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5843 Uppsatser om Methods for user-driven interface programming - Sida 3 av 390
Gränssnittet BarnOPAC barnens stig in i bokskogen: En användarstudie av hur barn uppfattar och hanterar ett svenskt gränssnitt.
BarnOPAC is a Swedish library interface for children. It was launched in public libraries in Sweden in 2001 and has now become a part of library software equipment in several public libraries. The purpose of the thesis is to investigate the interface BarnOPAC on the basis of the childrens perspective. The questions raised consider: how children experience and handle this interface, how library staff experience it and what viewpoints librarians have on childrens use of it. For this purpose we implemented a user study including eight children using the interface in a school library.
Applikationsintegrering - en analys av metoder och teknik
Abstract
In the contemporary world of information technology you find a multitude of
applications and systems covering a broad spectrum of areas of need in
different companies. One effect of this multitude of programs is the difficulty
to make them exchange information with each other or to collaborate, since they
are developed by different programming languages for different platforms, with
different standards and different data formats.
Our aim with this work is to describe how it is possible to tie these programs
together to make them actually communicate with each other in order to exchange
information, share their native methods and also to become a part of the
overall business processes. In this integration task you will, among other
things, find different levels of application integration such as data level,
method level, application interface level and user interface level integration.
Application integration also involves hardware components, called middleware,
that facilitate the physical connection between applications. There is a range
of different middleware products offered today on the market.
Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.
Utveckling av programvara till ett inbyggt styrsystem
This thesis considers the development of the software for an, newly developed, embedded real-time control system, based on a Periferal Interface Controller (PIC). The control system is developed to be used for several different applications. In this thesis work, software for two different applications are developed. The first task is a time controlled system, while the other task is implementation of aPI-/PID-controller. A user interface is also developed and implemented.The time controlled system is an automatic horse feeder, which is used for feeding horses at certain predefined points in time.
Utveckling av inbyggda system med grafisk programmering
The increase of complexity in embedded programming is forcing the development of higher level programminglanguages. These languages not only consist of traditional text based programming but also with graphical programminglanguages such as the programming language G from LabVIEW which is developed by National Instruments and havebeen around since the mid eighties. However since 2004 this language has also been able to program embeddedhardware, using the modules LabVIEW SDK and LabVIEW for ARM. This thesis shows how LabVIEW for ARM converts itsgraphical language G to C and then how C is flashed into the microprocessor. The thesis also takes up the pros and consof using G for embedded development.
Automatiserad unit testning
Dagens utveckling av mjukvara går snabbare och snabbare samtidigt som mjukvaran blir allt mer komplex. Att under dessa omständigheter kunna bibehålla en lika om inte högre kodkvalité är en utmaning. På UIQ bestämde de sig för att undersöka om ett automatiserat unit test kunde hjälpa dem. Metoderna för att komma fram till resultaten i denna rapport har varit intervjuer, en enkät, intern information och litteratur så som forskningsartiklar m.m. Denna rapport är en utredning av automatiserade test, vad man bör tänka på, vilka fördelarna är, vilka testfall som är möjliga att automatisera med mera.
Beräkningsprogram för gasfjädrar
This master thesis work was done by two students at Machine Design at KTH for Lesjöfors Stockholmsfjäder AB. The task was to develop a calculation program for gas springs. The program is going to ease the selection of gas springs for a given case of a lid that should be opened. The program is going to be used internal by sales people at Lesjöfors AB in Sweden and internationally. The program is therefore written in English.The program was developed in Microsoft Visual C# 2008 Express Edition.
Testning och parprogrammering : Går det att effektivisera testning med hjälp av parprogrammering?
The purpose of this study was to investigate the possibility of streamlining the test process by utilizing pair programming. During the process, pair programming has been practiced as is defined by the Extreme programming (XP) software development methodology, with the other aspects of XP discarded. The focus of the testing itself has been toward unit testing. The methods applied has been with an experimental approach where 93 cases were attempted to be solved by either single programmers or pair programmers. What has been investigated in these experiments was the time needed to complete a case, how many test attempts were needed to solve the case, and how high a percentage of the cases were solved.
Energieffektivitet Hos Dubbelskalsfasader
Today multi-touch technology is the basis for many new techniques designed to improve
interactions with computers and mobile devices. It seems that multi-touch screen interface
makes the user handling very natural in the sense that there is no need for a manual in how to
interact with the object on the screen.
The aim with this paper is to establish a fundamental set of design principles intended
specifically for large multi-touch interfaces. To reach this goal we have implemented a couple
of sub-goals beforehand:
It was essential that we acquired a good understanding of the current state of the multi-touch
interface and the different implementations that exist today. To make this possible we
constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will
help us understand the limitations and also the possibilities of the design implementations
today and in the future.
We also needed to devise a sound interaction design process that conveys the modern
designers work.
Sketching a set of multi-touch design principles
Today multi-touch technology is the basis for many new techniques designed to improve
interactions with computers and mobile devices. It seems that multi-touch screen interface
makes the user handling very natural in the sense that there is no need for a manual in how to
interact with the object on the screen.
The aim with this paper is to establish a fundamental set of design principles intended
specifically for large multi-touch interfaces. To reach this goal we have implemented a couple
of sub-goals beforehand:
It was essential that we acquired a good understanding of the current state of the multi-touch
interface and the different implementations that exist today. To make this possible we
constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will
help us understand the limitations and also the possibilities of the design implementations
today and in the future.
We also needed to devise a sound interaction design process that conveys the modern
designers work.
Automatiserad unit testning
Dagens utveckling av mjukvara går snabbare och snabbare
samtidigt som mjukvaran blir allt mer komplex. Att under dessa
omständigheter kunna bibehålla en lika om inte högre kodkvalité
är en utmaning. På UIQ bestämde de sig för att undersöka om ett
automatiserat unit test kunde hjälpa dem.
Metoderna för att komma fram till resultaten i denna rapport har
varit intervjuer, en enkät, intern information och litteratur så som
forskningsartiklar m.m.
Denna rapport är en utredning av automatiserade test, vad man
bör tänka på, vilka fördelarna är, vilka testfall som är möjliga att
automatisera med mera. Rapporten kommer även att presentera
grunderna i testning av mjukvara, en introduktion till eXtreme
Programming och Test-Driven Development samt hur testningen
utförs på UIQ idag.
Då jag kom fram till att ett automatiserat unit test skulle passa sig
bra på UIQ kommer jag i slutet av denna rapport presentera ett
implementerings förslag. Man bör även införa en test driven
utvecklings metodik för att säkerhetsställa att det kommer att
utvecklas automatiserade testfall..
Konceptframtagning av pelletsförråd
This thesis work resulted in a template for how the thermal spray process can be controlled through robot programs. The robots today and their programs need to be replaced, therefore a new structure which can be matched with the new robot systems is needed. The work is limited to only concern structured programming on the new robots on Thermal Spray Centre (TC) with the programming language Rapid. The basic data for the program was retrieved from interviews with concerned personnel at TC, from studies on process parameters for thermal spray and from existing specifications at Volvo Aero Corporation (VAC). The thesis work briefly describes the process thermal spray and the four methods used at VAC.
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..
Digital Signage - Infokiosk; Utforma för uppmärksamhet och interaktion
The purpose of this thesis is to investigate how Digital Signage systems such as public info kiosks can be designed to better fulfill its main use; to enlighten, encourage and influence the public with information. The challenges presented from earlier studies shows that the public interests and goals, together with proper and relevant content displayed in info kiosks have impact on the attention the public have towards public displays. Qualitative methods such as interviews, usability testing and observations were conducted to further examine how a public info kiosk can be designed to draw attention and grow interest amongst students at K3, Malmo University. Usability testing were used on the digital prototypes that were developed to ensure that the gestural user interface meet the requirements of a proper interaction from the users. Important insights were made concerning; the attention and interest to relevant content, the aspects of the gestural user interface along with the placement of the info kiosk in terms of context.
Slumpmässigt genererade nivåer
When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.