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5936 Uppsatser om User experience - Sida 2 av 396

Finlandsmodellen Konsekvenser av ett införande ? ett lantmätarperspektiv

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..

EmoWheel : En metodutveckling för utvärdering av emotionellt engagemang

This is a study of how emotional engagement can be measured and be taken into account in the development of websites. We believe that emotions become relevant only when viewed in correlation to how users experiencing a webpage. In this study, we developed a tool for use together with user tests where the information about the user's emotional engagement can add new value to the evaluation. The tool allows the user to mark, on the website, his/her emotions and level of engagement represented by colored circles, generating quantiative data on how users feel about the website. The tool is part of a method for evaluating the emotional engagement that we have developed which consists of user testing supported by the tool and accompanied by interviews..

Implementation av en 3D applikation i Macromedia's Director
för Pan Vision Studio

This 3d navigation application is a part of a project that helps the user to learn and find the right position on a map with many exercises, the user has a compass nearby that he/she can use to find the position that requires to get the right answer on that particular exercise. Macromedia's Director is used for the creating of the program, where Lingo has a importent part as the script language for the scenes in Director. A 3D scene is build up with codes in Lingo, a few 3d models and serveral overlays are created and displayed on the screen. Different kind of textures from pict files are is representing the overlays and put on the 3D models. That give the user a more pleasant experience when going through the exercises that helpes the user when he/she is going to navigate on a boat at sea..

Instruktionsfilm på smartphones : En studie kring upplevelsen av video via smartphones som inlärningsverktyg för praktiska färdigheter

This study examined how users interact with a smartphone while in a learning situation based on videos via smartphones as a learning tool, and how this interaction and phenomena is experienced. The five test subject were separately given the same task that they were to solve using video instructions that were picked out and given to them. After finishing the task the subjects were observed while they demonstrated how they completed the task. After the observation the subject were interviewed using semi-structured interviews. The results show that the User experience of this phenomena is based on more pragmatic values than we could find in earlier studies, i.e.

"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen

Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The User experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the User experience differs depending on how one interacts with a game.

User Experience utvärderingar med stöd av Repertory Grid Technique

Studiens syfte var att undersöka möjligheterna att använda intervjutekniken Repertory Grid Technique (RGT) som utvärderingsteknik för att utvärdera User experience (UX) på distans. Detta gjordes genom att de föreställningar som en handledarstödd utvärdering resulterade i jämfördes med det resultat som uppnåddes genom en webbaserad variant av samma utvärdering. Studiens resultat visade på en svårighet för respondenterna i den webbaserade utvärderingen att formulera föreställningar som går att använda för analys av en produkts UX. Diskussionen pekar på en tänkbar lösning i form av förstudier som utförs med en mindre grupp av respondenter för att på detta sätt hjälpa utvärderarna att skapa sig en referensram att använda vid tolkningen av de föreställningar som sedan kan samlas in under en webbaserad utvärdering. Studien syftade även till att jämföra vilka aspekter kopplade till UX som utvärderingarna genererade, samtliga av dessa kopplades till subjektiva eller produktrelaterade aspekter..

På vilka sätt kan bibliotek vara användarvänliga för människor med dyslexi?

The purpose of this study is to find out how libraries can be user-friendly to people with dyslexia by focusing on how adult dyslectics experience the library. Data were collected through literature and interviews with adult dyslectic students. Two different types of user studies served as a theoretical framework; one was an individual-related study by professor Wilson and the other was a system-related one from professor Buckland. The findings in this study shows that dyslectic library users often experience difficulties when seeking for materials in the library, due to the libraries organisation of material according to the written language. Through technical aid and a more user-friendly organisation of materials it may be easier to find relevant material for dyslectics.

Kontext, utvärdering och användarupplevelse : En studie om kontextens påverkan på användarnas respons vid utvärdering av användarupplevelse

In this paper we explore the relations between context and feedback generated in three user-centered evaluations of a flash-based game. Whether it?s the social context, the physical context or the degree of intrusion from the evaluator, they all contribute to the quality of the feedback received. The selection of test subjects is a narrow process, which gives the above mentioned factors different meaning. Contextual factors have shown to influence the feedback given within both usability and user-experience.

Datakvalitet : En fallstudie om kvaliteten i SJ:s underhållssystem

SJ is a government-owned passenger train operator in Sweden. SJ currently uses asystem called Ford for control and monitoring of maintenance. Technical andorganizational factors have given Ford the character of a monolithic system withoutflexibility and conditions to meet SJ's increased requirements.The main purpose of this master's thesis is to investigate how data quality can bedefined at SJ and to examine the data quality in Ford. This will give SJ an indication ofwhat their quality efforts should focus on in the future.The technical data quality parameters found are: accuracy, timeliness, completenessand consistency. The user centred data quality parameters are: accessibility,understandability and reliability.

Bättre användarupplevelse med responsiv webbdesign

The use of mobile devices has increased dramatically in recent years and the development of newtechnologies has made it difficult for developers to know what screen size and device the visitor isusing. This has resulted in the fact that today there is a problem with the interface for web pages onmobile devices. They are not adapted to the flexibility required for the interfaces to be recognizedon various mobile devices. Instead of developing two separate web pages, where one is designed formobile devices and one for desktop and keep them both continously updated, responsive webdesign simplifies the work process. Responsive web design is a flexible and dynamic interface thatadapts to mobile device and screen sizes.

Användarupplevelse av ett komplext infotainmentsystem i en bil. En verklighetsbaserad studie av gränssnittet mellan människa och fordon

In recent decades here has been a huge development in information technology (IT), where we humans are increasingly using IT in our daily lives, ranging from social media to music streaming services; this has also been a reflection of the technologies developed to our cars. Infotainment systems have become an increasingly regular feature in modern cars where the high degree of integration such as navigation, mobile and Internet has become more common and more sought after. Despite this, relatively little research problemized User experience of a complex infotainment system in a car. This study thus has the intention to consider the relevance of reality based tests by examining how the User experiences a complex infotainment system in a car. We asked ourselves; How do the User experience a complex infotainment system in a car? We conducted our qualitative study, an interview with researchers in the field of vehicle and road safety and designed a number of system-related activities in a test session where we observed three users.

Uppföljningsverktyg för analys av användarloggar

In order to understand user behaviour and navigation patterns, user logging is today widely used in analysis and development of user interfaces. These user logs tend to be quite many and can contain a lot of different data. A big issue is how to process and display this data in a perspicuous way to the stakeholder. This study is about how to develop a prototype to handle this issue. It was solved by various methods from human-computer interaction.

Moibl interaktion i kollektivtrafik

In this paper we take a look at digital applications to help the user with public transportation. The main goal was to evaluate the problem a user can face when aiming to use the public transportation system, and to create a application for Apple Iphone that can enhance and help the user, no matter if he is familiar with the local public transportation system, or if he is less familiar with it. The aim was that the user wouldnt need any previous knowledge to be able to use our application. We combined Location-Based Services with Realtime-travelinformation and trip planning to examine if this combination could make both of the two different user-groups satisfied. To understand the problematics a user faces when approaching the public transportation-scene, Scenario-Based Design is evaluated as a method to grasp this problem.

En precisionsstudie av förstärkt verklighet som positioneringsverktyg

This study investigates augmented reality using third person perspective and what precision can be achieved by using this method. There have been prior studies in regards to precision using augmented reality, however studies using third person perspective is scarce. This study presents a solution using a static camera capturing the user as well as the plane to augment from behind. This augmented image is then transferred to a handheld device that is held by the user. Using this method the user will be free to manipulate and work with the plane without removing the device that captures the scene, a common problem when using visual reference markers in augmented reality.

Lyssna på mig! : En kvalitativ studie om brukarinflytande för vuxna missbrukare

The aim of our study is to deepen our understanding of how both social workers and clients describe how user influence within substance abuse care for adults can work. What difficul-ties do they describe meeting, with regards to possibilities to influence the care? To achieve our purpose we had a qualitative approach for this study. It?s based on open thematic inter-views with 3 clients who have substance abuse problems, and with 3 social workers, working at Social Services in Stockholm.

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