’aéronautique, la conception d’outils visant à assister la cognition des pilotes est ainsi une direction d’avenir. L’anticipation a été identifiée comme un processus central dans la gestion des ressources cognitives. Dans une démarche de cognitique, nous avons ainsi entrepris la conception d’un outil d’aide à l’anticipation en impliquant des pilotes à chaque étape des développements.D’une analyse de l’activité sur la base d’enregistrements en cockpit et d’entretiens, nous avons construit un modèle de l’activité réelle des pilotes lors de la descente et l’approche sur l’aéroport de Rio de Janeiro. L’étude bibliographique mit en lumière des points critiques relevant de l’anticipation et nécessitant une expérimentation préliminaire. Les résultats expérimentaux conciliés à nos hypothèses de compréhension de l’anticipation achevèrent le cahier des charges du cœur fonctionnel de notre outil d’aide à l’anticipation. Un algorithme de planification dynamique exploitant notre modèle de l’activité fut conçu et implémenté au sein d’ASAP (Anticipation Support for Aeronautical Planning) le démonstrateur de concept industriel de Thales Avionics. 36 pilotes civils commerciaux participèrent enfin à son évaluation en simulateur
Civil aviation pursues the objective of moving people or goods through the air with an optimal level of safety. For more than thirty years, despite a stricter and stricter regulatory framework and highly reliable automation, the ratio between performance and acceptable risk is not improving anymore.Human factors are a major action lever to break this glass floor. In the constrained context of aviation, designing tools aiming at assisting pilots’ cognition is thus a promising direction. Anticipation has been identified central in the process of cognitive resources management. In a human factors engineering approach, we undertook the design of an anticipation support tool involving pilots at each step of the development.From an activity analysis performed on the basis of in-cockpit recordings and interviews we constructed a model of the actual pilots’ activity during the descent and approach phases on Rio de Janeiro airport. The state of the art highlighted the key elements related to anticipation which could take benefit of a preliminary experiment. Experimental results brought together with our hypotheses about how anticipation works completed the requirements of the functional core of our anticipation support tool. A dynamic planning algorithm was then designed and implemented within ASAP (Anticipation Support for Aeronautical Planning), Thales Avionics’ proof of concept. 36 commercial pilots took part to its evaluation in a simulated environment
APA, Harvard, Vancouver, ISO, and other styles
37

Menard, Jr Kevin Joseph. "Evaluating User Feedback Systems." Digital WPI, 2006. https://digitalcommons.wpi.edu/etd-theses/702.

Full text
Abstract:
The increasing reliance of people on computers for daily tasks has resulted in a vast number of digital documents. Search engines were once luxury tools for quickly scanning a set of documents but are now quickly becoming the only practical way to navigate through this sea of information. Traditionally, search engine results are based upon a mathematical formula of document relevance to a search phrase. Often, however, what a user deems to be relevant and what a search engine computes as relevant are not the same. User feedback regarding the utility of a search result can be collected in order to refine query results. Additionally, user feedback can be used to identify queries that lack high quality search results. A content author can then further develop existing content or create new content to improve those search results. The most straightforward way of collecting user feedback is to add a graphical user interface component to the search interface that asks the user how much he or she liked the search result. However, if the feedback mechanism requires the user to provide feedback before he or she can progress further with his or her search, the user may become annoyed and provide incorrect feedback values out of spite. Conversely, if the feedback mechanism does not require the user to provide feedback at all then the overall amount of collected feedback will be diminished as many users will not expend the effort required to give feedback. This research focused on the collection of explicit user feedback in both mandatory (a user must give feedback) and voluntary (a user may give feedback) scenarios. The collected data was used to train a set of decision tree classifiers that provided user satisfaction values as a function of implicit user behavior and a set of search terms. The results of our study indicate that a more accurate classifier can be built from explicit data collected in a voluntary scenario. Given a limited search domain, the classification accuracy can be further improved.
APA, Harvard, Vancouver, ISO, and other styles
38

Nylander, David. "Evaluating User Engagement and Usability in an IT Sustainability Impact Assessment Tool : A Qualitative Study with IT Procurement Officers." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280476.

Full text
Abstract:
As electronic waste and unsustainable Information- and communication product consumption is a growing global problem, more effective tools are required for people and businesses to measure and improve their social and environmental impacts. The Agenda 2030 plan for sustainable development addresses this issue and calls for proper and safer treatment of material extraction, recycling and disposal. TCO Development have created an IT impact assessment tool which addresses this specific problem by giving procurers and purchasers the ability to browse and compare sustainable IT products. To be an effective tool, usability and user engagement attributes have to be considered, as well as the context of the user. The target audience of IT procurement officers are defined and a qualitative study is conducted to evaluate which changes to the design are important to implement to increase the usability and user engagement of the IT sustainability impact assessment tool. The evaluation of the tool shows general positive feedback towards the general layout, design and functionality. Only a few severe errors are discovered which are identified to be in the filtering process. Errors regarding the sensitivity of the slider tool, the excess of options when choosing a TCO certificate version, and confusing terminology while choosing a product type are a few problems which are discovered. A few corrective design alterations were presented based on these discoveries. Moving forward, the iterative design process should continue to address the remaining usability errors. Furthermore, developers and designers should prioritize improving the aspects of data accuracy, transparency as well as system integration to improve corresponding user engagement attributes.
Elektroniskt avfall och ohållbar konsumtion av informations- och kommunikationsprodukter är ett växande problem i världen. Fler och effektivare verktyg behövs för att människor och företag ska kunna mäta och förbättra sin sociala och miljömässiga påverkan. Agenda 2030-planen för hållbar utveckling berör denna fråga genom att efterlysa säkra och hållbara metoder för materialutvinning, återvinning och avfallshantering av produkter. TCO Development har skapat ett verktyg som bedömer IT-produkters klimatavtryck vilket tillåter inköpare och upphandlare att gå igenom och jämföra hållbara IT-produkter med varandra. För att fungera effektivt behöver verktygets attribut för användbarhet och användarengagemang tillgodoses. Vidare behöver kontexten för verktygets användning analyseras. Målgruppen för verktyget definierades och en kvalitativ studie genomfördes därefter för att identifiera vilka designförändringar som är viktiga att implementera för att öka användbarheten och engagemanget hos användarna. Resultatet av studien visar att det finns en generell positiv attityd gentemot den allmänna layouten, designen och funktionaliteten hos  verktyget. Endast ett fåtal allvarliga avvikelser upptäcktes och kunde isoleras till filtreringsprocessen. Känsligheten av skjutreglaget, ett överflöd av certifieringsalternativ att välja bland, samt missvisande terminologi vid val av produkttyp är några problem som upptäcktes. Utifrån dessa, kunde förslag på åtgärdande designförändringar presenteras. I framtiden bör TCO Development fortsätta arbeta iterativt med designprocessen och fokusera på de kvarvarande användbarhetsavvikelserna. Vidare bör utvecklare och designers prioritera verktygets förmåga att presentera korrekt och transparent data, såväl som integrationen med externa system. På så vis kan de tillhörande attributen för användarengagemang förbättras.
APA, Harvard, Vancouver, ISO, and other styles
39

Etmannski, Tamara R. "Accounting for sustainability in Bengal : examining arsenic mitigation technologies using Process Analysis Method." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:349d4c46-1259-49c1-be2b-46f2cb394894.

Full text
Abstract:
This thesis shows how the Process Analysis Method (PAM) can be applied to assess technologies used to mitigate arsenic from drinking water in rural India, using a set of sustainability indicators. Stakeholder perspectives, gathered from a fieldwork survey of 933 households in West Bengal in 2012, played a significant role in this assessment. This research found that the ‘Most Important’ issues as specified by the technology users are cost, trust, distance from their home to the clean water source (an indicator of convenience), and understanding the health effects of arsenic. It was also found that none of the ten technologies evaluated are economically viable, as many do not charge user-fees, which creates reliance upon donations to meet recurring costs. Utilisation of a technology is strongly related to sociocultural capital, but in many cases, features that contribute to sociocultural value, like regular testing of the treated water, are not included in the financial budget. It is suggested that increased awareness might change attitudes to arsenic-rich waste and its disposal protocols. This waste is often currently discarded in an uncontrolled manner in the local environment, giving rise to the possibility of point-source recontamination. All technologies proved to have difficulties in dealing with waste, except the Tipot and Dug wells which produce no waste. Of the methods considered, the BESU technology scored highest, but still only with 47-62% of the maximum scores achievable within each domain. This explains the widespread failure of mitigation projects across the region. The indicators and metrics show where improvements can be made. A model scheme based on these findings is outlined which could be applied with the objective of increasing utilisation and improving sustainability. It can be concluded that a product stewardship approach should be taken in regard to design, implementation and operation of the technologies, including the creation of a regulated toxic waste collection and disposal industry.
APA, Harvard, Vancouver, ISO, and other styles
40

Choi, Young Sang. "A study of human-robot interaction with an assistive robot to help people with severe motor impairments." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29701.

Full text
Abstract:
Thesis (Ph.D)--Industrial and Systems Engineering, Georgia Institute of Technology, 2010.
Committee Chair: Kemp, Charles; Committee Member: Glass, Jonathan; Committee Member: Griffin, Paul; Committee Member: Howard, Ayanna; Committee Member: Thomaz, Andrea. Part of the SMARTech Electronic Thesis and Dissertation Collection.
APA, Harvard, Vancouver, ISO, and other styles
41

Rosén, Josefin. "Evaluating Innovation Readiness - A Case Study." Thesis, KTH, Integrerad produktutveckling, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-245199.

Full text
Abstract:
To remain competitive and create a sustainable business, Original Equipment Manufacturers (OEMs) need to develop both incremental and radical innovation. What many companies struggle with is to evaluate the potential of innovation initiatives. The development of products and innovations has over the years changed from a traditional technocentric view into a more human-centered view with the user’s desirability in focus. Also, the increased global competition and interest in business model innovation are forcing companies to verify the viability of the offering to their customers. While Technology Readiness Level (TRL) is an established tool for evaluating the technology, there are no holistic methods which also evaluates the readiness of the users and business.  The purpose of this thesis was to review available theory and methods used for evaluating the potential and readiness of innovation initiatives and to develop a holistic methodology to link the business, user, and technology related innovation activities. The innovation readiness is a combination of business, user, and technology readiness. The study started with a literature study where existing methods were presented from the three aspects; business, user, and technology. Since many critical decisions are made in the front-end of the innovation, the focus in the study has been to identify methods in the early stages of the process. This thesis was performed in collaboration with Company X, a global equipment manufacturer which also was the main object in this study. The findings from a case study performed at Company X were verified by comparing the identified methods and processes used at five external companies. Data was gathered by conducting semi-structured interviews both at Company X and the external companies and finding were compared in a cross-case analysis. In general, the methods used at the OEMs are quite similar, and all manage to balance the three aspects; business, user, and technology.  Based on the findings from the study of the companies and the literature review, a methodology framework is suggested which presents existing evaluating methods from the three aspects business, user, and technology.
För att förbli konkurrenskraftiga och för att skapa en hållbar affärsmodell behöver OEM:s utveckla både inkrementell och radikal innovation. Vad många företag arbetar hårt med är att utvärdera potentialen i innovationsinitiativ. Utvecklingen av produkter och innovationer har genom åren förändrats från en traditionell utveckling med tekniken i centrum till en mer användare-centrerad vy med fokus på användarens intresse av produkten. Dessutom har den ökade globala konkurrensen och intresset för affärsmodellinnovation har ökat intresset hos företagen att verifiera lönsamheten i deras erbjudanden till sina kunder. Medan TRL är ett etablerat verktyg för utvärdering av teknik finns det inga holistiska metoder som även utvärderar användarnas och företagets mognadsgrad och beredskapsnivå. Syftet med detta var att se över tillgänglig teori och metoder för att utvärdera potentialen och mognadsgraden av innovationsinitiativ och att utveckla en holistisk metod för att länka innovations aktiviteter relaterade till affär, användare och teknik. Mognadsgraden av innovation består av en kombination av affärens, användarens och teknikens mognadsgrad. Studien inleddes med en litteraturstudie där befintliga metoder presenterades från de tre aspekterna affär, användare och teknik. Fokus i studien har varit att identifiera metoder i de tidiga stadierna av processen då många kritiska beslut tas i början av innovationsprocessen. Detta examensarbete utfördes i samarbete med Företag X som är en global utrustningstillverkare och som även var huvudobjektet i denna studie. En fallstudie utfördes på Företag X och resultaten från studien verifierades genom att jämföra det med de identifierade metoder och processer som används på fem externa företag. Data samlades in genom att genomföra halvstrukturerade intervjuer både hos Företag X och de externa företagen och resultatet jämfördes i en tvärgående analys. Generellt sätt är metoderna som används hos OEM-tillverkarna ganska lika och alla lyckas balansera de tre aspekterna affär, användare och teknik. Baserat på resultaten från studien av företagen och litteraturundersökningen föreslås en metod som presenterar befintliga utvärderingsmetoder från de tre aspekterna affärer, användare och teknik.
APA, Harvard, Vancouver, ISO, and other styles
42

Larsson, Rickard. "A user centric approach for evaluating and enhancing the usability of a complex real-time web user interface." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188680.

Full text
Abstract:
As the technologies evolve, more complex products such as real-time web applications are made. These applications introduce new usability challenges and interaction design opportunities. The purpose of this work was to evaluate and enhance the usability of a complex real-time web user interface using a User-centered design approach. Another aim was to investigate how to adapt the current usability research methods, guidelines and principles to today's modern technology, such as real-time web applications. The research was carried out for the Stockholm based start-up Challengermode AB that is currently developing a competitive gaming platform with a focus in automatic tournaments. The research method consisted of a user and system analysis, usability testing and a creative design workshop. The research results were used in combination with current user interface design guidelines and principles to improve and design new features to the current user interface. The results show that the User-centered design approach in combination with Participatory design was a successful way of evaluating and improving the usability of the Challengermode real-time web user interface. The current usability research and design guidelines are applicable to modern technology, but in order to evaluate the Challengermode real-time web user interface, and other applications with similar functionality in a realistic scenario, traditional usability testing can be limited. Furthermore, the main takeaways from the user interface improvement process is that designing for empty states and not hiding important elements even though they are not active is as important as designing for the optimal case where data is available.
I och med att tekniken förbättras utvecklas allt mer komplexa produkter såsom realtidswebbapplikationer. Dessa applikationer inför nya utmaningar och möjligheter inom användbarhet och interaktionsdesign. Syftet med detta arbete var att utvärdera och förbättra användbarheten av ett komplex realtidswebbgränssnitt med hjälp av en användarcentrerad designstrategi. Ett annat syfte var att undersöka hur man kan anpassa existerande metoder, riktlinjer och principer inom användbarhetsforskning och interaktionsdesign för dagens moderna teknik, såsom realtidswebbapplikationer. Arbetet genomfördes för det Stockholm baserade start-up företaget Challengermode AB som för närvarande utvecklar en tävlingsplattform för eSport med fokus på automatiska turneringar. Forskningsmetoden bestod av en användar- och systemanalys, användbarhetstester och en kreativ designworkshop. Forskningsresultaten användes sedan i kombination med riktlinjer och principer inom interaktionsdesign för att förbättra och utveckla nya funktioner för det aktuella användargränssnittet. Resultaten visar att en användarcentrerad designstrategi i kombination med kooperativ design var ett framgångsrikt sätt att utvärdera och förbättra användbarheten av Challengermodes realtidswebbgränssnitt. Dagens forskning inom användbarhet och designriktlinjer är applicerbara på modern teknik, men för att utvärdera Challengermodes realtidswebbgränssnitt, och andra liknande applikationer i ett realistiskt scenario, kan traditionella användbarhetstester vara begränsade. De viktigaste slutsatserna från designprocessen är att design för element i tomma tillstånd är lika viktigt som design för element i det optimala tillståndet där data är tillgänglig.
APA, Harvard, Vancouver, ISO, and other styles
43

Chang, Shu-Chen, and 張淑貞. "A Study of User-Centered Usability Evaluation on E-Commerce Website." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/86127812703220566365.

Full text
Abstract:
碩士
國立臺灣師範大學
圖書資訊學研究所
98
The aim of this case study is to explore the applications of usability evaluation for e-commerce sites. In order to understand the real-world applications and effectiveness of usability evaluation on helping improving e-commerce sites, an evaluation system was created and implemented on iWEE, an online cosmeceutical shop. By Using task oriented usability testing, think aloud method, system usability scale, observation and in-depth interview to acpuire data. We then told the subjects apart by backgrounds and cognition discrepancy toward usability problems and found out existing issues regarding the design of iWEE website. Discovering website usability problem of IWEE website, then revise the website usability problem and re-evaluation. Below findings were identified through the process: 1. Existing flaws in iWEE including: poor labeling, inadequate search engine, difficult UI and lack of critical functions,and any of them effect website usability. 2. The combination of whether if the user is a frequent online shopper or an existing member of iWEE can make great difference on the test results. 3. The result of re-evaluation shows the user by using revised website would be Significant to reduce in use of time ,and system usability satisfaction of revised website is obviously better than original one and all the users can sussessfully finish the tasks. Suggestions we have from this study to all e-commerce practitioners as conclusion: 1. User-centred design methods should be followed. Customers’ satisfactions are the success factor for e-commerce web sites. By identifying customers’ specific needs and habit and creating the shopping environment accordingly, increase on customers’ satisfactions and sales amount are guaranteed. 2. User oriented usability evaluation method can be applied on e-commerce website to find out website usability problems , By the process of improving problems, enhances the degree of usability.
APA, Harvard, Vancouver, ISO, and other styles
44

Chen, Hui-Min, and 陳慧敏. "A Study on the Evaluation Model of a User-centered Emergency Medical Information System." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/78821019332533887387.

Full text
Abstract:
博士
中原大學
工業與系統工程研究所
98
The purpose of constructing Emergency Health Care Information Systems is to immediately achieve emergency health care information, to quickly and easily integrate emergency patients’ information and other statements, to reduce artificial writing assignments and data transmission errors. Moreover, let relevant medical and administrative staff to monitor patient status at any time, as well as improving efficiency and quality. Many information systems analysts used technology to dominate the needs analysis. However, such information systems were not match users require. Therefore, user-centered health information systems came into being. In this study, examined the effects from constructing User-Centered Emergency Medical Information System. Besides, according to the integration model included User Satisfaction and Technology Acceptance Theory that Wixom & Todd proposed as main architecture, the study tried to summarize a set of model to evaluate Emergency Medical Information Systems. Furthermore, the study used Structural Equation Modeling analysis to test model fit. The study anticipated the model could be the reliable basis of problem definition, reason exploration, as well as system evaluation and improvement when the medical institutions constructing User-Centered Emergency Medical Information System.
APA, Harvard, Vancouver, ISO, and other styles
45

Newayneh, Ketsela Gilats. "A user-centered usability and usefulness evaluation framework of digital libraries in the context of Ethiopia." Thesis, 2021. http://hdl.handle.net/10500/27456.

Full text
Abstract:
Bibliography: leaves 207-224
Abstracts and keywords following the Appendices
This thesis evaluates Ethiopian higher learning institutes’ digital libraries (DLs) for their usability and usefulness. The outcome contributes knowledge by helping to propel development efforts; satisfy DL stakeholders; provide information and fill information gaps; serve as cross-reference for academicians and researchers in the discipline; make decisions and solve managerial issues in DLs of the developing world; and provide scientific interests and merits for the advancement of information systems. When undertaking usability and usefulness evaluation research in DLs, there is no agreed-upon established conceptual framework that guides researchers in the developing world. Therefore, the overall objective of this research is to propose a framework for DL evaluation that fits into the context of developing countries. As the study is concerned with users’ internal attributes, the interpretive research paradigm is applied. A qualitative research approach is employed and a case study research design is followed. Multiple data-collection techniques, namely semi-structured interviews (17 respondents), open-ended questionnaires (17 respondents) and observations (4 observations) are employed. The study encompasses four public university DLs in Ethiopia. The participants have a positive perception of all attributes of usability. Most of the attributes of usefulness are also perceived positively, except coverage. The major challenges encountered by participants are network accessibility, interruption and speed, and access restrictions imposed on some DL content. DL benefits include easy access to the DL content, enhanced teaching and research, lower cost and easy sharing of contents. The expectations of users are ensuring resource availability and sustainability, overcoming the absence of user feedback and federated search problems, and improving network infrastructure and speed. The interaction triptych framework (ITF), which is used in the current study, is a well-known framework that is commonly implemented by researchers. However, since it does not incorporate the contextual situation of developing countries, ITF has some limitations. Therefore, based on the output of this empirical research and considering the usability and usefulness themes of ITF and its relationships with other socio-technical and contextual themes, a contextual DL evaluation framework is proposed. The proposed framework emphasises the social, institutional and contextual aspects of DLs. The proposed framework has six DL components, namely: DL user; content and collection; system and technology; services and support; user interface; and context. The proposed framework is called a digital library components interaction evaluation framework.
Lo mqondo uhlaziya imitapo yolwazi yedijithali (i-DLs) yezikhungo zokufunda ephezulu zase-Ethiopia ngokusebenziseka kwazo nokuba wusizo. Umphumela unikela ngolwazi ngokusiza ukuhambisa imizamo yentuthuko; ukwanelisa ababambiqhaza be-DL; ukuhlinzeka ngolwazi nokugcwalisa izikhala zolwazi; ukusebenza okubhekiswe kukho kwezifundiswa nabaphenyi emkhakheni; yenza izinqumo futhi ixazulule izingqinamba zokuphatha kuma-DL wezwe elisathuthuka; futhi unikeze izintshisekelo zesayensi kanye nokufaneleka ekuthuthukisweni kwezinhlelo zolwazi. Lapho wenza ucwaningo lokusebenziseka neliwusizo okuhlaziya kuma-DL, akukho luhlaka lomqondo okuvunyelwene ngalo oluhola abacwaningi ezweni elisathuthuka. Ngakho-ke, inhloso ephelele yalolu cwaningo ukuphakamisa uhlaka lokuhlaziya kwe-DL oluhambisana nomongo wamazwe asathuthuka. Njengoba ucwaningo luphathelene nezimpawu zangaphakathi zabasebenzisi, inqubo yocwaningo ehumushekayo iyasetshenziswa. Indlela yokucwaninga esezingeni elifanele iyasetshenziswa bese kulandelwa ukwakheka kocwaningo lwesifundo. Kusetshenziswa amasu amaningi wokuqoqa imininingwane, njengezingxoxo ezihlelwe kahle (abaphenduli abayi-17), imibuzo evulekile (abaphenduli abayi-17) kanye nokubhekwayo (okubhekwayo oku-4). Lolu cwaningo luhlanganisa ama-DL amane wemfundo ephakeme yomphakathi wase-Ethiopia. Abahlanganyeli banombono omuhle wazo zonke izici zokusebenziseka. Iningi lezimpawu eziwusizo zibonwa kahle futhi, ngaphandle kokumbozwa. Izinselela ezinkulu ababambiqhaza abahlangabezana ngazo ukufinyeleleka kwenethiwekhi, ukuphazamiseka nejubane, nemikhawulo yokufinyelela ebekiwe kokunye okuqukethwe kwe-DL. Izinzuzo ze-DL zifaka ukufinyelela okulula kokuqukethwe kwe-DL, ukufundiswa okuthuthukisiwe nocwaningo, izindleko eziphansi nokwabelana okulula kokuqukethwe. Okulindelwe abasebenzisi ukuqinisekisa ukutholakala kwezinsiza nokusimama, ukunqoba ukungabi bikho kwempendulo yomsebenzisi nezinkinga zokusesha ezihlanganisiwe, nokwenza ngcono ingqalasizinda yenethiwekhi nejubane. Uhlaka lokusebenzisana lwe-triptych (ITF), olusetshenziswa ocwaningweni lwamanje, uhlaka olwaziwa kakhulu olusetshenziswa ngokuvamile ngabaphenyi. Kodwa-ke, njengoba lungafaki isimo somongo samazwe asathuthuka, i-ITF inemikhawulo ethile. Ngakho-ke, ngokuya ngokukhishwa kwalolu cwaningo olunamandla kanye nokubheka ukusebenziseka nosizo lwezindikimba ze-ITF kanye nobudlelwano bayo nezinye izingqikithi zomphakathi nezobuchwepheshe nezingqikithi zomongo, kuhlongozwa uhlaka lokuhlaziya lomongo lwe-DL. Uhlaka oluhlongozwayo lugcizelela izici zenhlalo, zesikhungo nezingqikithi zomongo zama-DL. Uhlaka oluhlongozwayo lunezingxenye eziyisithupha ze-DL, okuyilezi: Umsebenzisi we-DL; okuqukethwe neqoqo; uhlelo nobuchwepheshe; izinsizakalo nokwesekwa; isikhombimsebenzisi somsebenzisi nomongo. Uhlaka oluhlongozwayo lubizwa ngohlaka lokuhlaziya kokusebenzisana kokuqukethwe komtapo wolwazi wedijithali.
Hierdie proefskrif evalueer Ethiopië se hoër leerinstellings se digitale biblioteke (DBe) ten opsigte van hulle bruikbaarheid en nuttigheid. Die uitkoms dra by tot kennis wat kan help om die ontwikkelingspogings aan te dryf; om belanghebbers van digitale biblioteke tevrede te hou; om inligting te verskaf en inligtingsgapings te vul; deur te dien as kruisverwysing vir akademici en navorsers in die vakgebied; om besluite te neem en bestuursaangeleenthede in digitale biblioteke van die ontwikkelende wêreld op te los; en om wetenskaplike belange en meriete vir die bevordering van inligtingstelsels te voorsien. Wanneer bruikbaarheids- en nuttigheidsevalueringsnavorsing in digitale biblioteke onderneem word, is daar geen ooreengekome, gevestigde raamwerk wat leiding aan navorsers in die ontwikkelende wêreld kan gee nie. Die algehele doelwit van hierdie navorsing was derhalwe om ’n raamwerk vir die evaluaering van digitale biblioteke voor te stel wat in die konteks van ontwikkelende lande pas. Omdat die studie gemoeid is met gebruikers se interne eienskappe, is die vertolkende paradigma gebruik. ’n Kwalitatiewe navorsingsbenadering is gebruik en ’n gevallestudie-navorsingsontwerp is gevolg. Veelvuldige data-insamelingstegnieke, naamlik semigestruktureerde onderhoude (17 respondente), oop vraelyste (17 respondente) en waarnemings (vier waarnemigs), is ingespan. Die studie sluit vier openbare universiteite se digitale biblioteke in Ethiopië in. Die deelnemers het ’n positiewe persepsie van al die eienskappe van bruikbaarheid. Die meeste van die eienskappe van nuttigheid word ook as positief waargeneem, met die uitsluiting van voorsiening. Die grootste uitdagings wat die deelnemers ervaar het, was netwerktoeganklikheid, -onderbrekings en -spoed en die toegangbeperkings wat sommige digitale biblioteke oplê. Voordele van digitale biblioteke sluit die volgende in: toegang tot digitalebiblioteekinhoud; beter onderrig en navorsing; laer koste; en die maklike deel van inhoud met ander. Die verwagtings van gebruikers verseker hulpbronbeskikbaarheid en -volhoubaarheid, en om die afwesigheid van gebruikersterugvoer en gefedereerde soekprobleme en die verbetering van netwerkinfrastruktuur en -spoed te oorkom. Die interaksietriptiekraamwerk (ITF) wat in hierdie studie gebruik is, is ’n bekende raamwerk wat algemeen deur navorsers geïmplementeer word. Omdat dit egter nie die kontekstuele situasie van ontwikkelende lande inkorporeer nie, het ITF sekere beperkings. Gebaseer op die uitset van hierdie empiriese navorsing en met die inagneming van die bruikbaarheids- en nuttigheidstemas van ITF en sy verhouding met ander sosio-tegniese en kontekstuele temas, word ’n kontekstuele digitalebiblioteekraamwerk derhalwe voorgestel. Die voorgestelde raamwerk beklemtoon die sosiale, institusionele en kontekstuele aspekte van digitale biblioteke. Die voorgestelde raamwerk het ses digitalebiblioteekkomponente, naamlik: digitalebiblioteekgebruiker; inhoud en insameling; stelsel en tegnologie; dienste en ondersteuning; gebruikerkoppelvlak; en konteks. Die voorgestelde raamwerk word ’n interaksie-evalueringsraamwerk vir digitalebiblioteekkomponente genoem.
School of Computing
D. Phil. (Information Systems)
APA, Harvard, Vancouver, ISO, and other styles
46

Young, Takeisha T. "A usability analysis of video games : the development of assessment standards." 2011. http://liblink.bsu.edu/uhtbin/catkey/1644460.

Full text
Abstract:
Video games, as the fastest growing media, need set usability design standards. In this context, this study was motivated by the following kinds of questions: What makes a standard console game good? What makes it too frustrating to play? Each company has developed its own standards which can vary greatly. Game producers learn from experience what to do and what not to do. However, smaller companies that may have only produced a few games are left to chance. Moreover, startup game companies may fail at a game that would have otherwise succeeded if they had only had a set of standards to follow. Companies like Microsoft, Capcom and Electronic Arts rule the gaming industry mainly due to the fact that they have discovered what works. This study employs usability analysis to identify standards for assessing video game effectiveness, efficiency and player satisfaction. Experienced video game players participated in an online questionnaire. Conclusions about effective, efficient, and satisfying video games are derived from questionnaire results. Of several major findings presented in this analysis, this study reveals that the beginning of the game is an imperative experience that can determine if a player continues the game.
Department of Telecommunications
APA, Harvard, Vancouver, ISO, and other styles
47

Litvinova, Yevgeniya. "Feature info : improving the visualization and usability of GIS background information in the context of a mobile tourist application." Master's thesis, 2018. http://hdl.handle.net/10362/33716.

Full text
Abstract:
Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Science in Geospatial Technologies
Feature info is an interactive map tool that allows viewing background information about a map feature in response to a user action. Mobile devices come with a number of limitations, e.g. small screen real estate and the variety of screen sizes, that can affect map and feature info usability. Existing recommendations for feature info design [1], [2], [3] focus mostly on content, i.e. effective communication of data, leaving the “interaction design” aspect overlooked. This Master’s Thesis attempts at improving the visualization and usability of feature info interfaces in the context of mobile tourist applications and presents nine feature info design guidelines that address specific usability problems. The problems were identified through heuristic evaluation of five tourist applications and a user interview. Literature survey and two usability experts provided ideas regarding how several of these problems can be resolved. Three guidelines were evaluated in a lab-based usability test with twenty participants. On average, assessed guidelines demonstrated a significant positive effect on feature info usability by decreasing task completion time by 33% and increasing task completion rate and System Usability Scale (SUS) score by 26% and 28% respectively. Proposed guidelines are not restricted by any specific use case and can be applied to other application domains. Researchers and business practitioners can use the guidelines as a reference in their daily work.
APA, Harvard, Vancouver, ISO, and other styles
48

Pereira, Ricardo José Guerreiro. "Psicoterapia com dispositivos móveis." Master's thesis, 2011. http://hdl.handle.net/10451/13924.

Full text
Abstract:
People often feel uncomfortable in common social settings, sometimes to the point of damaging their lives. Though this type of problem affects all ages, genders and cultures, it is more visible in children. When confronted with this type of problem, children and adolescents are generally accompanied by therapists, while participating in Social Competence Training (SCT). SCT is a type of psychotherapeutic procedure in which patients must perform a set of tasks individually or in groups. The patient‟s activities outside the therapist‟s office have an important function in this type of therapy. However, therapists have no control over this process, which is supported only through questionnaires on paper, which patients must answer after completing the tasks, for discussion during the therapy session. With this intermittent level of therapist control, many times patients quit therapy or produce false data and answers. This is due to extremely low motivation when away from the therapist's office or parental control. Factors such as patient monitoring, promoting collaborative efforts and encouraging positive attitudes can improve the therapy process, and its results. Therefore, the need to conduct sessions outside the office, with the therapist, becomes apparent. This project aims to replace traditional questionnaires on paper with a mobile device, which would fully integrate the therapist in the SCT process, even outside the office. Therefore, it presents software, based on mobile devices, that supports in-sithu georeferenced group therapy which, besides having real-time monitoring and intervention capabilities, also allows for multi modal data gathering by the patients themselves. The concept, system and functions are defined, and directions for future work are discussed.
APA, Harvard, Vancouver, ISO, and other styles
49

Yang, Tao. "Brand and usability in content-intensive websites." Thesis, 2014. http://hdl.handle.net/1805/4667.

Full text
Abstract:
Indiana University-Purdue University Indianapolis (IUPUI)
Our connections to the digital world are invoked by brands, but the intersection of branding and interaction design is still an under-investigated area. Particularly, current websites are designed not only to support essential user tasks, but also to communicate an institution's intended brand values and traits. What we do not yet know, however, is which design factors affect which aspect of a brand. To demystify this issue, three sub-projects were conducted. The first project developed a systematic approach for evaluating the branding effectiveness of content-intensive websites (BREW). BREW gauges users' brand perceptions on four well-known branding constructs: brand as product, brand as organization, user image, and brand as person. It also provides rich guidelines for eBranding researchers in regard to planning and executing a user study and making improvement recommendations based on the study results. The second project offered a standardized perceived usability questionnaire entitled DEEP (design-oriented evaluation of perceived web usability). DEEP captures the perceived website usability on five design-oriented dimensions: content, information architecture, navigation, layout consistency, and visual guidance. While existing questionnaires assess more holistic concepts, such as ease-of-use and learnability, DEEP can more transparently reveal where the problem actually lies. Moreover, DEEP suggests that the two most critical and reliable usability dimensions are interface consistency and visual guidance. Capitalizing on the BREW approach and the findings from DEEP, a controlled experiment (N=261) was conducted by manipulating interface consistency and visual guidance of an anonymized university website to see how these variables may affect the university's image. Unexpectedly, consistency did not significantly predict brand image, while the effect of visual guidance on brand perception showed a remarkable gender difference. When visual guidance was significantly worsened, females became much less satisfied with the university in terms of brand as product (e.g., teaching and research quality) and user image (e.g., students' characteristics). In contrast, males' perceptions of the university's brand image stayed the same in most circumstances. The reason for this gender difference was revealed through a further path analysis and a follow-up interview, which inspired new research directions to unpack even more the nexus between branding and interaction design.
APA, Harvard, Vancouver, ISO, and other styles
50

Ssemugabi, Samuel. "Development and validation of an integrated model for evaluating e-service quality, usability and user experience (e-SQUUX) of Web-based applications in the context of a University web portal." Thesis, 2019. http://hdl.handle.net/10500/26005.

Full text
Abstract:
Text in English
Developments in Internet technology and pervasive computing over the past two and half decades have resulted in a variety of Web-based applications (WBAs) that provide products and services to online users or customers. The Internet is used not only to transfer information via the web but is increasingly used to provide electronic services including business transactions, information-delivery and social networking, as well as e-government, e-health and e-learning. For such organisations, e-service quality, usability and user experience are considered to be critical determinants of their products’ or services’ success. Many studies to model these three concepts separately have been undertaken as part of broader studies of software quality or service quality modelling. However, to the current researcher’s knowledge, none of the studies have focussed on proposing an evaluation model that integrates and combines the three of them. This research is an effort to fill that gap. The primary purpose of this mixed-methods research was to develop a conceptual integrated model for evaluating e-service quality, usability and user experience (e-SQUUX) of WBAs and then contextualise it to evaluation of a University web portal (UWP). This was undertaken using an exploratory sequential research design. During a qualitative phase, an extensive extensive systematic literature review of 264 relevant sources relating to dimensions of e-service quality, usability and user experience, was undertaken to derive an integrated conceptual e-service quality, usability and user experience (e-SQUUX) Model for evaluating WBAs. The model was then empirically refined through a sequential series of validations, thus developing various versions of the e-SQUUX Model. First, it was content validated by a set of four expert reviewers. Second, during the quantitative phase, in the context of a University web portal, a questionnaire survey was conducted that included a comprehensive pilot study with 29 partipants, prior to the main survey. The main survey data from 174 particiapants was used to determine a validated model, using Exploratory factor analysis (EFA), followed by producing a structural model, using partial least square – structural equation modelling (PLS-SEM). This version consisted of the components of the final e-SQUUX Model. Consequently, the research enriches the body of knowledge on IS and HCI by providing the e-SQUUX Model as an evaluation tool. For designers, developers and managers of UWPs, the model serves as a customisable set of evaluation criteria and also provides specific recommendations for design. In line with the Exploratory sequential design of mixed methods research, the findings of the qualitative work in this research influenced the subsequent quantitative study, since the potential Likert-scale questionnaire items were derived from the definitions and meanings of the components that emanated from the qualitative phase of the study. Consequently, this research is an exemplar for developing an integrated evaluation model for specific facets or domains, and of its application in a particular context, in this case, a University web portal. Keywords: e-service quality, usability, user experience, evaluation model, integrated model, exploratory factor analysis, partial least square – structural equation modelling (PLS-SEM), mixed methods research, Exploratory sequential design, quantitative study, qualitative study, validation, Web-based applications, University web portal
Information System
Ph D. (Information Systems)
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography