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7613 Uppsatser om Interaction design - Sida 1 av 508

Spindeln mellan teknik och människa : En studie om hur interaktionsdesigner beskriver sitt yrke

In this bachelor thesis we have studied how Interaction designers describe their profession. The research material is based on nine interviews with Interaction designers. Questions cover areas such as Interaction design tasks, what abilities they consider important, how they describe their relationship to the users, and cooperation with colleagues. We have analyzed the results using key terms such as habitus, field, and capital, as described by sociologist Pierre Bourdieu. The interviewees express humanistic views, and ask for more cooperation between Interaction designers, as well as other people within the field of IT production.

Touching reality: Exploring how to immerse the user in a virtual reality using a touch device

This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have to be revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived.

Hantering av digitalt designmaterial i kollaborativ miljö

A case study of professional Interaction designers' usage of design materials was conducted. Five interviews were performed in order to gain insight in the systems used by designers, how these work, how they collaborate within them, and what they think of recent research about them. Design studios allow collaboration for several users at once. Digital material (mockups, pictures, etc.) are commonly used, but needs to be made analog, e.g. printed, to be usable in the design studio environment.

Gapet mellan teori och praktik i pappersprototypande : en studie i diskrepans mellan det ideala arbetssättet akademin förespråkar och hur praktikern faktiskt arbetar

This study presents an alternate viewpoint to the strive to overcome the gap between research and practitioners within paper prototyping in Interaction design. Earlier research identifies three aspects of this gap, which is:Practitioners being unaware of Interaction design methods and theoriesPractitioners being aware, but choosing not to apply these methods and theories, due to time, budget and constraints of labourPractitioners and research having different perspective on similar design issuesOur study was done by carrying out qualitative interviews with Interaction designers based on two digital design bureaus. One of the bureaus has an expressed link to research: the other has not. Our hypothesis is that the gap would manifest as a difference in work practice between the two bureaus.Our study shows that the two bureaus have similarities in work practice and that this work practice is based on scientific methods and theories, but is adapted to fit the client and/or the project. We conclude that the overcoming of the gap might not be necessary.

Gamers and Game Design: Incorporating Users in the Design Process

This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..

TaS - Take a Seat

Humans have always been fascinated by the thought of bringing non living objects to life. We wanted to explore the possibilities of trying to create an artefact that the audience would consider possess emotional states and have a life of its own. TaS is a interactive chair that functions as a social entity. The idea is to try and enhance the bond between human and artefact, based upon the emotional connection. We try and produce, enhance and maintain this bond through curiosity based interaction. Bachelor thesis in Interaction design by Andreas Eriksson, Johanna Lund and Fredrik Lundh, spring term 2008, Malmö University, K3 School of Arts & Communication..

Smart design för auktionsapplikationer på smartklockor : Att uppnå användbarhet på smartklockeapplikationer

This study concerns design thinking and how to achieve usability when designing applicationsfor smart watches. The study's focus is on interaction and design for online auctionapplications such as Ebay and Tradera. After studying usability and design for devices withsmall screens, guidelines and design principles for interactive systems, we developed apaperprototype for an auction application. The prototype was used for testing our intervieweeswhile observing and asking questions. After collecting the data we analyzed the responses andfeedback on our prototype and combined the results to previous studies.

Beacons & Internet of Things : A design concept for contect-aware mobile interaction with beacons

Mobile technology is developing quickly and becomming a part of daily life and communication. Bluetooth Low Energy is presented as a new way of mobile interaction. However there are not enough studies in this field on the interaction between mobile devices and the physical world. In order to understand user needs, and to encourage users to interact, we simulated an interaction process through designing and testing a prototype in a specific indoor environment. Prototype effectiveness and main characteristics for future mobile application was evaluated through a qualitative user study with 20 participants who interacted with our prototype..

Digitala tjänstens registreringsprocess ? hur påverkar den helhetsintrycket?

The outset of this thesis is to raise questions on how we design for the mobile context and the capabilities of smartphones. Not only the presentation but also the use of input and interaction between a service and a user.This work evolves around sign up forms and answers the question: How does the sign up process affect the holistic perspective of a digital service regarding usability and user experience? This thesis consists of a case studies, and design experiments conducted on Twitter, Instagram and Randos sign up processes to explore if and how the usability, and the user experience could be affected and im- proved.This concluded some important aspects to be considered when designing sign up forms for a digital service.The usability, and the user experience is not only affected by user interaction, and the choice of input method but it?s also affected by which data the service is requesting, and more important; if that data is motivated to request by the service..

Fysisk, känslomässig och social interaktion : En analys av upplevelserna av robotsälen Paro hos kognitivt funktionsnedsatta och på äldreboende

This field study examined how elderly and cognitively disabled people used and experienced a social companion robot. The following pages explores the questions: Which are the physical, social and affective qualities during the interaction? The aim was to through observations see how qualities of interaction could activate different forms of behavior. The results show that motion, sound and the eyes together created communicative and emotional changes for users who felt joy and were willing to share the activity with others. The robot stimulated to some extent users to create their own imaginative experiences but often failed to involve user or group for a long time and was also considered too large and heavy to handle..

Från webb till app : En studie i hur interaktions- och grafisk design påverkas i utvecklingen från webbplats till mobilapplikation

This paper reports a study in how Interaction design and graphic design is affected in the process of developing an mobile application to complement the use of an existing webbsite. The paper also ask how developers are affected in this process by the use of designpatterns. The purpous of the report was to see how designpatterns affects the development of mobile applications and how the interaction and graphic design differs between various company webbsites and their related application. A study was conducted by comparing three diffrent webbsites with three related applications to find material for our thesis. Interviews were conducted on three diffrent companys that work professionaly with creating mobile applications.

Hej, kom spela med oss! (Hi, come play with us!)

People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games. How do we create a tool that further builds upon those strengths? The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.

Interacting with EDIT. A Qualitative Study on, and a Re-design of, an Educational Technology System

This thesis aimed to study the interaction between an educational technology system and its users and give suggestions for design improvements. The technology system is called EDIT (Educational Development through Information Technology) and has been developed and applied at Linköping University?s Faculty of Health Science. EDIT supports Problem Based Learning and enables scenarios to be presented through the World Wide Web. The study was divided into two parts.

Elecronic Wallet - Utveckling av en digital plånbok sett ur ett användarperspektiv

This essay is a product of our examination work on candidate level in Interaction design. The aim in this project was to design a digital wallet integrated into a cellular phone and make it as an electronic payment tool. In our project the goal has been to create a digital wallet not just for payment, but also develop it into a complete digital wallet, replacing visa, membership card, student cards, id card and receipt. Our ambition is to take care of current qualities of today's wallet and improve where it is possible so that can be replaceable with the digital wallet..

CMS och UX : tekniker för hur man utformar en god användarupplevelse

The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it..

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