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17280 Uppsatser om User form - Sida 12 av 1152
Flexible Snowboard System
The project, Flexible Snowboard System, has been carried out by the project group independently and is a module developed for snowboarders, ski rentals and ski schools. The problems of today?s solutions are that they cause the user an inconvenient standing position when riding the ski lift or skating the transportation slope, also mounting, adjustments and disassembling of the bindings are time consuming and brings undesired wear to the screws and screw holes. In addition any adjustments require that the user steps out of the bindings and have tools at hand. Flexible Snowboard System is a universal module which means that it can be assembled with all of today?s snowboards and bindings.
Utveckling av en webbaserad donationstjänst för företag som involverar medarbetarna i processen
In recent years, employees at large companies have started to demand that their employer should work more for good causes. The money the company wants to donate to charity is distributed mostly through a vote to decide where the money will be remitted. The purpose of this design case is to develop a design concept for a web-based donation service that involves all employees at a company. Furthermore, the authors of this study intends to explore how the motivation for employees of a company can be affected by participation in this service. In this design case, the service function, quality and concept was tested and evaluated.
Lärande med Teknik : Användning (och Icke-användning) av IT i Skolan
For a long period of time there have been discussions about the need to modernize, to keep up with the changes in our society. The schools as a result have to keep up and adapt in order for the education to be up-to-date. This includes the technological developments. Many steps have been taken and mighty sums have been invested in order to keep up the pace ? but are there any consequences from these kinds of investments? In this report I?m going to take a closer look on a recent addition to this phenomenon that were installed by means of a top-down approach and study the teachers and how they have adapted and view the change in their environment ? namely the newly installed interactive writing-boards.The questions I will study include how the teachers express their view about the installation of the interactive writing-boards.
Crescendo Online: en programsvit för kollaborativ musikproduktion
Collaborative music making on the Internet is not a new phenomenon, but no applications have yet caught on with the vast number of laptop and bedroom studio musicians active today. This is strange considering the inherent social and interactive nature of music, especially amongst trends like Web 2.0 where collaboration and user-generated data is key. In this paper I study the problems these applications face, and why they do not have a greater appeal to musicians. With the results I develop and evaluate my own framework, known as Crescendo Online: a multi-user sequencing and modular synthesis environment, intended to pave the way for a new type of online music creation platform..
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.
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.
Utvärdering av mjukvara inom processindustrin
This study is an evaluation of the runtime watch function in a OEE software, knownas ProTAK. OEE stands for Overall Equipment Effectiveness, it?s a way to measurethe factories process efficiency. The runtimewatch function allows the user to setup and monitor certain critical objects that are of importance for the pulp and paper process at the mill. The data from the runtimewatch can be correlated towards the suppliers specification for the components.
Mätverktyg och användartester inom webbdesign : Hur mätningar av ögonrörelser och webbaserade värmekartor kan användas i användartester
This study has researched how user click heatmaps and eye tracking can be utilized in usability testing. We have used the tools SessionCam and Tobii. We designed a website for a small clothing store and conducted usability tests, in order to evaluate the users clicks and eye movements in relation to design choices on the website. The aim of this study was to research how these tools can be integrated in usability testing and how results from the tests can be used to improve usability. We were able to use the recordings of clicks and eye movements and make design changes based on the findings.
Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch
The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.
"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.
Internationella studenter och referensarbete: En fenomenografisk studie av högskolebibliotekariers uppfattningar av referensarbete gentemot internationella studenter
The purpose of this Master?s thesis is to investigate how academic librarians experience reference work aimed at international students. International students are a growing usergroup in Swedish academic libraries. The study?s main research question is:- How do academic librarians experience reference work aimed at international students?The study was performed with a phenomenographic methodological approach where seven qualitative interviews with academic librarians were conducted.
Transtaggning och ämnesordsaktivism : Indexering i händerna på Den Andra
This thesis emanates from the understanding that it is of importance that transgender-themed literature is indexed in accordance with how people who identify as trans name themselves and interpret the concept of trans. Based on interviews with representatives from controlled vocabularies and LibraryThing users who tag transgender-themed material, existing attitudes towards user influence in controlled vocabularies are described and the significance of tagging for transgender-themed material is looked into. With queer theory and postcolonial theory as its main framework the analysis looks at what possibilities there are for users to influence controlled vocabularies and explores possible strategies for a future library catalog that includes the voice of the Other. The study lands in the understanding that many of the resisting attitudes towards user influence within the systems for subject headings in fact lie in the systems? limitations.
Webbredigering för mindre erfarna användare. En studie av svårigheter och förbättringsmöjligheter vid webbredigering anpassad för användare utan programmeringskunskaper
Usability is a well-known term in system development. Today both consumers and organizations aim to increase usability. The purpose of the study is to gain knowledge about inexperienced users? interactions with websites and concretize that knowledge for future studies.Interviews have been conducted within two areas where experienced web developers with extensive programming knowledge brought know-how while inexperienced users without any programming knowledge have given their views. A number of existing tools for web publishing have been analyzed.
Föräldrar i fokus! En studie av småbarnsföräldrars informationsbehov och barnbibliotekariers intentioner med föräldraträffar
The aim of this study is to examine present forms of interaction between Child Welfare Clinics (Barnavårdscentraler, BVC), and libraries. The study departs from the user?s perspective, i.e. how the parents evaluate the information they are given about the library and its resources to provide information they want in their present and new situation. In two local communities the survey looks into how parents of babies are informed about the library in meetings arranged as part of the information and support program provided by BVC.
En intuitiv & lättillgänglig flyktmask för gruvmiljö
I have always lived around mines and around people working with mines. They are a natural part of my life and, inevitably, a great interest of mine. When time came to make a decision for a degree project, focusing on the mine context felt as natural as breathing.In LKABs underground mines, safety in fire accidents is a great priority. Of outmost importance for the escape is to have a personal gas filter for filtration of smoke and/or gas. My design project resulted in a concept which is aimed at shortening the user journey from the start of the accident until the user has applied the personal safety solution and is ready to escape.Throughout the project I?ve been working with a context which is heavily regulated, and all problems are serious, important ones.