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Статті в журналах з теми "Interactive prototype design"
Miller, Dwight P., and Andrew C. Stone. "Proto Tymer: Human Performance Instrumentation for HyperCard® Prototyping." Proceedings of the Human Factors Society Annual Meeting 33, no. 5 (October 1989): 249–53. http://dx.doi.org/10.1177/154193128903300503.
Повний текст джерелаWang, Weizhen, Yukari Nagai, Yuan Fang, and Masami Maekawa. "Interactive technology embedded in fashion emotional design." International Journal of Clothing Science and Technology 30, no. 3 (June 4, 2018): 302–19. http://dx.doi.org/10.1108/ijcst-09-2017-0152.
Повний текст джерелаWang, Weizhen, Jiawei Zou, and Yuan Fang. "Design and Evaluation of a Somatosensory Hat: An Emotional Semantic Perspective." AATCC Journal of Research 8, no. 1_suppl (September 2021): 20–29. http://dx.doi.org/10.14504/ajr.8.s1.3.
Повний текст джерелаMewada, Hiren K. "Interactive Head Control of Embroidery Machine using Embedded Web Server." International Journal of Online Engineering (iJOE) 13, no. 04 (April 28, 2017): 83. http://dx.doi.org/10.3991/ijoe.v13i04.6848.
Повний текст джерелаKoster, Christopher R., and John H. Wilkinson. "Interactive System Design with End Users Using a PC Based Design Tool." Proceedings of the Human Factors Society Annual Meeting 32, no. 5 (October 1988): 357–61. http://dx.doi.org/10.1177/154193128803200527.
Повний текст джерелаYu, Zhangyong, Keiichi Nakamoto, and Yoshimi Takeuchi. "Development of an Interactive Assistance System for Machine Tool Structure Design Considering of Sliding Joint Damping." International Journal of Automation Technology 5, no. 5 (September 5, 2011): 722–28. http://dx.doi.org/10.20965/ijat.2011.p0722.
Повний текст джерелаVerlinden, Jouke, and Imre Horváth. "Analyzing opportunities for using interactive augmented prototyping in design practice." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 289–303. http://dx.doi.org/10.1017/s0890060409000250.
Повний текст джерелаZuhana Saidin, Aeni, Nassiriah Shaari, and Asmidah Alwi. "PToolkit Prototype: Mixed Fidelity for Design Idea Transformation." International Journal of Engineering & Technology 7, no. 3.20 (September 1, 2018): 71. http://dx.doi.org/10.14419/ijet.v7i3.20.18734.
Повний текст джерелаRoosan, Don, Yan Li, Anandi Law, Huy Truong, Mazharul Karim, Jay Chok, and Moom Roosan. "Improving Medication Information Presentation Through Interactive Visualization in Mobile Apps: Human Factors Design." JMIR mHealth and uHealth 7, no. 11 (November 25, 2019): e15940. http://dx.doi.org/10.2196/15940.
Повний текст джерелаSaha, S., L. L. Minku, X. Yao, B. Sendhoff, and S. Menzel. "Exploiting 3D Variational Autoencoders for Interactive Vehicle Design." Proceedings of the Design Society 2 (May 2022): 1747–56. http://dx.doi.org/10.1017/pds.2022.177.
Повний текст джерелаДисертації з теми "Interactive prototype design"
Kobets-Singkh, Olena. "Two mountain huts : architecture of interactive environments through the development of the prototype." Virtual Press, 2008. http://liblink.bsu.edu/uhtbin/catkey/1390312.
Повний текст джерелаDepartment of Architecture
Melander, Emma. "Applied VMS to handle mathematical misconception in algebra : Metacognition through interactive visualisation prototype." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132316.
Повний текст джерелаSvensk undervisning är i behov att förändras för att vända den negativa trenden i PISA och TIMSS. Samtidigt är digitala artefakter alltmer närvarande i klassrummet och kommersiella applikationer alltmer tillgängliga. Det är svårt att avgöra vilka tekniska verktyg som ger faktiska resultat och det är ännu inte klarlagt vilken roll tekniken bör spela i en klassrumssituation. I detta arbete undersöks hur visualiseringar och teknik kan användas för att främja djupare förståelse inom algebra genom att adressera missuppfattningar som ofta förekommer hos elever. Observation och intervjuer genomfördes med elever på två skolor, en i Norrköping och en i Östersund. Teori om algebraiska missuppfattningar har studerats och sammanställts i två kategorier. Dessutom har tre prototyper utvecklats tillsammans med, och utvärderats av, en fokusgrupp. Arbetet har resulterat i förslag på vad tekniska och interaktiva aktiviteter skulle kunna innebära i algebraisk matematikundervisning. Det visar att mer forskning behövs för att avgöra hur teknik på bästa sätt kan implementeras och utnyttjas effektivt inom undervisning. Arbetet visar också att sådan forskning och utveckling behöver genomföras med en användarcentrerad ansats med delaktighet från berörda målgrupper.
Major, William M. "Design and implementation of a prototype PC based graphical and interactive MILSATCOM requirements database system." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1993. http://handle.dtic.mil/100.2/ADA272960.
Повний текст джерелаThesis advisor(s): Kamel, Magdi N. ; Dolk, Daniel R. "June 1993." Includes bibliographical references. Also available online.
Chau, Katie. "Architecture + hypermedia, a didactic approach to exploring architecture as both content and method in a hypermedia environment; prototype project, an interactive multimedia CD-ROM on exploring sacred Tibetan architecture." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape2/PQDD_0021/MQ54234.pdf.
Повний текст джерелаAxelsson, Alfred. "Designing for usability of 3D configuration in E-commerce : Interactive design of 3D in web applications." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139152.
Повний текст джерелаAnjum, Ali. "Virtual size measurement for garments and fashion industry : Selection of right size at the online fashion buyers." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3836.
Повний текст джерелаInternet is one of the major achievements of 21 century by human kind. Retailers have moved their business towards a global market through internet. Human computer interaction is getting enhanced in different contexts. Consumers can now access the global markets online for the sake of shopping. Fashion industry is getting tremendous popularity in an online environment. Fashion is transformed into digital fashion where people from all over the world have easy access to the world of fashion and can interact and get hands on every piece of art. They can simply buy any fashion product anywhere in the world. The most important part in this domain is the interaction of the consumer with the media for the sake of spending money for goods having a fashion designer at the back end. So here the interaction needs to be precise and specific, especially when it comes to the sizing phase of the activity called shopping garments online. This paper investigates the current sizing trends offered by online fashion retailers and proposes the preferred state interface in order to discover the facts that enables consumers to finalize perfect size for them. The focus is on female users. The results will lead to understanding of the cause of confusion that consumer faces in selecting right size while shopping garments online.
Danielsson, Pehr-Henric. "Iterera, iterera, iterera : En studie om hur en upprepande designprocess kan förbättra användbarheten i Provbankens interaktiva distansprov." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-508.
Повний текст джерелаProvbanken är en del i ett nationellt provsystem som är tänkt att vara ett bedömningskomplement till existerande prov i gymnasieutbildningen. Växjö universitet har varit delaktig i utvecklingen av prov för de yrkesinriktade ämnena sedan 1997. Eftersom innehållet i dessa numera webbanpassade prov är det väsentliga, måste utformningen av provet göras lättförståelig. Användbarheten måste m a o vara självklar och inte ställa till problem för användaren. Som en av utvecklarna av dessa interaktiva prov, ville jag finna ett sätt att minimera problemen och öka användbarheten. I de bakgrundsstudier som gjordes, fann jag att en iterativ designprocess föreslogs vara den bästa metoden för att åstadkomma mitt mål. Med hjälp av användartest kopplade till teoretiska referensramar, utvärderades ett av proven som skapats vid Växjö universitet. Eftersom ett omvårdnadsprov valdes, blev målgruppen sex omvårdnadselever. Tre av dem deltog i det första användartestet. Datainsamlingen utfördes med hjälp av en kvalitativ metod, där både observationer och intervjuer användes som empiriska insamlingstekniker. I analysen som följdes upptäcktes sex höga eller medelhöga problem, varav tre av de mest akuta valdes att förändras. Dessa problem utvärderades och implementerades med hjälp av teoretiska riktlinjer i en prototyp som användartestades med de tre kvarvarande omvårdnadseleverna. I den analys som gjordes kunde de jämförda resultaten peka på en förbättring av användbarheten i det specifika prov som undersökts. Det kunde dock även konstateras att ett flertal problem återstod för att helt uppnå målet med en minimering av problem.
Denna uppsats visar på betydelsen av att göra iterativa designprocesser i interaktiva system för att öka dess användbarhet. Studien pekar tydligt på vikten av att göra användartest samt hur teori kan vara ett komplement till utformning av interaktiva gränssnitt.
Provbanken is part of a national examination system, which is meant to be a mark-setting complement to existing tests in the upper secondary school. Växjö University has been part of the development of tests regarding the vocational subjects since 1997. Because the content of these web-adapted tests is essential, the design of the tests must be made easy to understand. In other words, the usability has to be obvious and must not create trouble for the user. As one of the developers of these interactive tests, I wanted to find a way to minimize the problems and increase the usability. In the conducted background studies, I found that the iterative design process was suggested as the best method to achieve my goal. With the help of usability tests applied to theoretical frame of reference, one of the tests created at Växjö University was evaluated. Since a test regarding homecare was chosen, the target group became six homecare students. Three of them took part in the first usability test. The gathering of data was conducted with the help of a qualitative method, where observations and interviews were used as empirical techniques. In the following analysis six high or medium high problems were discovered, out of which three of the most urgent problems were solved. These problems were evaluated and implemented with help of theoretical guidelines into a prototype, which later became usability tested with the three remaining homecare students. In the analysis made, the compared results showed an improvement of the usability in the specific, investigated test. However, it could clearly be stated that several issues persisted until the goal of minimizing the problems could be achieved.
This thesis shows the importance of performing iterative design processes in interactive systems in order to increase the usability. The study clearly points out the importance of usability tests and how theory can be a complement in the design of interactive interfaces.
Jacobsson, Mattias. "Tinkering with Interactive Materials : Studies, Concepts and Prototypes." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-134939.
Повний текст джерелаQC 20131203
Leiva, Germán. "Interactive Prototyping of Interactions : from Throwaway Prototypes to Takeaway Prototyping." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS551/document.
Повний текст джерелаPrototyping is essential in any design process. During the early stages, designers rely on rapid prototyping to explore ideas. Current rapid prototyping tools and techniques focus on paper representations and their disposability. However, while these throwaway prototypes are quick to create they are difficult to iterate over. I argue that rapid prototyping tools can effectively support reusable as well as throwaway artifacts for sketching interaction in early-stage design. First, I investigate tools in the context of video prototyping. Designers experience two main barriers to use video in interaction design: the time to capture and edit the video artifacts. To aid during the capturing-phase of video prototyping I created VideoClipper. This tool embodies an integrated iterative design method that rewards discipline but permits flexibility for video prototyping. The tool provides a storyboard-style overview to organize multiple videos in story Lines. VideoClipper offers editable and reusable TitleCards, video capture for steady-state and rough stop-motion filming and the ability to recombine videos in new ways for redesign. I present informal user studies with interaction design students using VideoClipper in three design courses. Results suggest that participants spend less time capturing and editing in VideoClipper than with other video tools. However, many designers find tedious to create stop-motion videos for continuous interactions and to re-shoot clips as the design evolves. Participants continuously try to reduce re-shooting by reusing backgrounds or mixing different levels of fidelity. Inspired by this behavior, I created Montage, a prototyping tool for video prototyping that lets designers progressively augment paper prototypes with digital sketches, facilitating the creation, reuse and exploration of dynamic interactions. Montage uses chroma keying to decouple the prototyped interface from its context of use, letting designers reuse or change them independently. I describe how Montage enhances video prototyping by combining video with digital animated sketches, encourages the exploration of different contexts of use, and supports prototyping of different interaction styles. Second, I investigate how early designs start being implemented into interactive prototypes. Professional designers and developers often struggle when transitioning from the illustration of the design to the actual implementation of the system. In collaboration with Nolwenn Maudet, I conducted three studies that focused on the design and implementation of custom interactions to understand the mismatches between designers' and developers' processes, tools and representations. We find that current practices induce unnecessary rework and cause discrepancies between design and implementation and we identify three recurring types of breakdowns: omitting critical details, ignoring edge cases, and disregarding technical limitations. I propose four design principles to create tools that mitigate these problems: Provide multiple viewpoints, maintain a single source of truth, reveal the invisible and support design by enaction. We apply these principles to create Enact, an interactive live environment for prototyping touch-based interactions. We introduce two studies to assess Enact and to compare designer-developer collaboration with Enact versus current tools. Results suggest that Enact helps participants detect more edge cases, increases designers' participation and provides new opportunities for co-creation. These three prototyping tools rely on the same underlying theoretical principles: reification, polymorphism, reuse, and information substrates. Also, the presented tools outline a new prototyping approach that I call "Takeaway Prototyping". In contrast to throwaway prototypes, instead of emphasizing disposability, tools for "Takeaway Prototyping" support design by enaction and reify design artifacts to materialize the lessons learned
Gannholm, Lovisa. "A Comparative Evaluation Between Two Design Solutions for an Information Dashboard." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102134.
Повний текст джерелаКниги з теми "Interactive prototype design"
Editor), Aaron Gustafson (Technical, ed. Practical Prototype and script.aculo.us (Practical Series). Apress, 2008.
Знайти повний текст джерелаSlominski, Sharon Elizabeth. A user-friendly design of an interactive prototype for the maintenance and monitoring of civilian training records. 1988.
Знайти повний текст джерелаKrahenbuhl, John Henry. Learning Axure RP Interactive Prototypes. Packt Publishing, 2015.
Знайти повний текст джерелаStaiano, Fabio. Designing and Prototyping Interfaces with Figma: Learn essential UX/UI design principles by creating interactive prototypes for mobile, tablet, and desktop. Packt Publishing, 2022.
Знайти повний текст джерелаЧастини книг з теми "Interactive prototype design"
Bodart, François, Anne-Marie Hennebert, Jean-Marie Leheureux, and Jean Vanderdonckt. "A Model-Based Approach to Presentation: A Continuum from Task Analysis to Prototype." In Interactive Systems: Design, Specification, and Verification, 77–94. Berlin, Heidelberg: Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/978-3-642-87115-3_6.
Повний текст джерелаGonzález, María Paula, Toni Granollers, and Jesús Lorés. "A Hybrid Approach for Modelling Early Prototype Evaluation Under User-Centred Design Through Association Rules." In Interactive Systems. Design, Specification, and Verification, 213–19. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-69554-7_17.
Повний текст джерелаKwak, YounJung, Tiia Suomalainen, and Jussi Mikkonen. "Study of Honest Signal: Bringing Unconscious Channel of Communication into Awareness through Interactive Prototype." In Human Centered Design, 529–36. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21753-1_59.
Повний текст джерелаChen, Chun-Yen, Teng-Wen Chang, and Chi-Fu Hsiao. "Developing a Digital Interactive Fabrication Process in Co-existing Environment." In Proceedings of the 2020 DigitalFUTURES, 27–35. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-33-4400-6_3.
Повний текст джерелаGrammenos, Dimitris, Xenophon Zabulis, Damien Michel, Thomas Sarmis, Giannis Georgalis, Konstantinos Tzevanidis, Antonis Argyros, and Constantine Stephanidis. "Design and Development of Four Prototype Interactive Edutainment Exhibits for Museums." In Lecture Notes in Computer Science, 173–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21666-4_20.
Повний текст джерелаQu, Yanrui, Yanhong Jia, Tong Qu, Zhaoyu Chen, Heng Li, and Wanqiang Li. "Research on Interactive Prototype Design and Experience Method Based on Open Source." In Design, User Experience, and Usability: Theory, Methodology, and Management, 633–51. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58634-2_46.
Повний текст джерелаChen, Yuanyuan. "Research on Prototype Design Methods and Systems of Interactive Media Art in Public Space." In HCI International 2018 – Posters' Extended Abstracts, 162–68. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92285-0_23.
Повний текст джерелаRibeiro, Tânia, Rita Santos, João Moura, Ana Isabel Martins, and Hilma Caravau. "Application for Older Adults to Ask for Help from Volunteers Through Television: Design and Evaluation of a High Visual-Fidelity Prototype." In Applications and Usability of Interactive Television, 32–43. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90170-1_3.
Повний текст джерелаHuddleston, Rob. "Creating Interactive Prototypes." In Beginning Adobe Experience Design, 153–66. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2964-4_9.
Повний текст джерелаNaghsh, Amir M., Andy Dearden, and Mehmet B. Özcan. "Investigating Annotation in Electronic Paper-Prototypes." In Interactive Systems. Design, Specification, and Verification, 90–101. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11752707_8.
Повний текст джерелаТези доповідей конференцій з теми "Interactive prototype design"
Guedes Alcoforadoa, Manoel, José Carlos Plácido da Silvab, and Luis Carlos Paschoarellib. "Prototype-Centered Design: For Better Interactive Design Process." In Applied Human Factors and Ergonomics Conference (2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001262.
Повний текст джерелаWei, Jing, Young-Ho Kim, Samantha W. T. Chan, and Tilman Dingler. "Design and Prototype Conversational Agents for Research Data Collection." In ISS '22: Conference on Interactive Surfaces and Spaces. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3532104.3571467.
Повний текст джерелаLynch, James D., and Martin J. Vanderploeg. "An Interactive Environment for Multibody Simulation." In ASME 1993 Design Technical Conferences. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/detc1993-0432.
Повний текст джерелаLu, Qi, Wan Liang, Hao Wu, Hoiian Wong, Haipeng Mi, and Yingqing Xu. "Exploring Potential Scenarios and Design Implications Through a Camera-like Physical Odor Capture Prototype." In DIS '20: Designing Interactive Systems Conference 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3357236.3395434.
Повний текст джерелаMauzner, Filip, Lidija Mandić, Ana Agić, and Jesenka Pibernik. "Development of children´s cognitive abilities through interactive applications." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p71.
Повний текст джерелаArgoty, Julian Arcos, and Pablo Figueroa. "Design and development of a prototype of an interactive hospital room with Kinect." In the XV International Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2662253.2662290.
Повний текст джерелаBai, Haiyang, Jing Li, Peiyun Zhou, and Yi Zhuang. "HDE-UITool: A Rapid Interactive Interface Prototype Generation Tool for Aircraft Design Software." In 2nd International Symposium on Computer, Communication, Control and Automation. Paris, France: Atlantis Press, 2013. http://dx.doi.org/10.2991/3ca-13.2013.31.
Повний текст джерелаIndraprastha, Aswin. "An Interactive Augmented Reality Architectural Design Model : A Prototype for Digital Heritage Preservation." In 2019 International Conference on Advanced Computer Science and information Systems (ICACSIS). IEEE, 2019. http://dx.doi.org/10.1109/icacsis47736.2019.8979767.
Повний текст джерелаFerrise, Francesco, Marco Ambrogio, Elia Gatti, Joseba Lizaranzu, and Monica Bordegoni. "Virtualization of Industrial Consumer Products for Haptic Interaction Design." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5526.
Повний текст джерелаPo¨hland, Klaus, Jan Berssenbru¨gge, Holger Krumm, and Peter Ebbesmeyer. "Virtual Reality-Based Dynamics Simulation for Virtual Prototypes." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/cie-34394.
Повний текст джерелаЗвіти організацій з теми "Interactive prototype design"
Altstein, Miriam, and Ronald J. Nachman. Rational Design of Insect Control Agent Prototypes Based on Pyrokinin/PBAN Neuropeptide Antagonists. United States Department of Agriculture, August 2013. http://dx.doi.org/10.32747/2013.7593398.bard.
Повний текст джерелаAltstein, Miriam, and Ronald Nachman. Rationally designed insect neuropeptide agonists and antagonists: application for the characterization of the pyrokinin/Pban mechanisms of action in insects. United States Department of Agriculture, October 2006. http://dx.doi.org/10.32747/2006.7587235.bard.
Повний текст джерелаFicht, Thomas, Gary Splitter, Menachem Banai, and Menachem Davidson. Characterization of B. Melinensis REV 1 Attenuated Mutants. United States Department of Agriculture, December 2000. http://dx.doi.org/10.32747/2000.7580667.bard.
Повний текст джерела