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1383 Uppsatser om User friendliness - Sida 56 av 93

Komvuxstuderande söker information i en skoluppgift

The aim of this Master?s thesis is to analyse how adult students in Swedish adult education seek information for school tasks. The focus is on how they use the public library and electronic information sources and their reflection on information and sources in this process. Also of interest in the study is the help they receive from staff in the public library and their teacher. Methods used in collecting and analysing data for this study were of qualitative nature.

"När vi väljer, så ska det vara för vår sons skull" : En kvalitativ studie om hur föräldrar till barn och ungdomar med funktionshinder gör sina val av insatser enligt LSS

The purpose of this essay is to study how parents of children with disabilities young people make their choice of support and service LSS. The study takes its lead from questions designed to determine which interventions parents use for their children. What parents think about today's choice and if satisfactory, or if they have other wishes. It is also about how parents experience the freedom of choice and participation in the selection of interventions. Furthermore how the parent discuss the topic of choice from childhood and parental perspective.

Elektroniska vetenskapliga utgåvor av skönlitteratur på webben en studie av hypertextualitet, interaktivitet och hypermedialitet.

The objective of this thesis is to examine which form value-adding qualities specific for the Web take and to what extent they exist in a selection of electronic scholarly editions of literary works. The examination was concentrated on the qualities hypertextuality, interactivity and hypermediality. Besides extent and form, the research questions focused on whether or not the form of the editions correspond to theories and guidelines about how electronic scholarly editions should be designed to generate an added value from a scholarly point of view. The empirical approach was qualitative and the selection consisted of 31 editions. They were examined according to theories about the value-adding features of the qualities.

Nyutveckling av Nålträdarsystem

This thesis work is performed on VSM Group Ltd in Huskvarna that produces sewing machines under the trademarks Pfaff and Husqvarna Viking. On these sewing machines is an application that helps the user to thread the needle. The aim with the work has been to study today's applications on VSM and their competitors' sewing machines in order to since developing a new Needle-threader that divides itself from all the ones used today. The objective with the work has been an entire new concept with an operational prototype.As a base the competitor analysis was used where today's applications was studied in order to identify positive and negative aspects of these. This led to a number off ?concept families? where different variants off the same ideas were collected and evaluated.

Bokslut? Den skönlitterära e-boken ur ett läsarperspektiv

The aim of this thesis is to accomplish a user study on how e-book users experience the electronic book, the e-book, as an instrument for reading fiction. The study is based upon qualitative interviews with twelve e-book users and a small survey carried out at the Stockholm City Library. The purpose is to identify the users' incentive for choosing the e-book as a medium for reading fiction, elucidate if and how the interface of the e-book affects the reading experience, and distinguish if there are any factors common to the users in their choice of reading e-books. How the users look upon the future of the e-book is also discussed. Among the people asked in the survey we note little if any demand for the e-book as an instrument for reading fiction.

Kapitalism : en hållbar utveckling?

This study aims to find out what relationship high school students have to social networks at the Internet. This has been done by focusing on norms/standards that adolescents can feel under stress to achieve, through stressing themselves by social networks in a way that is consistent with the norms. The empirical data has been gathered by questionnaires which have been answered by adolescents in randomly selected schools and classes in a medium size Swedish town, Karlskrona. The result showed that all of the participating adolescents have user accounts on a social network. Furthermore it also emerged that a lot of the adolescents thought that norms existed that should be followed in a social network about how to stress oneself.

Tjänstemäns informationssökning: en intervjuundersökning vid Regeringskansliet

This thesis examines information seeking and information needs at the Swedish Government Offices. The Government Offices comprise the Prime Ministers Office, the Government Ministries and the Office for Administrative Affairs. Approximately 4 500 members of staff are employed, of whom around 120 are political appointees. For this study, interviews have been conducted with 15 senior officials and political appointees at the Government Ministries and the Prime Ministers Office. The interviews have been supplemented with literature studies based on user studies research in library and information science.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

Hitta rätt - utveckling av navigationsstöd

Detta arbete har utförts i samarbete med företaget Compute och fokuserar på att utveckla navigationsstöd för webbportaler med bokningssystem. Arbetet har delats upp i tre specifika mål: (1) integrera Information Foraging Theory (IFT) och Graphical User Interface principles (GUI-principer) genom att applicera dessa vid utvecklng av navigation för webbportaler med bokningssystem (2) konkretisera hur navigering kan förbättras på en webbportal med bokningssystem, utifrån ovanstående teroier och (3) arbetet skall resultera i en lista med rekommendationer som kan tillämpas vid utveckling av navigation. För att kunna  integrera IFT och GUI-principer har dessa i kombination med en teroertisk studie tillämpats vid prototyping. Prototyperna användes som verktyg för att konkretisera hur navigationen kunde förbättras på portalen. Prototyperna utvärderades och resulterade i en lista med rekommendationer.

Copingstrategiers och det sociala stödets samband med upplevd stress hos vårdpersonal

IKEA HaparandaTornio employ some two-hundred people in its furniture retail store.Keeping track of staff statistics and employee information has previously been achievedthrough the use of a basic Microsoft Office Excel spreadsheet. The store?s human resourcesdepartment requested an upgrade to this system with the hope of speeding up andsimplifying the administrative process, as well as to make it easier to monitor HR-relatedtarget statistics. The following report documents the development process of that upgrade ascarried out by the author. The project draws on research in usability design and cognitivepsychology to develop a user-friendly interface.

Datorspel för lekfull och interaktiv teckeninlärning: utvärdering och vidareutveckling av en prototyp

The aim was to evaluate and suggest improvements for the prototype TIVOLI (sign-learning via computer-based playful interaction). The game purposed to give children who need signing as augmentative and alternative communication enhanced signing skills. Three children in need of signs played TIVOLI at home during 4-5 weeks. Data contained parental interviews, Talking Mats interviews, assessment of signing competence before and after the evaluation period and game protocols. One game interaction per child was filmed.

Simulation av Xbox Live Indie Games gränssnittet

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

Nyheter på sociala medier : Twitters påverkan på användarnas nyhetskonsumtion

Our digital society encompasses nowadays different channels, which includes social media where many users consider it as a platform where they can fetch news or exchange news and information. This leads to a large spread of news exchange in a very fast speed, which involves the global users within social media to be a part of this social interaction. This study is focused on how Twitter affects the usage of the user?s news consumption. By reaching out to our specific target audience, which includes Twitter users in Sweden, we made a web based survey with a content of relevant questions.

Simulerad interaktiv arbetsmiljö : Från teori till design och implementering

This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.

"Det är kränkande men jag behöver göra det" : En kvalitativ studie om personals syn på missbrukares integritet och autonomi vid LVM

The purpose of this study was to examine in which way personnel who work with LVM approach their client?s integrity, autonomy and their participation in decision making. We used a semistructured interview when we interviewed three social workers, one placement secretary and four care personnel who work at institutions for LVM. In the theoretical approach of this study we used the total institutions and the user influence by clients. The study has shown that personnel?s considerations to their client?s integrity, autonomy and participation in decisions are a convoluted problem.

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