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7042 Uppsatser om User Experience Goals - Sida 5 av 470

Identitet: sökes ungdomsbiblioteket PUNKTmedis sett som en väg ur folkbibliotekens identitetskris

The aim of this study is to look at the identity of the public library, and to examine one way to make the identity of a specific library strong. PUNKTmedis is a newly opened library in Stockholm, aimed solely at people between 13-19. The question to be answered was: How can it affect the image of the public librarys identity when you aim the activity towards a specific user group? To answer this question, the qualitative method of case-study was used. Five interviews were carried out, with representatives from three different groups: users, politicians and librarians.

Delaktighet i genomförandeplan : Ur ett personalperspektiv

The study presented here is about how to make the special needs user who has a profound intellectual disability and additional disabilities more involved in their implementation plan. Based on a life story interview the study aims at analyzing perceptions of procedures to enhance special needs users? influence. The method used in this study was a qualitative research approach as an overall approach in order to use a narrative method where life history is the method. The focus has been to study a part of an individual life history - a specific domain in the life of the interviewee?s working career.

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.

Utveckling och utvärdering av gränssnitt : En gränssnittsprototyp för design av t-shirtar

This thesis project is based on a business idea where users can design their own t-shirt online. The project shows the first step in the development process where a prototype for a user interface is created and evaluated.The purpose of this thesis project is to answer the following question:How does one develop a user interface for t-shirt design with consideration to interaction design theories?In order to answer this question the design process began with scheduling the work at hand. The first step was to build a conceptual model based on specifications made prior to this project. This conceptual model became the foundation for the physical design.A high fidelity prototype was created using Macromedia Flash and Actionscript 2.0.

PARAMETRISERAD DESIGN APPLICERAD PÅ EN MOTORSÅGSKEDJA

The main objective of this thesis was to develop appropriate strategies and find factors that affect the usability of parameterized designs. This was accomplished by investigate the user-interface and how it is designed to meet the user's information needs. The thesis also embraces the basic theories in terms of investigation, cognitive design principles and human behavior patterns in the interaction with the machine. The approach has led to an explorative investigation in this subject area.The thesis also had the purpose to achieve more efficient ways for development of motor chainsaws at Husqvarna AB's department Global Cutting Equipment. That can be achieved through reduce costs of development per sold unit.

Anpassning av VOD-tjänster för breda barnmålgrupper : EN ANVÄNDBARHETSUTVÄRDERING AV BARNPLAY UTIFRÅN MÅLGRUPPEN 3-11 ÅR

This thesis contains a usability evaluation of ?Barnplay?, a Swedish video-on-demand service targeted at children. The objective of the study was to identify usability issues in the video service and to develop measures on improving the user interface, with special focus on adaptation to the broad target group of 3-11 year olds.The study was conducted by first mapping established practices in designs of VOD-services targeted at children, followed by interviews and usability tests with children between 2-11 concerning their use of ?Barnplay?. Based on the initial data collection, a prototype was developed and then evaluated by usability testing and A/B-testing.The main conclusion of the study is the need of better individual adjustment of the video content selection to better appeal to different age segments within the target group.

Sinnesmarknadsföring : Ett effektivt verktyg för folkbibliotek?

Sensory marketingAn effective instrument for libraries? We are living in a world of constant communication and information and because of that, marketing in general seem to have no distinctive effect. Consumers become overwhelmed by all the advertising messages. Due to this, it is clear that organizations like libraries must create a deeper and more personal connection to increase user satisfaction and foster the use of services, among both users and potential users. One way to achieve this is to make use of all the emotional elements of a product or a service.

?Det funkar för mig? ? Användbarhetsfaktorer i ett OPAC-system

The object of this study is to examine the effective functionality of an OPAC-system while a few participants interacted with the catalogue. I?ve used Carl Martin Allwood?s (1998) four designed usability factors to be able to estimate the effective functionality of the online catalogue. Theoretic basis is Human Computer Interaction together with Allwood?s four defined usability factors.

Mätning av Tidens Inverkan på Användarupplevelsen : En Fallstudie

Det finns i dagsläget få tids- och kostnadseffektiva metoder och tekniker för att mäta och utvärdera användarupplevelse över tid. Detta trots att tidsaspekten av användarupplevelsen under de senaste åren har uppmärksammats som en viktig komponent av användarupplevelsen inom människa-dator-interaktionsforskning. UX Curve och iScale är två metoder framtagna för att mäta förändringar i användarupplevelse över tid med hjälp av retrospektion och skapande av grafer över utvecklingen av användarupplevelsens olika dimensioner.Mot bakgrund av dessa metoder togs ett webbaserat utvärderingsverktyg fram med målet att undersöka verktygets förmåga att mäta förändringar i användarupplevelse under en utvärderingsperiod. Verktyget testades på 9 deltagare i en utvärdering av en mailklient under två veckors tid.Resultatet indikerar att utvärderingsverktygets dimensioner samlar upplevelser av relevans för de dimensioner som undersökts men visar också på att ytterligare testning och validering av metod och verktyg behövs för att fastställa att mätningarna är reliabla och att det som mäts är vad som avses mätas..

Samspelet mellan mål och emotioner vid skapande av motivation

AbstractBackground: The factors goals, emotions and motivation are nowadays well researched. Studies that shows the interaction between these three factors does exist, but in a small amount. In all different jobs people encounter these factors, no matter what you?re working with, some experience them daily and others only sometimes.Purpose: We want to study the significance of the interaction between goals and emotions among employees in the construction business, when leaders are about to motivate their employees.Implementation: To succeed with our study and achieve the purpose, we chose to do a qualitative research. We have conducted four visiting interviews and one telephone interview, with both leaders and employees in the construction business.Results: We have through our study found out that the interaction between goals, emotions and motivation are important in the work of construction, even if it?s not something everyone thinks about.

Utveckling av mobilapplikation för lutfrenare i möbel

During the year 2014, Artex AB has worked to launch a new product whose function is to locally purify the air. The product is a headboard and its purpose is to give the user clean air while sleeping. The air purifier has different speeds and it`s up to the user to choose which effect that will be on. To get the best experience of the product as possible, the air purifier shall be controlled by a mobile application. In that way the user can increase and decrease the fan speed, even when the user not is home.

Kommunikation med hjälp av mock-uper

In several cases, systems that have been developed have been very time consuming and cost a lot of money, but they still do not fulfil the users requirements and requests. To make new systems better, you have to find a way to communicate that allows the developers to understand the needs of the user. The aim for our thesis is to highlight the importance of communication in system development. To investigate this we have choosen to do a study of the real-estate system. The work methods that have been used include mock-ups and informal conversations with the user, who is employed by the Church of Sweden in Ronneby.

Visuell informationshantering i tunga fordon : Behovsanalys och förslag till förbättringsåtgärder

The flow of information in road vehicles intensifies as new techniques develop. Informationsources such as cell phones, navigation equipment and radios demand the driver?s attentionwhile he or she must stay focused on the road to perform a safe driving. Today the visualinformation inside the vehicle is mostly located on the dashboard, which forces the driver tolook down when shifting attention between the environment outside and the informationinside the vehicle. One way to avoid this is to useHead-up Display (HUD), a technique thatprojects information in the visual field of the user.This master thesis has been performed in cooperation with Scania CV AB, a world leadingtruck producer.

Virtuella skrivbord i kommunal verksamhet

Today it?s common that companies and organizations are facing several challenges and problems when it comes to making their IT-environment more efficient. Some of these are the management of user?s computers and file security. Comput-er users are often tied to their personal computer due to personal programs and files.

Användarundervisning på högskolebibliotek: en observationsstudie

This Masters thesis investigates user education at academic libraries. The increased demand on students to keep themselves updated in the information society of today urges libraries to develop their user education, concerning both content and teaching strategies. The aim of this study is to examine user education at academic libraries, and the approach of librarians in their teaching. The research questions address how librarians implement the user education and what they focus on. We also want to explore what differences and similarities there are between the user educations, and if anything could be further developed within them.

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