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1373 Uppsatser om User needs - Sida 40 av 92

Sara skolkar : Ett mobilt frånvarorapporteringssystem

This bachelor thesis portray a project where the main task were to develop a computer based system prototype for handling of absence report at the upper secondary school af Chapman in Karlskrona. The project has been conducted in cooperation with students from the university programs software engineering and information economy at Blekinge Institute of Technology. Our task as MDA-students have been to survey the process of absence report of today through field studies and give a proposal of a graphical user interface which later were developed by the software engineers. The thesis also handles the cooperation with other students from other university programs..

Tinder: Från nätkontakt till närkontakt? : Hur utformningen och användandet av Tinder påverkat normer och beteenden avseende nätdejting bland unga vuxna

Denna uppsats kommer att undersö?ka hur designen och anvä?ndandet av mobildejtingtjä?nsten Tinder har påverkat beteenden och normer gä?llande nä?tdejting bland unga vuxna i Sverige. Ett huvudsyfte är att undersöka hur olika interaktionsmekanismer i Tinder påverkar synen på nätdejting och potentiella partners. Vidare undersöker vi faktorer som skiljer Tinder från övriga nätdejtingtjänster, samt vilka normer som synliggörs genom användandet av Tinder. Genom en nätbaserad enkätundersökning kunde vi samla användarupplevelser och åsikter från användare av Tinder.

Interaktivt Säljstöd-Flash presentation av Stöt Puls Metoden

Denna rapport är en beskrivning av ett examensarbete utfört vid SPM Instrument AB i Strängnäs. SPM Instrument utvecklar och tillverkar produkter för konditionsmätning av maskiner. Målet var att skapa en cd-presentation i redigeringsprogrammet Macromedia Flash 5.0, som på ett enkelt sätt med rörliga bilder förklarar en konditionsmätningsmetod som kallas för Stöt Puls Metoden.Uppgiften löstes genom att först inhämta information om Stöt Puls Metoden, sedan utformades Flash-filmen och slutligen testades och utvecklades filmen tills dess att jag och SPM Instrument var nöjda.

Björnkram eller björntjänst? Möjligheter för personer med neuropsykiatriska funktionshinder att känna och uttrycka inflytande i insatser med avsikt att bidra till deras delaktighet i samhället.

In Sweden there are laws and recommendations from The National Board of Health and Welfare about the importance of a user's involvement in and possibility of influencing services directed at them. Even with such good intentions the same board reports that it is hard to know if people experience that they do. The purpose of my study was to examine how professionals can use their knowledge to help users increase their sense of influence in services that they use. My focus has been on adults with neuropsychiatric disabilities within the autistic spectra, such as Asperger syndrome, and on the professionals working with them. The specific problem among people with neuropsychiatric disabilities is a lack of social skills.

The Current Emphasis : en diskussion om flödesfilosofi och planering

The current planning philosophy is based on a political utopic modernism founded during the first part of the 20th century. The focus is, in planning a defined area, to maximize the internal efficiency and to create a competitivesociety. During the latter part of the former century globalization changed the context, thus creating the need for a new way of approaching physical planning. This paper shows that the historical and philosophicalmetaphor of flow can be applied to meet the demands in the global city. It also shows how the edge, as where interaction takes place, is an important part of the content that has to be defined.

Budgetens roll innan och efter finanskrisen

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Applikationsutveckling i språket Objective-C för iOS

Applications for mobile devices, also known as apps, are today the backbone of a huge market where the company Apple is one of the key players. Apple develops, among other things, handheld electronic devices, which are powered by the operating system iOS. Through iOS, millions of customers get access to Apple?s App Store.During a period of two months, an app in the form of a game has been developed for iOS in the programming language Objective-C. The user of the app is presented intuitive menus and interactive graphical objects that seemingly obey physical laws.

Med snuset i fickan: en beskrivande och analyserande studie av snusande ur ett sociologiskt perspektiv

The aim of this essay was to describe and analyse the use of snuff as a social activity. By accomplishing eight qualitative interviews with snuff-users I wanted to get a glimpse into their relationship to the snuff and find out in which situations and frames of mind the snuff-use alter. I also wanted to find out if age, class or gender has any affect in snuff-using. The interviews were analysed in a sociological perspective with help from Erving Goffmans and Joseph Gusfields ideas, among others. I found out that each snuff-user creates his own rituals and routines, but there are factors in daily life, which can change the use of snuff.

Restinformation i elektroniska textdokument

Some word processing programs save information that not all users of the program are aware of. This information consists of a number of things. Example of that is who the writer of the document is, the time it took to write it and where on the computer the document is saved. Text that has been changed or removedcan also be saved. This information is not shown in the program and the user will therefore not be aware of its existence.

Utveckling av ögonstyrt kommunikationshjälpmedel för intensivvårdspatienter

Thousands of people all over the world suffer from injuries that temporary affects their ability to speak or inother ways communicate. A very common procedure for persons that suffer from some kind of breathingproblem in the higher parts of the neck is called tracheotomy. This prevents the patient from speaking whenno air passes the vocal cords. There have been many studies done to understand how these patientsexperience this period. The results are consistent, the patients often feel fear, frustration and worries aboutthe future.Tobii Technology develops a technique called eyetracking wich enables persons to control a computer with theeyes.

SuperBooky- modernt webbaserat bokföringsprogram för småföretag

The aim of this report is to give the reader insight into the development of theweb-based accounting application SuperBooky. Accounting is a complex task thatmany beginner entrepreneurs struggle with. The development of this application wastherefore focused on making accounting as convenient and as easy as possible. Theend product targets small enterprises and its functionality was designed with this inmind.To make sure that the application was designed in a user-friendly way, polls werecarried out among individuals with basic accounting knowledge. These polls werethen used as a basis when the application was under development, to ensure that itwas well-suited to the target audience.This project was carried out as a bachelor?s thesis for Chalmers University of Technologyand University of Gothenburg during Spring 2015.

Inredningskoncept för vägambulans : Ett examensarbete vid Industridesignprogrammet 2011

The subject of this bachelors degree project is an interior layout for road ambulances.Landstinget Västernorrland (LVN) wanted a layout concept that would be used to com- municate their design intentions to the ambulance producers during their purchase process.Designing ambulance interiors is an extremely complex process since there so many fac- tors to take into consideration. It ?s not just about taking the equipment and place it where there is space left in the cabin. You have to start with the user in focus and the tasks that are to be performed in the ambulance environment.It ishard to find design solutions that will fit 100% of the ambulance personnel?s working routines for 100% of the tasks.

Textila cylindrar - experiment kring solljusreglering

Working with a three-dimensional shape that adjusts light seemed exciting. Venetian blinds became a basis and source of inspiration in my project. What is a Venetian blind? I arrived at the de?nition ?a surface of angleble pieces for sun adjustment?. From that simpli?ed meaning I started making sketches of what an alternative model could look like.

Doktorander och e-böcker ? en användarundersökning

The purpose of this thesis is to study the usage of and attitudes towards electronic books among graduate and PhD students at Karlstad University. The main questions are: How do graduate and PhD students use electronic books? To what extent are electronic books used compared to printed books? To find the answers, a user study was carried out at Karlstad University library. The results show that a majority of the respondents are aware of the possibility to use electronic books but prefer to use printed ones if they have to choose. Many respondents also complained about difficulties reading a text on the computer screen.

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