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

Dissertations / Theses on the topic 'User'

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.'

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

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

Full text
Abstract:
There are many different details to consider for developers when creating a new product. Many believe that the functions is the most important. However the question about how the products User Experience should be handled gets more and more important. Because of that there are lots of tests before every launch to ensure that the product gets a better welcoming with the customers. The purpose with this study was to create a overview for how to create a better User Experience. We have created a guideline in this topical subject through creating a methodology to follow. This was done because of the difficulty to follow the current guidelines, and especially from those who really don´t know the subject. This study was based on previous research with a qualitative data collection method. We did our study from the eyes of a case business where we had interviews to get their opinions about User Experience and methodologies that already exists. The information that were used as method for the selection of informants because it was important for us that the informants knew what they were talking about. The purpose of the empirical data was to conclude which parts that were necessary to include in a methodology to get a more advanced User Experience but also why it is important. With this information we could give our version of a methodology to create a User Experience that fit in different projects. The results of the study contain the parts that we thought was important for creating a methodology that the developers could use. These were Design, UX-design, User Behavior, Usability and Human Computer Interaction that we later compiled to different phases in our methodology for User Experience. Furthermore when we concluded the phases for our methodology and these were Understanding where the developers shall create an understanding about what the user really wants. Research where you research what techniques that should be a part of a modern product. Sketch where you work from what the customer wants to get prototypes and test them to get their opinion. Design where you confirms which of the prototypes you will use in a completed design. Implementation where you create the product. The last phase is Evaluate where you do usability testings continuously to know that it is really working.
APA, Harvard, Vancouver, ISO, and other styles
2

Edwards, A. D. N. "Adapting user interfaces for visually disabled users." Thesis, Open University, 1987. http://oro.open.ac.uk/56957/.

Full text
Abstract:
Recent developments in the design of human-machine interfaces have resulted in interfaces which make access to computer-based equipment more difficult for visually disabled people. The aim of this project was to explore whether it is possible to adapt such interfaces so as to make them usable by people who cannot see a screen. The approach adopted was based upon two principles: the replacement of visual interlace entities by auditory analogues and appropriately constraining the resultant interlace. Two forms of sound were used to embody the auditory interface: musical tones and synthetic speech. The 'auditory screen' so produced consists of a grid of 'auditory objects', each of which is associated with a spatial location, a tone, a name and an action. In order to test the principles a word processing program was designed and implemented to demonstrate how a visual program might be adapted to be accessed through such an interface. This program was evaluated with the assistance of a number of visually disabled testers. They were trained to use the word processor through completing a graded set of exercises. Data were obtained in a number of ways during and after the completion of the exercises. Since the auditory interface had some novel components, special evaluation methods were applied. The nature of the interaction was analyzed, using an approach based on work on keystroke models of visual interfaces. This yielded a simple model of the 'hand-ear' coordination employed, which forms a basis for prediction of user behaviour. It was also necessary to evaluate aspects of the program, such as ease-of-learning and these were investigated by interviewing the subjects. The results demonstrate that the approach is viable. The thesis also discusses a number of problems in using such an interface, most of which are related to the memory load on the user.
APA, Harvard, Vancouver, ISO, and other styles
3

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

Full text
Abstract:
Motor impaired people are faced with many challenges, one being the of lack integration into certain spheres of society. Access to information is seen as a major issue for the motor impaired since most forms of interaction or interactive devices are not suited to the needs of motor impaired people. People with motor impairments, like the rest of the population, are increasingly using mobile phones. As a result of the current devices and methods used for interaction with content on mobile phones, various factors prohibit a pleasant experience for users with motor impairments. To counter these factors, this study recognizes the need to implement better suited methods of interaction and navigation to improve accessibility, usability and user experience for motor impaired users. The objective of the study was to gain an understanding of the nature of motor impairments and the challenges that this group of people face when using mobile phones. Once this was determined, a solution to address this problem was found in the form of natural user interfaces. In order to gain a better understanding of this technology, various forms of NUIs and the benefits thereof were studied by the researcher in order to determine how this technology can be implemented to meet the needs of motor impaired people. To test theory, the Samsung Galaxy s5 was selected as the NUI device for the study. It must be noted that this study started in the year 2013 and the Galaxy S5 was the latest device claiming to improve interaction for disabled people at the time. This device was used in a case study that made use of various data collection methods, including participant interviews. Various motor impaired participants were requested to perform predefined tasks on the device, along with the completion of a set of user experience questionnaires. Based on the results of the study, it was found that interaction with mobile phones is an issue for people with motor impairments and that alternative methods of interaction need to be implemented. These results contributed to the final output of this study, namely a set of user experience guidelines for the design of mobile human computer interaction for motor impaired users.
APA, Harvard, Vancouver, ISO, and other styles
4

Tore, Gulsen. "User Workshops: A Procedure For Eliciting User Needs And User Defined Problems." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12607818/index.pdf.

Full text
Abstract:
Not in every case, the designer is knowledgeable about the potential user. Users can be consulted, in order to obtain knowledge, which is required for the design process. However such a consultation process can be problematic, since users may have difficulty in expressing their needs and problems or they may not be aware of them. The study is devised originating from the idea that if appropriate tools are provided for users, they can express their needs and design related problems. The thesis involves a literature review on the necessity of user knowledge as an input for the design process, and methods, techniques and tools, which provide this knowledge. Based on the findings from the literature review, three fictional case studies were planned and performed by employing two techniques, namely mood boards and drawing and shaping ideal products. These two techniques are developed into a procedure step by step by carrying out the case studies. The thesis proposes guidelines for the procedure of &ldquo
user workshops&rdquo
as a way to elicit users&rsquo
tangible and intangible needs, and user defined problems by directing them to imagine and express a usage context and conceptualize solutions considering their design related problems through a concept development activity and additional creative activities.
APA, Harvard, Vancouver, ISO, and other styles
5

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

Full text
Abstract:
Understanding the interactive experience of using digital technologies is a complex process. Traditional methods of evaluating interactive technologies originate from usability, which focuses on ease of use, ease of learning and performance. User Experience (UX) emerged from the recognition that usability alone does not account for the more subjective emotional responses experienced when interacting with a product. Although the term UX has become widely accepted within the area of Human Computer Interaction (HCI), its definition still remains unclear, making it difficult to evaluate and design for. This thesis adopts a hybrid perspective by bridging the division between the reductionist and holistic approaches to UX research. Using a multi-methods approach that combine the strengths of both quantitative (objective) and qualitative (subjective) methods, will provide deeper insights into the users’ judgement process of interactive products. Various theories have been proposed to understand UX, yet no consensual UX theory or model has emerged. The importance of aesthetics in influencing decisions about a products quality gained much attention in early UX research with conflicting results, sparking a surge of research into understanding the complexities of user quality judgement. Past UX research has focused on the multi-constructs of pragmatics, hedonics and aesthetics, and how these may influence user judgement, which can vary depending on the context, task and user background. However, little attention has been given to the impact of interactive design features upon UX. Findings from this thesis clearly show that interactivity is an important element within UX in both short and long-term usage. This thesis expands the existing process model of user quality judgement, through a series of three studies to reveal the importance of interactivity, and how initial perception and judgement of a products quality can change over time. The first two studies identify the importance of interactivity in positive influencing UX. Both studies revealed that affective and hedonic ratings increased as a result of interaction, demonstrating the powerful effect of interaction, and showed clear differences for websites that contained enhanced interactive features, despite the presence of usability problems. Further exploration using cluster analysis revealed three sub-groups that categorised users not only by their interactive style preferences, but also by their predispositions towards technology. This perspective of user sub-group analysis is a contribution to the field which bridges population-level quantitative analysis with qualitative findings that focuses on the individual ethnographic interpretations of experience. Considerable UX research has focused on short-term evaluations, based on users first impressions pre and post-interaction, with few studies capturing long-term usage. The third study reports on an ecological longitudinal investigation into how UX changes over time and long-term product use. A group of novice iPad users were tracked over six months to reveal that despite poor usability, hedonic ratings remained high, yet over time usefulness and utility were dominating factors affecting UX and product adoption. The influence of both device and app revealed that although users found the device more pleasurable, it was the variety of apps contained on the device that facilitated positive UX. The overall findings from this research provided some valuable methodological insights and aided the creation of set of practical UX heuristics that can be used to inform both future research and design practice.
APA, Harvard, Vancouver, ISO, and other styles
6

Elhorr, Suzanne. "The three dimensional relation between user system experience, user satisfaction, and user acceptance." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12957.

Full text
Abstract:
Context. The subject presented in this research is the fact that people resist IT induced change and want to maintain their current situation when implementing a new information system.  If no strategy is set to deal with it, resistance to change leads to Information System failure. Objectives. In this study, the author is investigating how to anticipate and handle resistance to change when implementing a new information system in order to succeed. This is followed by introducing the factors affecting user satisfaction which in turn affects user acceptance. Methods The data collection involves interviews in order to assemble appropriate, justifiable and relevant data, in addition to surveys to measure and validate the hypotheses in this thesis. The banking sector in Lebanon was selected as a source of data collection. Results. Three factors Perceived ease of use(PEOU), Perceived Usefulness (PU), and User Involvement react together to satisfy user and hence to make the user accept change. Conclusions. Based on the studies conducted so far with respect to this topic, there exists an indirect relationship between the three factors discussed in this thesis, the user satisfaction, and the user acceptance. The more the user finds the system easy to use (simple way of work with less efforts) and useful (the extent to which person’s work is improved) and the more he/sh  is involved, the more he is satisfied and hence the more he is willing to accept the change and causes system success.
APA, Harvard, Vancouver, ISO, and other styles
7

Petrén, Nina, and Hanna Söderquist. "How to use a user : Important aspects of user involvement within ergonomics-related product development." Thesis, Linköpings universitet, Projekt, innovationer och entreprenörskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120517.

Full text
Abstract:
Systematically involving users in product development is considered as a successful strategy and makes companies more competitive. User involvement in various organizational settings, activities or situations can clearly contribute to product development. In order to understand how, dimensions of user involvement and interdependencies between them are in this report identified and investigated. The result shows that the four dimensions of When, Who, Where and How are the most important to consider when involving users. These can each be broken down into a number of aspects that should be used when assessing and comparing sources of user knowledge. With the framework presented in the report, sources of user knowledge can be linked to one or more user involvement situations, meaning when and how to utilize it. The other way around, if a development process enters a certain phase, these aspects could be used to state what requirements there are regarding the users and the context. A source that is to be utilized must hence fulfill these requirements if the user involvement should be appropriate and effective. Additionally, the empirical study showed that apart from the theoretical aspects above, there could be several more aspects to consider when involving users. These are company-specific and should be identified for each company that wants to implicate user involvement. This study shows that there are clearly interdependencies between the dimensions of user involvement. These interdependencies make many types of user knowledge sources suitable only for the Strategy and idea generation phase, and it’s evidently difficult to identify, locate and utilize sources that fulfill the requirements of user involvement in the later phases of a product development process. The empirics showed that the interdependencies between the aspects of user involvement are neglected in many cases, resulting in user knowledge sources being utilized in a phase where they’re not appropriate to be utilized. To overcome this, many different sources are required in order to achieve proper user involvement, and combinations of various sources should be involved to “cover” the whole development process. The models presented and implemented in this study could be utilized in order to pinpoint aspects of existing sources of user knowledge. It could also be employed in order to investigate requirements on a source of user knowledge in relation to a current development phase of a project. This way, companies could specify which type of sources that are missing in their product development process and in a more efficient way work towards filling those gaps.
APA, Harvard, Vancouver, ISO, and other styles
8

Hienerth, Christoph, Christopher Lettl, and Peter Keinz. "Synergies among Producer Firms, Lead Users, and User Communities: The Case of the LEGO Producer-User Ecosystem." Wiley-Blackwell, 2014. http://dx.doi.org/10.1111/jpim.12127.

Full text
Abstract:
While many firms today proactively involve users in their new product development efforts using a wide variety of methods such as the lead user method, firm-hosted user communities, or mass customization toolkits, some pioneering firms are experimenting with the creation of sustainable producer-user ecosystems designed for the continuous exploration and exploitation of business opportunities. In this paper, the functioning of such ecosystems is studied with particular emphasis on the synergies they can yield. Based on an explorative and longitudinal multiple case study design, the producer-user ecosystem of the firm LEGO is analyzed, and three main actors in the ecosystem are identified: entrepreneurial lead users who aim to start their own businesses, a vibrant user community, and the LEGO company as the focal producer firm and facilitator for multiple user-to-user and user-to-producer interactions. Our study reveals three kinds of synergies: (1) reduced risk for entrepreneurial lead users and the focal producer firm, (2) the extension of the design space of the focal producer firm's products, and (3) the creation of buzz within the user community. Finally, the theoretical and managerial implications of our findings for innovation researchers and practitioners are discussed. (authors' abstract)
APA, Harvard, Vancouver, ISO, and other styles
9

Lee, Young Seok. "Older adults' user experiences with mobile phones: identification of user clusters and user requirements." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/29003.

Full text
Abstract:
This research addressed how older adults experience their mobile phones in their everyday lives and how mobile phones could be designed to best meet their needs. Two studies were conducted using a mixed-research method to identify representative user clusters and to understand user experiences. In Study 1, 154 older adult mobile phone users completed a questionnaire to investigate 1) functional usage, 2) perception about mobile phone quality, and 3) other aspects of user experiences (e.g., motivations of acquisition and learning method). Results showed that older adults are generally conservative mobile phone users who use a few functions of mobile phones and perceive their phone to be difficult to use. Understanding error messages, menu navigation, and text input were found to be most difficult for them. Female users perceived their phones to be more difficult to use than male users. Three user clusters (explorers, basicians, and minimalists) were identified based on mobile phone usage behavior, and their characteristics were described. User satisfaction was effected by three attributes of mobile phones: usefulness, ease of use, and pleasure of use, indicating that developers need to focus on improving all factors when designing a mobile phone for older adults. Study 2 used a more holistic approach to describe older adultsâ user experiences. The aims of Study 2 were 1) to capture stories that reflected user experiences, 2) to identify barriers that older adults faced through the course of user experience and 3) to provide recommendations to improve user experiences. Qualitative data was collected in the form of existential phenomenology-based interviews. Twelve older adult mobile phone users (over age 56), representing the three clusters found from Study 1, participated in this study. The domestication of technology theory was adopted as a framework to describe instances and themes represented in usersâ utterances and behaviors. Results showed that, regardless of their abilities to operate technology, older adults used a limited number of mobile phone functions because of their parsimonious cost-benefit analyses when integrating technologies into their lives. A theoretical explanation for this phenomenon was provided using socio-emotional selectivity theory. Barriers (perceptual, cognitive, attitudinal, knowledge, and information barriers) were found to hinder older adultsâ utilization of mobile phone technology over the four dimensions of the domestication process (appropriation, objectification, incorporation, and conversion). Recommendations to resolve those barriers were provided and related to published literature. This study proved that the domestication of technology theory can be a useful analytical tool for describing and understanding user experiences and capturing users' needs. Detailed discussion about its applicability to user needs analysis process was provided. A set of user requirements along with diverse user profiles were developed as outcomes of this research.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
10

Xia, Qian, and n/a. "Leveraging Single-User Applications for Multi-User Collaboration." Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070216.093300.

Full text
Abstract:
People rely on off-the-shelf commercial single-user software systems in their daily lives and work to perform single-user tasks. People also need groupware systems to perform collaborative or group tasks. The goal of this thesis work is to develop innovative techniques for building computer applications that combine conventional single-user functionalities with advanced collaboration capabilities to effectively support people's individual and group work. This thesis work contributes an innovative Transparent Adaptation (TA) approach and associated supporting techniques that can be used to convert existing or new single-user applications into real-time multi-user collaborative versions without changing their source code. The transparently adapted collaborative systems not only support unconstrained collaboration and other collaboration features that were previously seen only in advanced groupware research prototypes, but also maintain the conventional functionalities and interface features that were previously seen only in commercial off-the-shelf single-user applications. Major technical contributions of the TA approach include techniques for adapting the single-user application programming interface to the data and operation models of the underlying generic collaboration technique and a generic system architecture for collaborative systems. The Operation Transformation (OT) technique has been chosen as the underlying collaboration technique for the TA approach due to its capability of supporting unconstrained collaboration and application independence. This thesis work has also made important contributions to OT by extending OT from supporting only collaborative plain text editing to supporting collaboration on complex data structures and comprehensive functionalities. To support the adaptation of complex data and operation models in a range of applications, this thesis work has contributed a package of advanced adaptation techniques for collaborative table editing and graphic object grouping. These techniques have not only increased the capability of TA, but have also advanced the state-of-the-art of collaborative editing techniques. To facilitate natural and smooth collaboration, this thesis work has contributed a multi-functional workspace awareness framework which is able to reduce the effort for developing workspace awareness features, and to be extended to support new workspace awareness features. Most importantly, this framework is able to deliver correct and precise workspace awareness information in the face of dynamic content and view changes in TA-based systems, which is an innovative feature unavailable in existing techniques. The TA approach and supporting techniques were developed and tested in the process of transparently converting two commercial off-the-shelf single-user applications - Microsoft Word and PowerPoint - into real-time collaborative applications, called CoWord and CoPowerPoint, respectively. CoWord and CoPowerPoint not only retain the functionalities and the 'look-and-feel' of their single-user counterparts, but also provide advanced multi-user collaboration capabilities for supporting multiple interaction paradigms, ranging from concurrent and free interaction to sequential and synchronized interaction, and for supporting detailed workspace awareness, including multi-user tele-pointers and radar views. The TA-based collaborative system architecture and the generic collaboration engine software component developed from this work can be reused in adapting a wide range of single-user applications.
APA, Harvard, Vancouver, ISO, and other styles
11

Mehrotra, R. "Inferring user needs and tasks from user interactions." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10047203/.

Full text
Abstract:
The need for search often arises from a broad range of complex information needs or tasks (such as booking travel, buying a house, etc.) which lead to lengthy search processes characterised by distinct stages and goals. While existing search systems are adept at handling simple information needs, they offer limited support for tackling complex tasks. Accurate task representations could be useful in aptly placing users in the task-subtask space and enable systems to contextually target the user, provide them better query suggestions, personalization and recommendations and help in gauging satisfaction. The major focus of this thesis is to work towards task based information retrieval systems - search systems which are adept at understanding, identifying and extracting tasks as well as supporting user’s complex search task missions. This thesis focuses on two major themes: (i) developing efficient algorithms for understanding and extracting search tasks from log user and (ii) leveraging the extracted task information to better serve the user via different applications. Based on log analysis on a tera-byte scale data from a real-world search engine, detailed analysis is provided on user interactions with search engines. On the task extraction side, two bayesian non-parametric methods are proposed to extract subtasks from a complex task and to recursively extract hierarchies of tasks and subtasks. A novel coupled matrix-tensor factorization model is proposed that represents user based on their topical interests and task behaviours. Beyond personalization, the thesis demonstrates that task information provides better context to learn from and proposes a novel neural task context embedding architecture to learn query representations. Finally, the thesis examines implicit signals of user interactions and considers the problem of predicting user’s satisfaction when engaged in complex search tasks. A unified multi-view deep sequential model is proposed to make query and task level satisfaction prediction.
APA, Harvard, Vancouver, ISO, and other styles
12

Xia, Qian. "Leveraging Single-User Applications for Multi-User Collaboration." Thesis, Griffith University, 2006. http://hdl.handle.net/10072/366194.

Full text
Abstract:
People rely on off-the-shelf commercial single-user software systems in their daily lives and work to perform single-user tasks. People also need groupware systems to perform collaborative or group tasks. The goal of this thesis work is to develop innovative techniques for building computer applications that combine conventional single-user functionalities with advanced collaboration capabilities to effectively support people's individual and group work. This thesis work contributes an innovative Transparent Adaptation (TA) approach and associated supporting techniques that can be used to convert existing or new single-user applications into real-time multi-user collaborative versions without changing their source code. The transparently adapted collaborative systems not only support unconstrained collaboration and other collaboration features that were previously seen only in advanced groupware research prototypes, but also maintain the conventional functionalities and interface features that were previously seen only in commercial off-the-shelf single-user applications. Major technical contributions of the TA approach include techniques for adapting the single-user application programming interface to the data and operation models of the underlying generic collaboration technique and a generic system architecture for collaborative systems. The Operation Transformation (OT) technique has been chosen as the underlying collaboration technique for the TA approach due to its capability of supporting unconstrained collaboration and application independence. This thesis work has also made important contributions to OT by extending OT from supporting only collaborative plain text editing to supporting collaboration on complex data structures and comprehensive functionalities. To support the adaptation of complex data and operation models in a range of applications, this thesis work has contributed a package of advanced adaptation techniques for collaborative table editing and graphic object grouping. These techniques have not only increased the capability of TA, but have also advanced the state-of-the-art of collaborative editing techniques. To facilitate natural and smooth collaboration, this thesis work has contributed a multi-functional workspace awareness framework which is able to reduce the effort for developing workspace awareness features, and to be extended to support new workspace awareness features. Most importantly, this framework is able to deliver correct and precise workspace awareness information in the face of dynamic content and view changes in TA-based systems, which is an innovative feature unavailable in existing techniques. The TA approach and supporting techniques were developed and tested in the process of transparently converting two commercial off-the-shelf single-user applications - Microsoft Word and PowerPoint - into real-time collaborative applications, called CoWord and CoPowerPoint, respectively. CoWord and CoPowerPoint not only retain the functionalities and the 'look-and-feel' of their single-user counterparts, but also provide advanced multi-user collaboration capabilities for supporting multiple interaction paradigms, ranging from concurrent and free interaction to sequential and synchronized interaction, and for supporting detailed workspace awareness, including multi-user tele-pointers and radar views. The TA-based collaborative system architecture and the generic collaboration engine software component developed from this work can be reused in adapting a wide range of single-user applications.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
Full Text
APA, Harvard, Vancouver, ISO, and other styles
13

Kapadia, Niraj. "User | Interface." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1306501343.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

Ao, Ieong U. "Clustering users from user profiles in the digital library." Thesis, University of Macau, 2002. http://umaclib3.umac.mo/record=b1636961.

Full text
APA, Harvard, Vancouver, ISO, and other styles
15

Lybecker, Erik. "User preference prediction between ads-supported and subscribed users." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240589.

Full text
Abstract:
The goal of this master’s thesis was to create a model that predicts preference towards a specific exclusive feature in a subscribed service. It investigated unsupervised and semi-supervised learning to identify customer segments that prefer an specific exclusive feature. These customers segments were then used as targets for supervised learning algorithms to predict which segment a user on the ads-supported version would belong to. Two experiments was preformed, one to investigate and identify customer segments with the help of a survey and secondly, the preference prediction. It was found that Ward’s agglomerative clustering agreed the best with the preference analysis from the survey. Nevertheless, the correlation between the preference survey and the usage clustering was weak. The random forest classifier was preformed the best on the resulting dataset from Ward’s agglomerative clustering. It was concluded that user usage segmentation for the exclusive features showed promising results as well as the over all method. Nevertheless, due to the weak correlation between the survey and the usage clustering it rather predicts usage than preference.
Syftet med denna uppsats var att skapa en modell som förutspår preferens för en specifik "exklusiv funktionalitet" i en abonnerad tjänst. I uppsatsen undersöktes unsupervised och semi-supervised learning för att identifiera kundsegment. Dessa kundsegment användes sedan som mål i supervised learning-algoritmer för att förutsäga vilket segment en användare på annons-versionen skulle tillhöra.Två experiment genomfördes, ett för att undersöka och identifiera kundsegment och ett för att undersöka möjligheten till preferensförutsägelse. Det konstaterades att Wards agglomerative clustering-algoritm gav bäst resultat när den jämfördes med preferensanalysen från enkäten. Sambandet mellan preferensundersökningen och användningen av kluster var dock svag. I klassificeringen av det resulterande datasetet från Wards agglomerative clustering-algoritm gav Random forest bäst resultat.Slutsatsen blev att användarsegmenteringen samt den övergripande metoden visade lovande resultat. På grund av den svaga korrelationen mellan enkäten och användarsegmenteringen förutspås enbart an-vändning av de exklusiva funktionerna.
APA, Harvard, Vancouver, ISO, and other styles
16

Holm, Anders, and Kullström Christoffer Sundberg. "User Responsive User Experience Design: Building a Conceptual Framework." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-1036.

Full text
Abstract:
To a large extent, business-customer interactions are acted out on digital meeting places. When the possibilities for businesses to engage in face-to-face interactions decrease, relationship building and customer service becomes more of a challenge. Digital services are easily duplicated by competitors and with standardization of interfaces and products, customers tend to switch more frequently between providers. One area where the creation and maintenance of loyal customers appears to be highly relevant is the domain of e-banking. Studies have shown that by personalizing the experience for the user, customer loyalty can be enhanced. Existing methods of interface adaptation shifts the responsibility for the resulting user experience design from the designer to either the user or the system. However, research shows that handing over responsibility for the design to the user can damage the user experience. Furthermore, we argue that as long as computers cannot translate the meaning of what a human communicates, and understand the motivation that lies behind her actions, human designers and researchers need to own the responsibility for designing user experiences. Responsive web design differ from the concept of user responsiveness in the way that it is not truly responsive to the user but to the technical device that is used. Following a design science research methodology, this paper presents the development of a conceptual framework for user responsive user experience design (URUXD) that aims to strengthen the bond between user and provider by enabling a more relevant and personalized user experience. The conceptual framework introduces a way to design user responsive information systems that could be useful in domains where the user audience is large and diverse, as in the case of e-banking. A personalized user experience is enabled by transcending the current use of personas as design tools to also involve them in categorizing real-time users through the use of personas as mapping tools. Multiple persona sets are incorporated in the framework which gives the user experience designer the possibility of designing a holistic user experience for each persona set. The framework thus enables the incorporation of multiple GUI designs in an information system that is user responsive, without the risk of violating usability principles.
Interaktionen mellan företag och kund sker nuförtiden oftast på digitala mötesplatser. När möjligheten för företag att träffa kunden öga mot öga minskar blir det en utmaning att skapa nära affärsrelationer och förmedla bra kundservice. Med konkurrenter som enkelt kopierar digitala tjänster och med en standardisering av gränssnitt och tjänster tenderar kunder att oftare byta leverantör. Inom e-banking framstår därför skapande och upprätthållande av lojala kunder som högst relevant. Genom att personifiera användarupplevelsen kan kundlojaliteten förbättras. Befintliga metoder för gränssnittsadaption lämnar över ansvaret för den resulterande designen från designern till antingen användaren eller systemet. Men, om ansvaret för designen tilldelas användaren kan resultatet bli i en skadad användarupplevelse. Så länge datorer inte kan översätta meningen bakom vad en människa kommunicerar eller skapa en förståelse för en användares bakomliggande motivation till varför hen utför handlingar, måste mänskliga designers inneha ansvaret för designen av användarupplevelsen. Vidare skiljer sig responsiv webbdesign från konceptet användarresponsivitet i meningen att responsiv webbdesign inte är direkt responsiv mot användaren utan snarare mot den tekniska apparat som används. Genom att följa en design science forskningsmetodik utvecklades ett konceptuellt ramverk för design av användarresponsiva användarupplevelser (user responsive user experience design (URUXD)). Målet var att stärka bandet mellan användare och leverantör genom att möjliggöra en mer relevant och personifierad användarupplevelse. Det konceptuella ramverket introducerar ett sätt att designa användarresponsiva informationssystem vilket kan vara användbart i domäner där användargruppen är stor och heterogen, vilket är fallet för e-banking. En personifierad användarupplevelse möjliggörs genom att utöka det befintliga användningsområdet för designverktyget personas till att även inkludera dem som mappningssverktyg för att kategorisera användare i realtid. Multipla persona sets införlivas i ramverket vilket skapar möjlighet för designern att skapa en holistisk användarupplevelse för varje enskilt persona set. Det konceptuella ramverket möjliggör därigenom för multipla gränssnittdesigns för ett informationssystem som därmed blir användarresponsivt, utan att underminera principer för användbarhet.
APA, Harvard, Vancouver, ISO, and other styles
17

Bokhari, Rahat Hussain. "User participation and user satisfaction in information systems development." Thesis, Brunel University, 2001. http://bura.brunel.ac.uk/handle/2438/5153.

Full text
Abstract:
Information Systems (IS) are being developed and used in organizations to achieve their business goals and to enhance organizational effectiveness. The rate of systems success is questionable. One of the causes of IS failures might be user dissatisfaction with the systems. The success of an Information System is difficult to measure directly, so user satisfaction and system usage are frequently used as surrogate measures of system success. User participation in IS development has been advocated to achieve user satisfaction with the system and consequently system success. Past research findings about the effect of user participation on user satisfaction leading to system success are mixed and inconclusive. Past research has not been successful in showing whether user participation in IS development is necessary or not. So further research in this respect is justifiable. This thesis investigated the effect of user participation/involvement on user satisfaction. The effect of user expectations, and user-developer effective communications on user satisfaction has also been explored. A research model was proposed to proceed with this research. Meta-Analysis was carried out to investigate the relationship between user participation, user expectations and user-developer effective communication each with user satisfaction respectively. This thesis found some relationship of these factors with user satisfaction. The strength of the relationship (i. e. correlation 'r') was found to be 'medium' but not large'. The results also show that user involvement has a larger correlation with user satisfaction as opposed to user participation. The findings not only lead to the conclusions that user participation/involvement, user expectations, and user-developer effective communication have positive relationship with user satisfaction, but also contribute to the existing alternative views among IS researchers. The relationship between system usage and user satisfaction was found to be positive and of 'medium' strength and contrasts with the prevailing view that no correlation exists between them. So research findings are not only useful to resolve controversies that exists in past research but also lead to conclusions that user participation may contribute towards successful IS development and consequently user satisfaction with IS. Further, the causes of the emergence of unrealistic user expectations are explored and suggestions for future research are made.
APA, Harvard, Vancouver, ISO, and other styles
18

Normark, Carl Jörgen. "The User as Interface Designer : Personalizable Vehicle User Interfaces." Doctoral thesis, Luleå tekniska universitet, Innovation och Design, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-17941.

Full text
Abstract:

Godkänd; 2014; 20140407 (carnor); Nedanstående person kommer att disputera för avläggande av teknologie doktorsexamen. Namn: Carl Jörgen Normark Ämne: Industriell design/Industrial Design Avhandling: The User as Interface Designer - Personalizable Vehicle User Interfaces Opponent: Docent Ramia Mazé, gästlärare i industriell design, Konstfack University College of Arts, Crafts and Design/Skolan för arkitektur och samhällsbyggnad, Kungliga tekniska högskolan, Stockholm Ordförande: Professor Dennis Pettersson, Avd för innovation och design, Institutionen för ekonomi, teknik och samhälle, Luleå tekniska universitet Tid: Onsdag den 11 juni 2014, kl 13.00 Plats: A1545, Luleå tekniska universitet

APA, Harvard, Vancouver, ISO, and other styles
19

Talstoi, Aleh, and Zackarias Madsen. "The user interface and user experience of Web Design." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16452.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Nersveen, Espen. "End User Service Composition : Presenting a composition tool for end users with modular architecture and a graphical user interface." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8726.

Full text
Abstract:

The report focuses on a possible problem to end users do to lack of control in a rapidly growing environment of computation embedded devices, and collaborative linking of various services. Such environments are often referred to as ubiquitous or pervasive computing environment. We have looked into why this problem may occur and more importantly, how to reduce the effect it may have on end users. Our work involves the process of creating a framework that can enable end users to compose services, by connecting them in a manner that allows them to become more then it's single components. We propose an architecture that can support rapid composition, and a user interface that can perform rapid end user service composition at any time. From the time that a user finds the need to connect two or more services together to the user having set up a complete composition should be a task performed as quick as drawing a composition on a sheet of paper. We therefor propose a Graphical User Interface to support the end user, and we will in this report show how it is made and how it works. We will also present the architecture needed to support such a user interface.

APA, Harvard, Vancouver, ISO, and other styles
21

Hartman, Fredirk, and Helena Engström. "User innovation på brand communities : en studie av salesforce.com." Thesis, Karlstads universitet, Avdelningen för företagsekonomi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-32513.

Full text
Abstract:
Bakgrund och problemformulering - Vi har valt att studera och analysera i vilket avseende det sker user innovation på ett forum skapat av företaget Salesforce. Forumet är ett brand community för användare som utvecklar Salesforce tjänster. Frågeställningarna behandlar om det sker olika typer av user innovation och vad det är som driver användarna till att innovera på det forum vi har valt att studera. Vår studie syftar till att bidra med en bredare kunskap och förståelse kring ämnet då det finns begränsad forskning kring user innovation inom online brand communities idag. Teori - Begreppet brand communities förklaras utifrån Muniz och O’Guinns (2001) synsätt som innebär att ett online brand community är en samlingsplats på internet dedikerat till ett specifikt varumärke. På vårt valda brand community innoverar användarna och vi utgår från Gault (2012) för att redogöra för begreppet innovation som i sin tur möjliggör en fördjupad förståelse för user innovation. Vi utgår från en definition av user innovation som innebär att användare innoverar för sin egen skull (von Hippel & Euchner 2013). Metodologi - Vi eftersträvar en djupare förståelse för user innovation på vårt specifika forum och då lämpar sig en kvalitativ explorativ ansats bäst. Inspiration har hämtats från Kozinets (2006, 2011) kvalitativa metod netnografi som innebär en deltagande-observerande forskning på nätet. Resultat - I detta avsnitt presenterar vi de likheter och skillnader som Salesforce forum har med Muniz och O’Guinns (2001) kriterier för vad ett brand community är. Vidare presenteras vårt resultat i form av två kategorier av user innovations: modifierade innovationer och skapande innovationer. Kategorierna förklaras och illustreras med exempel som klargör deras innebörd. Analys och diskussion - I analysen diskuterar vi vad som driver användarna på vårt valda forum att innovera och analyserar likheter och skillnader med redan befintliga teorier kring user innovation. Vi resonerar oss fram till en ny term vi väljer att kalla user co-innovation samt spekulerar i huruvida innovationerna genererar någonting för Salesforce. Slutsats - Vårt teoretiska bidrag till forskningen presenteras genom vår modell som illustrerar sambandet mellan user innovation, user co-innovation och våra två kategorier. Modellen innefattar vilka användare som innoverar, vilkafaktorer som driver dem till att innovera och resultatet av user co-innovation på vårt valda brand community.Nyckelbegrepp - Innovation, user innovation, lead users, brand community, online community, netnografi.
Background and problematization -We have chosen to study to what extent user innovation occurs on a forum created by the company Salesforce. This forum is a brand community devoted to user development of Salesforce services. Our main research question is whether there occur different types of user innovations on the brand community we are studying and what it is that drives these users to innovate. Our study aims to contribute with a wider knowledge and understanding of user innovation on brand communities since the research of today on the subject is limited. Theory - In this chapter we explain the concept of brand community based on Muniz and O’Guinns (2001) definition which implies that an online brand community is an online meeting place for people dedicated to a specific brand. User innovation occurs on our chosen brand community and we base ourselves on Gaults (2012) theory to explain innovation in order to explain the term user innovation. We use one definition of user innovation which implies that users innovate for themselves (von Hippel & Euchner 2013). Methodology - We seek a deeper understanding of user innovation on our specific brand community and that makes a qualitative exploratory approach best suited. Inspiration has been taken from Kozinets (2006, 2011) netnography which is a qualitative method and involves participatory observation research online. Results - In this chapter we present the similarities and differences that we have been able to identify between Salesforce forum and the criteria for a brand community set by Muniz and O’Guinn (2001). Furthermore we introduce our result which consists of two categories of user innovations: modified innovations and creativity innovations. The categories are explained and illustrated with examples that clarify their meaning. Analysis and discussion - In this chapter we discuss what drives users on our chosen brand community to innovate and analyze similarities and differences between already existing theory on user innovation. Our discussion results in a new term which we choose to name user co-innovation. We also speculate whether the user innovations generate something of value for Salesforce. Conclusion - Our theoretical contribution to the subject is presented by our model that illustrates the connection between user innovation, user co-innovation and our two categories. The model includes which users that innovate, the factors driving them to innovate and the results of user co-innovation on our chosen brand community.
APA, Harvard, Vancouver, ISO, and other styles
22

Hartmann, Fabian [Verfasser], and M. [Akademischer Betreuer] Zitterbart. "User-Centric Networking : Privacy- and Resource-Awareness in User-to-User Communication / Fabian Hartmann ; Betreuer: M. Zitterbart." Karlsruhe : KIT-Bibliothek, 2017. http://d-nb.info/1135266212/34.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

Spiekermann, Sarah. "User control in ubiquitous computing design alternatives and user acceptance." Aachen Shaker, 2007. http://d-nb.info/989112683/04.

Full text
APA, Harvard, Vancouver, ISO, and other styles
24

Ding, Shichang [Verfasser]. "User Attribute Inference via Mining User-Generated Data / Shichang Ding." Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2020. http://d-nb.info/1222738309/34.

Full text
APA, Harvard, Vancouver, ISO, and other styles
25

Bergström, Johan, and Henrik Ljungh. "User friendly display : A user panel with focus on ergonomics." Thesis, KTH, Maskinkonstruktion (Inst.), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-143635.

Full text
Abstract:
Projektets mål var att skapa en användarvänlig och intuitiv användarpanel till en av Ocean Powers mjukglassmaskiner. Ocean Power har tillverkat mjukglassmaskiner sen 1990-talets slut och är idag Kinas största professionella tillverkare. De har som mål att ständigt utvecklas och vara en av de främsta tillverkarna i världen av mjukglassmaskiner. Till en början gjordes en grundlig informationssökning om dagens mjukglassmaskiner och dess användare. Några utvalda personer med erfarenheter av att arbeta med mjukglassmaskiner intervjuades om hur de upplever sina glassmaskiner och deras användarpaneler. En djupgående studie gjordes sedan bland tre av KTHs databaser. Målet var att ta reda på hur en användarpanel ska designas för att bli så användarvänlig, intuitiv och ergonomisk som möjligt. För att kunna skapa en användarpanel som skulle passa Ocean Powers mjukglassmaskiner studerades deras modell OP 238. Den observerades dels vid användning men skruvades också isär så att insidan kunde studeras. Från informationssökningen framkom att det är önskvärt att använda intuitivitet vid utformningen av en panel. Det är ett snabbt och naturligt sätt att lära sig och förstå något nytt. Detta görs på den nya panelen genom att använda allmänna symboler som är lätta att associera till funktionerna de ska representera. Resultatet från intervjuerna visade att den vanliga användaren av mjukglassmaskiner endast vill ha den mest nödvändiga informationen ska visas. Det uppfylls på den nya användarpanelen genom att ha två olika visningslägen. Ett enkelt visningsläge för vanligt bruk och ett avancerat visningsläge för teknikern och managern. Den nya användarpanelen kommer att använda färger, ljud, symboler och texter för att kommunicera med användaren. Den kommer därför bli dyrare att tillverka men betydligt mer användarvänlig än den existerande panelen.
The project’s goal was to create a user friendly and intuitive user panel to one of Ocean Power’s soft ice cream machines. Ocean Power has been manufacturing soft ice cream machines since late 1990s and is now China’s largest professional manufacturers. Their goal is to continually evolve and to be one of the premiere soft ice cream manufacturers in the world. The work began with an information gathering about today’s soft ice cream machines and their users were done. A few selected people with experience of working with soft ice cream machines were interviewed about their experience at handling soft ice cream machines and their user panels. A deeper study was then made among the three KTH databases with the aim to find out how a user panel should be designed to be as user friendly, intuitive and ergonomic as possible. To create a user panel that would be suitable to one of Ocean Power’s soft ice cream machines a study was done at their existing machine version OP 238. The machine was observed in use but also disassembled so that the inside of the machine could be studied. From the information gathering it became clear that it is desirable to use human intuitive when designing a user panel. It is a fast and natural way to learn and understand something new. This is done by using common symbols that are easy to associate to the functions. The results of the interviews showed that soft ice cream users want a display that is easy to survey and does not contain any unnecessary information. This is done by dividing the view to a basic view that is for the ordinary user and an advance view for the service technician or the manager. The new user panel will use colors, sounds, symbols and text to communicate with the user. It will be more expensive to manufacture but much more user friendly than the existing panel.
APA, Harvard, Vancouver, ISO, and other styles
26

Hunt, Lisa Martha. "Adaptive User Models for the Design of Intelligent User Interfaces." UNF Digital Commons, 1999. http://digitalcommons.unf.edu/etd/121.

Full text
Abstract:
The objective of this research is to determine the effects over time of a dynamic system that adapts itself to a user's current state of expertise, in terms of the application domain, by constantly monitoring the user throughout use of the system, placing them in appropriate user models when this expertise has changed. A dynamic system, named ER-by-Design version 2.0, is presented, consisting of an inference component, a help system, a help/assistance screen, and user models. The user models are responsible for adapting the system interface to the level of expertise of the user. The system monitors and analyzes a user's interactions in order to evaluate user expertise, placing the user in the most appropriate model based on this evaluation. Through analysis of data collected from participants' sessions with both versions of the system, it is shown that over time, through the use of ER-by-Design version 2.0, users accessed help less often and perceived the system as more beneficial when compared to a system with a static, generic interface. In addition, users who had the least experience with ER modeling concepts created more correct diagrams with ER-by-Design version 2.0 than with a static version of the system.
APA, Harvard, Vancouver, ISO, and other styles
27

Gatian, Amy Elizabeth Williams. "User information satisfaction (UIS) and user productivity: an empirical examination." Diss., Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/54361.

Full text
Abstract:
In this research the relationships between user information satisfaction (UIS) and user productivity were examined. Two users groups were used to test the following hypotheses: H₁A: There is no relationship between UIS and perceptions of decision-making quality for academic department heads. H₁B: There is no relationship between UIS and perceptions of decision-making quality for managers within the controller’s office. H₂: There is no relationship between UIS and objectively measured productivity for managers within the controller’s office. H₃: There is no relationship between UIS and a user’s length of experience with a system. H₄A: There is no relationship between UIS and a user’s age. H₄B: There is no relationship between UIS and a user’s sex. H₄C: There is no relationship between UIS and a user’s level of education. Data utilized in testing the hypotheses were collected with a packet of six questionnaires mailed to the controllers of 100 universities. Usable responses were obtained from 107 of 300 controller’s office managers and 77 of 300 academic users. H₁A, H₁B and H₂ were tested with canonical correlation analysis. H₃, H₄A, H₄B and H₄C were tested with multiple regression. The findings can be summarized as follows: 1. Satisfaction with computer processing was correlated with making better operating budget decisions for both groups and helping academic users track activities in research, grant and designated gift accounts. 2. Satisfaction with system related problem finding was correlated with elimination of steps and making jobs easier for managers, and with helping academic users track activity in research accounts, and to feel they have benefited overall from FRS. 3. Satisfaction with the linear combination of inputs and problem finding was correlated with financial transactions per full time employee equivalents (FTE), late internal reports per total internal reports and number of ledger accounts per FTE. 4. More frequent users of FRS were more satisfied. Additionally, UIS and mandatory system usage were positively correlated. 5. UIS and sex were moderately correlated. Specifically, males within the academic group were less satisfied with FRS than the females surveyed.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
28

Castillo, Arcel Macaraeg. "QUANTUM : Quick User Action Notation Tool for User interface Management /." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-09122009-040452/.

Full text
APA, Harvard, Vancouver, ISO, and other styles
29

Spiekermann, Sarah. "User control in ubiquitous computing : design alternatives and user acceptance /." Aachen : Shaker, 2008. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=017994540&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

Full text
APA, Harvard, Vancouver, ISO, and other styles
30

Mark, Emil. "Usability : Through the use of guidelines and user participation." Thesis, Högskolan Väst, Institutionen för ingenjörsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-4910.

Full text
Abstract:
The Department of Engineering Science at University West in Trollhättan was in need of a new system for scheduling personnel, as the existing system is based upon an Excel-file and is hard to work with and does not provide an easy way for the users to collaborate.The purpose of this study was to examine how existing principles and guidelines regarding interface design can be used to create a new web based system with a high usability. The purpose is also to examine how participatory design affects the design process and outcome.To create a system with a high grade of usability, a number of existing rules and guidelines regarding usability and a number of subjects regarding interaction design, were used by the development team as tools.Even though the study showed that usability guidelines can be a valuable tool and provide a good foundation it is important to emphasize the use of other techniques. For example the use of participatory design, which in the study was found to be of great value to the development team.
Institutionen för ingenjörsvetenskap vid Högskolan Väst i Trollhättan var i behov av ett nytt tjänsteplaneringssystem då det nuvarande system som är Excel-baserat är svårt att arbeta med och ej erbjuder något effektivt sätt för användarna att samarbeta.Syftet med studien var att studera hur de principer och riktlinjer som finns gällande interaktionsdesign kan användas för att skapa ett nytt webbaserat system. Syftet var också att undersöka hur deltagande design påverkar design processen och dess resultat.För att skapa ett system med en hög grad användarbarhet har ett antal regler och riktlinjer som berör användarbarhet och ett antal begrepp inom interaktionsdesign använts av utvecklingslaget som verktyg.Även om studien visar att användning av användarbarhetsriktlinjer kan vara ett värdefullt verktyg och erbjuda en god grund är det viktigt att använda fler tekniker. Till exempel användandet av deltagande design, som i studien har funnits vara av stort värde för utvecklingslaget.
APA, Harvard, Vancouver, ISO, and other styles
31

Appelstål, Michael, Jonatan Michalak, and Melker Österberg. "Easy to Use Graphical User Interface for Robot Programming." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-357345.

Full text
Abstract:
The field of robotics is growing rapidly due to the demand of robotic labor, but it is still relatively complicated for someone unexperienced to program a robot. In this project we have developed a web-based graphical user interface and scripting language for programming robot arms. The goal was to make the user interface so easy to use that people with no previous experience can use it to program the robots. The finished product is a web-based drag and drop application which generates robot control code in FeatherScript, a scripting language built by us for this project. The graphical user interface satisfies all technical requirements and from a survey on user experience we can conclude that the GUI is easy to use.
Robotindustrin växer fort tillsammans med efterfrågan på robotar, men de är idag fortfarande relativt komplicerade att programmera för någon utan tidigare erfarenhet av robotar och/eller programmering. Vi har utvecklat ett webbaserat grafiskt användargränssnitt och skriptspråk för programmering av robotarmar. Målet var att göra användargränssnittet så pass lättanvänt att personer utan tidigare erfarenhet kan använda det för att programmera robotar. Vår slutprodukt är en webbaserad drag-and-drop-applikation som generar robotkod i FeatherScript, ett skriptspråk byggt av oss under detta projekt. Det grafiska användargränssnittet uppfyller alla tekniska krav och genom att utföra en enkät om användarbarhet så kan vi även konstatera att gränssnittet är enkelt att använda.
APA, Harvard, Vancouver, ISO, and other styles
32

Johansson, Ida, and Stina Johansson. "Users from a role perspective : A model to provide a user-centered system development process." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8925.

Full text
Abstract:

Today there exist several systems that lack usability. The reasons are, among others, the pressure to add more features in the system, but also that focus has been earlier on technology and functionality. It becomes more important to think of the user, so that systems can be more usable. By focusing on the user, the user experience can enhance, which results in more satisfied users.

User involvement in the system development process is one way to learn and receive information about the user. There are several ways of doing that. One way is to create user portraits from existing user models. We have studied different user models and lack a model that includes both tasks and goals; for example one of the existing models focus on user goals and another on relations with the system.

The purpose with this final thesis is to create a model to describe users as roles providing a more effective and generalized user-centered system development process.

To create this model, the role profile model, we studied existing theories. By them we were influenced both by good and less good things. The theoretical study resulted in a tentative model that we tested by interview and observe six buyers within the manufacturing industry. This resulted in two role profiles; the strategic buyer and purchase planner. From the result of the interviews and observations, we improved the tentative role profile model to our final model. There were some factors that did not fit in the tentative model and some that we added.

The role profile model contains three elements; objectives, requirements and context. These elements consist of a number of attributes that are important when surveying a role profile. The uniqueness with the role profile model is the fact that it includes both role specific attributes and attributes that puts the role profile into a context. The model contains for example work process, system requirements, responsibility and authority.

The role profile is at part of a greater context. There are design philosophies that concern the whole system development process; from survey the user to design and test. Our role profile model only handles the first parts, the user and tasks, due to the time limitations.

We have created a practical procedure that we recommend to facilitate the usage of the role profile model. The practical procedure is based on our choices of method when testing the tentative role profile model. The central in our practical procedure are interviews and observations. It is important to plan the company visits so that all necessary information is received.

The usage of the role profile can for example contribute with: knowledge and understanding of the users, structured work procedure, a generally accepted terminology and a user-centered design process.

This final thesis has been performed on commission of Lawson Software. We had continuously discussions with them about usability and the role profile model. We have studied fields of applications for the role profile model at Lawson. We think they can use the model in the product requirement process, design and evaluation, work with composite applications, user understanding and user priority and introduction of new employees.


Idag finns det ett flertal system som har bristande användar¬vänlighet. Detta beror bland annat på påtryckningar att lägga till fler funktioner i systemen, men också på att det bakåt i tiden har fokuserats på att utveckla system utifrån teknologi och funktionalitet. Det blir allt viktigare att tänka på användaren så att systemen blir mer användarvänliga. Genom att fokusera på användaren kan man öka användarupplevelsen i systemet och det medför att användarna blir nöjdare.

Att involvera användaren i utvecklingsprocessen är ett sätt att lära känna och få information om användaren. Det finns många sätt att göra det på. Ett sätt är att skapa användarporträtt med hjälp av olika befintliga användarmodeller. Vi har studerat olika användarmodeller och sett att det saknas en användarmodell som inkluderar både fokus på användarens arbetsprocess och dess mål; till exempel en av de existerande modellerna fokuserar på användarens mål och en annan på relationer med system.

Syftet med detta examensarbete är därför att skapa en modell som beskriver användare som roller, som bidrar till en effektivare och bredare användar¬centrerad systemutvecklingsprocess.

För att ta fram denna modell, rollprofilsmodellen, studerade vi som sagt existerande teorier. Från dem påverkades vi både av delar som vi tyckte var bra och mindre bra. Vi kom fram till en hypotesmodell som vi testade genom att intervjua och observera sex inköpare på tillverkande företag. Detta resulterade i två rollprofiler; den strategiska inköparen och inköpsplaneraren. Utifrån resultaten av intervjuerna och observationerna förbättrade vi hypotesen till vår slutliga modell. Det fanns vissa faktorer som vi inte tyckte passade in, men även attribut som borde läggas till.

Rollprofilsmodellen innehåller tre delar; mål, krav och kontext. Dessa delar består av ett antal attribut som är viktiga att undersöka hos den rollprofil som ska skapas. Det som utmärker rollprofilsmodellen är att den inkluderar både roll¬speci¬fika mål och attribut som sätter rollprofilen i en kontext. Modellen innehåller till exempel relationer, krav, ansvar och befogenheter.

Rollprofilen är en del av en större kontext. Det finns designfilosofier som berör hela systemutvecklingsprocessen; från att kartlägga användaren till att designa och testa. På grund av tidsbegränsningar har vi enbart berört de första av dessa delar; användaren och arbetsuppgifter.

För att underlätta användandet av rollprofilen har vi skapat ett rekommenderat praktiskt tillvägagångssätt. Detta är baserat på våra egna metodval när vi testade vår hypotesmodell. Det centrala i det praktiska tillvägagångssättet är intervjuer och observa¬tioner. Det är viktigt att planera noggrant så att all nödvändig informa¬tion erhålls.

Användandet av rollprofilen kan till exempel bidra till: kunskap och förståelse av användaren, ett strukturerat arbetssätt, en allmänt accepterad terminologi samt en användar¬centrerad utvecklingsprocess.

Detta examensarbete har utförts på uppdrag av Lawson Software, med vilka vi kontinuer¬ligt har fört diskussioner om användbarhet och rollprofilsmodellen med mera. Vi har även utforskat vilka potentiella användningsområden som rollprofilen har på Lawson. Lawson skulle kunna använda modellen i kravhanteringsprocessen, design och utvärdering, arbete med komposita applikationer, användarförståelse och priori¬teringar samt intro¬ducerande av nyanställda.

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

Möller, W., and M. Posselt. "TRIDYN_FZR User Manual." Forschungszentrum Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:d120-qucosa-29742.

Full text
Abstract:
The present report contains the User Manual of the FZR version of the dynamic binary-collision computer simulation code TRIDYN. The present version of the code is based on TRIDYN Vs. 4.0 by W.Möller and W.Eckstein, Department of Surface Physics, Max-Planck Institute of Plasma Physics, Boltzmannstraße 2, 85748 Garching, Germany (1989). Modifications, in particular for PC implementation, quasi-dynamic display and the input dialog have been performed at the Institute of Ion Beam Physics and Materials Research by V.Kharlamov, T.Schwieger, M.Posselt, and W.Möller (1995-2001).
APA, Harvard, Vancouver, ISO, and other styles
34

Estgren, Martin. "Lightweight User Agents." Thesis, Linköpings universitet, Artificiell intelligens och integrerad datorsystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129909.

Full text
Abstract:
The unit for information security and IT architecture at The Swedish Defence Research Agency (FOI) conducts work with a cyber range called CRATE (Cyber Range and Training Environment). Currently, simulation of user activity involves scripts inside the simulated network. This solution is not ideal because of the traces it leaves in the system and the general lack of standardised GUI API between different operating systems. FOI are interested in testing the use of artificial user agent located outside the virtual environment using computer vision and the virtualisation API to execute actions and extract information from the system. This paper focuses on analysing the reliability of template matching, a computer vision algorithm used to localise objects in images using already identified images of said object as templates. The analysis will evaluate both the reliability of localising objects and the algorithms ability to correctly identify if an object is present in the virtual environment. Analysis of template matching is performed by first creating a prototype of the agent's sensory system and then simulate scenarios which the agent might encounter. By simulating the environment, testing parameters can be manipulated and monitored in a reliable way. The parameters manipulated involves both the amount and type of image noise in the template and screenshot, the agent’s discrimination threshold for what constitutes a positive match, and information about the template such as template generality. This paper presents the performance and reliability of the agent in regards to what type of image noise affects the result, the amount of correctly identified objects given different discrimination thresholds, and computational time of template matching when different image filters are applied. Furthermore the best cases for each study are presented as comparison for the other results. In the end of the thesis we present how for screenshots with objects very similar to the templates used by the agent, template matching can result in a high degree of accuracy in both object localization and object identification and that a small reduction of similarity between template and screenshot to reduce the agent's ability to reliably identifying specific objects in the environment.
APA, Harvard, Vancouver, ISO, and other styles
35

Schneider, Kevin A. "Abstract user interfaces." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ56099.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
36

Lee, Vivian Tin-Wai. "User directed prefetching." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ57760.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
37

Heckmann, Dominikus. "Ubiquitous user modeling." Berlin Aka, 2005. http://deposit.d-nb.de/cgi-bin/dokserv?id=2860787&prov=M&dok_var=1&dok_ext=htm.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

Heckmann, Dominikus. "Ubiquitous user modeling /." Berlin : Akad. Verl.-Ges. Aka, 2006. http://deposit.d-nb.de/cgi-bin/dokserv?id=2860787&prov=M&dok_var=1&dok_ext=htm.

Full text
APA, Harvard, Vancouver, ISO, and other styles
39

Moore, Melody M. "User interface reengineering." Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/12899.

Full text
APA, Harvard, Vancouver, ISO, and other styles
40

Biswas, P. "Inclusive user modelling." Thesis, University of Cambridge, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.596672.

Full text
Abstract:
I have investigated how physical capabilities of users with a wide range of abilities are reflected in their interactions with digital devices. I have formulated a simulator that embodies both the internal state of a computer application and also the perceptual, cognitive and motor processes of its user. The simulator can predict the likely interaction patterns when undertaking a task using a variety of input devices, and estimate the time to complete the task in the presence of different disabilities and for different levels of skill. The simulator consists of a perception model, a cognitive model and a motor behaviour model. The preparation model simulates the phenomena of visual perception (like focussing and shifting attention) and can also simulate the effects of different visual impairments on interaction. It has predicted the visual search time and eye gaze pattern of able-bodied people and a few types of visually impaired users with statistically significant accuracy. The cognitive model simulates expert performance by using CPM-GOMS model. It can also simulate performance of novices by using a dual-space model. The motor-behaviour model is based on statistical analysis of cursor traces from motor-impaired users. As part of the model, I have also developed a new scale of characterizing the extent of disability of users by measuring their grip strength. I have evaluated the simulator through an icon searching task undertaken by visually and motor impaired people and also used the simulator to develop a new assistive interaction technique. My studies have already been used to design an accessible game and the University has been awarded EU funding for a project that will build on results from my PhD research.
APA, Harvard, Vancouver, ISO, and other styles
41

Wilkinson, Paul Johnston. "End-user documentation." Thesis, Durham University, 2003. http://etheses.dur.ac.uk/3134/.

Full text
Abstract:
The first and most basic problem with documentation is that the consumer of software applications does not want to use the documentation included with a software product for one or more reasons. Studies, and papers, have been done on the effect that documentation has on a user's satisfaction with a software application; its ease of use, how quickly a user can learn to use the application, and on how documentation should be standardized. The premise of this thesis is that an improvement to the software maintenance processes can be achieved by limiting maintenance requests to "actual” problems with software, versus "perceived" problems caused by inadequate end-user documentation. After analyzing the literature within the computer science communities on the software maintenance process, and the literature within the educational and psychological communities on learning, retention, and the effect of software documentation on the end-user, a modification to the Foster Model was conceived. This model incorporates the concept of an Interactive Documentation Program (IDP), which allows for the end-user to utilize end-user directed and task-based documentation to improve their skills with the operation of commercially available off-the-shelf "office application" software as well as in-house developed software of a similar nature. To ascertain the viability of this concept, a world-wide survey of end-users is concerning their needs, desires, expectations, and complaints concerning end-user documentation was conducted. Combining the statistical results of the analysis of this survey with the concept of the IDP resulted in a new visuaUy-based and task oriented documentation paradigm called hypervideo.
APA, Harvard, Vancouver, ISO, and other styles
42

Pinninti, Ashish. "User controlled environment." Kansas State University, 2014. http://hdl.handle.net/2097/18796.

Full text
Abstract:
Master of Science
Department of Computing and Information Sciences
Mitchell L. Neilsen
The mobile world is rapidly changing: Smartphones have gone from portable messaging and email devices to streaming-video machines that surf the Web at blazing speed. Now-a-days a smartphone can provide computing capabilities, wireless communication capabilities, run software and perform other tasks just like any traditional computer. These amazing features of a smartphone and Open Source Android market helped in the development of this project. The purpose of this project is to develop an Android application for controlling various elements of user environment. User Controlled Environment is an Android application for home. The environment consists of smart lights, an Android mobile devices for playing music and a display. The application sends the user’s preferred settings to the environment and the respective settings are applied. The preferences are displayed on the screen. The user will be able to view and adjust a variety of environmental preferences. The preferences include the light’s color, light intensity, and the music. When the user exits the application the environment goes to a default state. The users can set preferences which include moods, seven colors of light, three levels of light intensity and songs that the users can select.
APA, Harvard, Vancouver, ISO, and other styles
43

Möller, W., and M. Posselt. "TRIDYN_FZR User Manual." Forschungszentrum Rossendorf, 2001. https://hzdr.qucosa.de/id/qucosa%3A21801.

Full text
Abstract:
The present report contains the User Manual of the FZR version of the dynamic binary-collision computer simulation code TRIDYN. The present version of the code is based on TRIDYN Vs. 4.0 by W.Möller and W.Eckstein, Department of Surface Physics, Max-Planck Institute of Plasma Physics, Boltzmannstraße 2, 85748 Garching, Germany (1989). Modifications, in particular for PC implementation, quasi-dynamic display and the input dialog have been performed at the Institute of Ion Beam Physics and Materials Research by V.Kharlamov, T.Schwieger, M.Posselt, and W.Möller (1995-2001).
APA, Harvard, Vancouver, ISO, and other styles
44

Nero, Rob. "Stacked User Inputs." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23183.

Full text
Abstract:
Multi-touch tables, iPhones, and iPads are just a few of the many devices to have embraced the mystical power of touch sensitivity. Somehow, without any physical push of a button, these devices can magically “feel” when my finger is touching them! Touch-sensitive technology is perceived to be such a recent addition in devices, that it still holds people in amazement and makes them believe they are living in a science-fiction fantasy. Is this the future for all devices though? The iPhone has proven to be such a success that it seems as though all mobile phone manufacturers are abandoning physical buttons in favor of touch-sensitive panels. This thesis aims to point out that the physicality of interfaces should not be abandoned, but combined with touch-sensitivity. The haptic feedback that I receive while pushing the keys down on my keyboard is an advantage that is quickly lost with the touch-sensitive screen of an iPhone. However, the touch-sensitive screen of an iPhone offers the ability of using natural gestures to provide input to the device, which a physical keyboard is unable to do at all. I propose that a physical interface can be combined with a touch-sensitive interface to create “Stacked User Inputs” that would combine the advantages of both interfaces, into one seamless interaction.
APA, Harvard, Vancouver, ISO, and other styles
45

Lee, Vivian Tin-Wai 1972 Carleton University Dissertation Computer Science. "User directed prefetching." Ottawa.:, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
46

Dillon, Andrew. "User interface design." London: Macmillan, 2003. http://hdl.handle.net/10150/105299.

Full text
Abstract:
This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (2003) User Interface Design. MacMillan Encyclopedia of Cognitive Science, Vol. 4, London:MacMillan, 453-458. Article definition: This article covers the basic issues that the field of cognitive science raises in the design and testing of new digital technologies for human use. Contents list: Introduction, Cognitive Science and design, The Basics of Human-Computer Interaction, Cognitive Design Guidelines: from psychophysics to semiotics, Beyond guidelines Cognitive theories and models in HCI, Developing user-centered design methods, Summary, Bibliography, Glossary
APA, Harvard, Vancouver, ISO, and other styles
47

Salman, Abdulsalam Abiodun. "Issues and challenges in the provision and utilisation of public library services in Nigeria." Thesis, University of Zululand, 2017. http://hdl.handle.net/10530/1528.

Full text
Abstract:
A dissertation submitted to the Faculty of Arts in fulfilment of the requirements for the Degree of Doctor of Philosophy( Library and Information Studies) in the Department of Information Studies at the University Of Zululand, 2017.
This study set out to investigate the provision and use of public library services in Nigeria with a view to determining the satisfaction level of users with the services offered. Additionally the study wanted to develop a framework that will address the issues and challenges identified when providing public library services to the Nigerian population. Providing access to information through an institution such as a public library presupposes a well-governed and efficiently managed system. Lacking these, service delivery might be compromised, resulting in a population dissatisfied with the services delivered. The study is centred on the IFLA Public Library Service Guidelines, with the use of theoretical models such as the Traditional Public Administration Model (TPAM) and the New Public Management (NPM). An interpretivist approach to research was adopted involving mainly qualitative methods. A quantitative paradigm was also used as a supplementary method. The case study design methodology was used by conducting in-depth interviews with three permanent secretaries, six public library directors, and six heads of rural community libraries, cutting across the six geo-political zones in Nigeria. An informal interview was held with the children using the public library services in order to gauge their opinion about the services provided in the children’s section of the library. A questionnaire was administered to public library users in order to understand their responses on awareness, accessibility, use and satisfaction with the services provided by public libraries. Observation was used for validation of the responses from the interviews and questionnaire. In all, fifteen interviews were conducted with the administrators/managers of public libraries in Nigeria. The reason for using multiple instruments (interview, observation and questionnaire) was for triangulation of the responses in order to identify areas of divergence and convergence during data analysis. The interview responses were thematically analysed using content analysis, while the data collected through a survey questionnaire were analysed using the statistical packages for social sciences (SPSS) in order to arrive at summary and descriptive statistics. A test-retest reliability method using two methods was imperative; (1) expert opinion where a content validity index (CVI) was computed, and (2) Cronbach’s Alpha, that became more useful where continuous and non-dichotomous data were included in the analysis. It was therefore concluded that the instrument was internally consistent and reliable. Ethical considerations were also taken into account with informed consent forms, approval seeking, permission as well as confidentiality. vi The findings of this study showed that variables such as: relevant academic qualifications, years of experience, and designation of the administrators of public libraries affected the service delivery. The study also revealed that the pattern of administration of public libraries in Nigeria still conforms to the Traditional Public Administration Model (TPAM), which was criticised for its top-down and inefficient administrative approach. Very little community participation in the administration of the public libraries was identified, and it was established that there is still a huge dependency on the parent bodies for decision-making and funding. Additionally the study also found the following challenges as impediments to the expected service delivery: inadequate funding; insufficient staff; irregular electricity supply; outdated library materials; lack of functional library resources and facilities; and inappropriate public library legislation. Digital resources were found to be lacking in most of the libraries, and the physical infrastructure was found lacking, especially in the rural areas. Awareness of the services provided by the public libraries was found to be low, and it is mainly traditional services that are currently offered. This situation subsequently resulted in a low level of satisfaction with the use of the services. The study recommended that laws specific to public libraries should be promulgated in order to regulate the governance and administration of this public unit; more relevant and adequate services should be provided; alternative forms of funding should be explored in order to alleviate the dependence on governmental budgets; and training and retraining of public library staff should be actively explored with special emphasis on attaining IT skills.
APA, Harvard, Vancouver, ISO, and other styles
48

Miao, Mei. "Blindenspezifische Methoden für das User-Centred Design multimodaler Anwendungen." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-155392.

Full text
Abstract:
Multimodale Anwendungen bieten den blinden Benutzern neue Möglichkeiten und Chancen, die durch Verlust des Sehsinnes entstandenen Defizite über andere Sinneskanäle auszugleichen. Die benutzerorientierte Gestaltung ist der sicherste Weg, um interaktive Systeme gebrauchstauglich zu gestalten. Dabei sind die Benutzer hauptsächlich an zwei Aktivitäten beteiligt. Dies sind die Nutzungsanforderungsanalyse und die Evaluation. Hinsichtlich dieser zwei Aktivitäten wurden in der vorliegenden Arbeit Usability-Methoden untersucht bzw. neu entwickelt, um die nutzerzentrierte Gestaltung multimodaler Anwendungen für blinde Benutzer zu unterstützen. Bezogen auf die Aktivität Nutzungsanforderungsanalyse wurde ein Verfahren entwickelt, welches speziell die Besonderheiten blinder Benutzer und multimodaler Anwendungen bei der Nutzungsanforderungsanalyse berücksichtigt. Zusätzlich wurden zwei Schritte des Verfahrens, die Erstellung mentaler Modelle und die Modalitätsauswahl, die speziell auf den Kontext multimodaler Anwendungen für blinde Benutzer ausgerichtet sind, weiter vertiefend untersucht. Für den Schritt Erstellung mentaler Modelle wurden zwei Erstellungsmethoden, Teaching-Back und Retrospective Think-Aloud, mit blinden Benutzern untersucht. Dabei sind sowohl die Gestaltung vom Teaching-Back als auch der Vergleich beider Methoden von Interesse. Für den Schritt Modalitätsauswahl stand die Analyse des multimodalen Nutzerverhaltens blinder Benutzer im Mittelpunkt. Vier Eingabemodalitäten, Sprache, Touchscreen-Gesten, Touchscreen-Tastatur und Touchscreen-Braille bzw. deren Kombinationen wurden unter Einfluss von acht Aufgabentypen bei der Bedienung einer mobilen multimodalen Navigationsanwendung untersucht. In Hinblick auf die Usability-Evaluationsmethoden wurde zuerst das Augenmerk auf die Auswertung und die Erhebung mentaler Karten von blinden Benutzern gerichtet, da sie eine wichtige Rolle bei der Entwicklung von Navigationssystemen spielen. Zwei Auswertungsmethoden für mentale Karten hinsichtlich des Überblicks- und Routenwissens wurden entwickelt. Beide Methoden ermöglichen es, die mentalen Karten anhand speziell entwickelter Bewertungskriterien, wie Anzahl der Elemente und Eigenschaften der Straßen, quantitativ zu bewerten. Bezüglich der Erhebung mentaler Karten wurden zwei Erhebungsmethoden – Rekonstruktion mit Magnetstreifen und verbale Beschreibung – mit blinden Probanden hinsichtlich unterschiedlicher Aspekten untersucht. In zwei weiteren Untersuchungen wurden taktiles Paper-Prototyping und computerbasiertes Prototyping für die frühen Entwicklungsphasen bzw. Labor- und synchroner Remote-Test für die späteren Entwicklungsphasen mit blinden Benutzern verglichen. Dabei wurden die Effektivität der Evaluation, die Erkenntnisse und Erfahrungen der Probanden sowie des Testleiters als Vergleichskriterien in beiden Untersuchungen eingesetzt.
APA, Harvard, Vancouver, ISO, and other styles
49

Bylund, Markus. "Personal service environments : Openness and user control in user-service interaction." Licentiate thesis, Uppsala universitet, Avdelningen för datalogi, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-86015.

Full text
Abstract:
This thesis describes my work with making the whole experience of using electronic services more pleasant and practical. More and more people use electronic services in their daily life — be it services for communicating with colleagues or family members, web-based bookstores, or network-based games for entertainment. However, electronic services in general are more difficult to use than they would have to be. They are limited in how and when users can access them. Services do not collaborate despite obvious advantages to their users, and they put the integrity and privacy of their users at risk. In this thesis, I argue that there are structural reasons for these problems rather than problems with content or the technology per se. The focus when designing electronic services tends to be on the service providers or on the artifacts that are used for accessing the services. I present an approach that focus on the user instead, which is based on the concept of personal service environments. These provide a mobile locale for storing and running electronic services of individual users. This gives the user increased control over which services to use, from where they can be accessed, and what personal information that services gather. The concept allows, and encourages, service collaboration, but not without letting the user maintain the control over the process. Finally, personal service environments allow continuous usage of services while switching between interaction devices and moving between places. The sView system, which is also described, implements personal service environments and serves as an example of how the concept can be realized. The system consists of two parts. The first part is a specification of how both services for sView and infrastructure for handling services should be developed. The second part is a reference implementation of the specification, which includes sample services that adds to and demonstrates the functionality of sView.
APA, Harvard, Vancouver, ISO, and other styles
50

Nell, Michael Paul. "Lead user screening and testing of lead user generated product concepts." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/15122.

Full text
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