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151 Uppsatser om Navigation - Sida 4 av 11
Re-design av Rättviseförmedlingens webbsida : hur utvecklar man en webbsida med hänsyn till olika intressenter och deras behov?
This report presents the redesign of the online-based non-governmental organization Equalisters? (Rättviseförmedlingen in Swedish) website. It aims to achieve an understanding of how you take into account the user and other stakeholders and their interests when developing a website. The focus was on redesigning an existing website and prioritize the different stakeholders? needs.
Effektivisering av klimatskärm : a?tga?rdsfo?rslag fo?r bostadsfo?reningen Stocken
This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and Navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..
För ändring. En undersökning av tidningen i iPadformat
My work has been to create a magazine for iPad to explore this format, whichthere are mixed feelings about. Instead of seeing the digital format as an enemy ofthe printed magazine, I have chosen to see it as an opportunity.I have given myself the task of designing a magazine that can justify the useof the digital magazine. I have looked at the identity of the magazine, but mainlyexplored the format and its prerequisites.I was triggered to do the project when I saw people who are just making a pdfof the printed magazine and publish it digitally. I have during my work discoveredhow near or far away you can be from the printed magazine.The format of the iPad has multiple aspects to look upon; one that turned outto be clear in my project was Navigation. Working with a spread has its problemsand opportunities; the same applies to an article that is larger than a screen.
Att skapa användbar navigering i webbapplikationer
Datoriseringen ökar exponentiellt i dagsläget och har gjort de senaste tre decennierna. Med denna utveckling så ökar även näthandeln eftersom detta är viktigt för att kunna konkurrera med andra detaljvaruförsäljare. Till varje webbshop så finns det en administrationsapplikation där webbshopsägaren sköter webbshopen. Problem som kan uppstå i dessa gränssnitt kan vara så kallade kognitiva arbetsmiljöproblem vilket kommer att undersökas i detta arbete för att se hur de kan påverka Navigationen specifikt. En prototyp skapades för att lösa dessa kognitiva arbetsmiljöproblem med hjälp av välkända designriktlinjer.
Att kommunicera hela vägen - : - En fallstudie av kommunikation via webbplatsen
AbstractPurpose/Aim: The aim of this paper is to find out how the company Japanporten can improve their communication through their website. I want to find possible weaknesses in the communication style, and suggest solutions to those. All for the purpose of managing to create understanding and interest to fulfil the purpose and goal for the communication.Material/Method: I have used a qualitative research method, where I have interviewed the manager of Japanporten and made an contents analysis of their website.Main results: Japanporten supplies good functions on their website. The have a clear purpose and explain who they are and what the can do for the visitor. The main weakness is the argumentation to create and keep an interest from the visitor.
Utvärdering av Microsoft SharePoint 2003
I have been studied Microsoft SharePoint on behalf of Prevas in Karlstad.The purpose of my work was to see if Microsoft SharePoint was what Prevas wanted as a replacement for the existing intranet, which they are not satisfied with today.My work was a kind of foundation for Prevas so they could make a decision in this matter.The work began with installing SharePoint at one single server at Prevas. We used a virtual technology (VMware) at the installation, which can be described as that we created two ?miniservers? in a bigger server, one for SharePoint and the other for storing the information. This kind of technology is strongly advancing. The main work consisted of setting up the structure for the Navigation and designing both the portal and the local homepage for Prevas Karlstad.
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.
Bortom graven : En rumslig studie av Tjustbygdens rösen
Bronze Age cairns have been interpreted as everything from Navigation marks to marking liminal places in the landscape. It has also been stated that the main purpose of their location is to be visible. This is something that has been taken for granted. The main problem is the cairns have been considered as a homogenous monument. With the help of digital methods like GIS it is possible to test this kind of questions in quantitative way.
Attraktiv arbetsgivare : En kvantitativ studie inom Luftfartsverket
This study was carried out at Luftfartsverket (LFV Group, Swedish Airports and Air Navigation Services). The aim was to study what characterizes an employer of choice and further to examine how well the employees at Luftfartsverket feel that their employer lives up to this image. A quantitative method was applied in the form of a selfdeveloped questionnaire. It was answered by a random sample of employees at Luftfartsverket.The results showed that salary, good leadership, good relations to colleagues and a sense of participation were important factors to be an employer of choice. In the organization at hand good colleagues were the most fulfilled factor whereas good leadership were the least fulfilled factor.
Navigationsmönster för responsiv utveckling till mobil webb
Uppsatsen undersöker fyra Navigationsmönster som kan tillämpas på
responsiva webbsidor. Ett Navigationsmönster består av själva placeringen av
en webbsidas Navigationsmeny samt eventuell interaktion en användare
måste göra för att få tillgång till denna. Frågeställningen ämnar att utröna
vilket av dessa fyra mönster som är bäst lämpat för att implementeras på
webbsidor vars menyalternativ även har underkategorier. Studien använder
sig av fritt tillgängliga mönster som modifieras och implementeras i fyra
webbsidor, en för vardera Navigationsmönster. Resultaten utifrån de
intervjuer och observationer som utförts visar på att fliksystemet som finns i
?Paneled? prototypen är det Navigationsmönster som majoriteten av
användaren upplevde som minst tidskrävande och mest överskådligt.
Ljuddesign för rumsmetaforbaserade talgränssnitt
In this paper, a Navigation support approach for speech-only interaction based on auditory icons for room-based designs is presented, i.e. naturally occurring sounds that have a natural mapping to the system's underlying design metaphor. In contrast to many recent investigations that have focused on multi-modal or augmented reality systems, this paper concerns a unimodal speech and sound-only system. An auditory icon based prototype system for buildings maintenance support using a room-based metaphor was developed. The design was evaluated in a comparison with earcons and no-sound designs.
Minikartor : Kartors spelarpåverkan
Undersökningen har ämnat svara på hur en spelares spelupplevelse i och uppfattning av en bana i ett spel förändrats när spelaren haft en karta mot när den inte haft en. Genom att konstruera en bana med karta och ?minikarta? undersöktes spelarens spelupplevelse och mentala modeller på banan. Undersökningen skilde dels på personer med spelvana och personer utan spelvana, dels på spelare med kartor och spelare utan kartor. Tillgången till karta visade sig knappt ha påverkat spelupplevelsen alls.
Att överföra kunskap - En kunskapsteoretisk granskning av "Knowledge Management"-system
The right usage of tacit and explicit knowledge is becoming increasingly important for businesses worldwide. This thesis searches the answer to how management consultants tackle the challenges originating from converting this type of knowledge into codified use. With the help of a case study analysis it was possible to gain special insight into the processes of knowledge collection, codification and re-usage at a major organization built upon knowledge utilization. In order to provide the reader with a wider picture, the main subject of the study has been analyzed from two perspectives: a practice based and an objective based perspective. Furthermore, two different types of knowledge, tacit and explicit have been differentiated and studied in relation to each other, to gain a better understanding of their origin and conversion process.
Elektroniska ämnesguider : Innehåll, struktur och layout
The purpose of this essay is to study the process of developing electronic subject guides for the Internet. Our focus is the content, structure and layout of the subject guide. The study has resulted in a number of guidelines that may be of help in the development of future subject guides. To achieve this purpose we have studied the existing subject guide at one of the faculties of the University of Lund, Sweden. We performed a series of interviews with the originators, and made a questionnaire for the users.
IT-baserade lek- och lärspel : Riktlinjer för design
Uppsatsen syfte var att belysa hur riktlinjer för lek- och lärspel bör utformas till barn med läs och inlärningssvårigheter. Detta i bakgrund av lärare och specialpedagogers rekommendationer och önskningar. Uppsatsen är ämnad för att behandla användargränssnitt, interaktion, struktur och Navigation och motivation. Med dessa som utgångspunkt framställa hur lek- och lärspel ska kunna konstrueras till det bättre för barn med läs och inlärningssvårigheter. För att kunna uppnå vårt syfte genomfördes en kvalitativ undersökning, i form av strukturerade och halvstrukturerade intervjuer samt observationer.