Sökresultat:
1661 Uppsatser om User orientation - Sida 18 av 111
Den geografiska, funktionella och processorienterade organisationen : en fallstudie av Holmen Skog, SCA Skog och Sydkraft Vattenkraft
This thesis reports on a case study of two different organisational forms in the Swedish
forest industry; the geographic and the functional organisation. The work in the
geographic organisation is carried out within districts under the supervision of an overall responible district manager, where as in the functional organisation the work has been divided into functions headed by function managers. Forest magement, logging and wood
purchases are examples of such functions. The general idea of the functional organisation
is having the functions working over a larger geographic unit, without subdividing
district boundaries of the region. Also a third organisational form of current interest for the forest industry; the process orientated organisation, is analyzed in the case study.
Here, a company outside the forest industry has been analyzed, since no forest company
was considered to have made as much progress of changing organisation to process
orientation.
In the report I present the results from qualitative interviews, where I give the reader a
picture of the motives behind each organisational form, what the form implies for some
of the company?s interested parties and the organisations? views on future organisational
development.
Teknisk utredning för anslutning av vindkraftverk till elektriskt nät
The city of Kalmar has a desire that their 3D maps of the city should come to a greater use and get residents more involved in Kalmar city. The purpose of this report is to show one way to work with these 3D maps when it comes to presenting information about Kalmar for its residents and tourists in a specific area. The report also includes information about advantages and disadvantages with the use of 2D and 3D maps in different environments. Various reports and other sources indicate an interest in 3D and a use for this, but even that 2D is still seen as a natural way to read a map. By collecting information from relevant literature, interviews and user testing, the group has obtained sufficient background information to present the results of a web site, where the visitor can navigate in both 2D and 3D in a specific area of Kalmar. User tests and surveys have been conducted in two rounds and the web site has been revised after their results..
Re-design av Rättviseförmedlingens webbsida : hur utvecklar man en webbsida med hänsyn till olika intressenter och deras behov?
This report presents the redesign of the online-based non-governmental organization Equalisters? (Rättviseförmedlingen in Swedish) website. It aims to achieve an understanding of how you take into account the user and other stakeholders and their interests when developing a website. The focus was on redesigning an existing website and prioritize the different stakeholders? needs.
Att utföra användarcentrerat arbete med små medel
Usability is a field within systems development which doesn?t get the attention it might deserve. Above all, it?s considered time consuming and expensive by many people in the industry. The current information regarding low-cost alternatives to achieve a more usable system seems to be almost non-existent.
"Om man inte gör det på Facebook" : Ungdomars uppfattning om sociala medier som demokratiagent
The purpose of this essay is to explore how social media affect the political orientation and commitment of youths. Three scientific questions highlight the purpose from different angles. The didactic perspective is discussed in the initial and closing discussion, and is analyzed in the corresponding chapter. Two methods are involved in the study; one survey and one interview with a focus group. The survey had a total of 98 respondents from four different classes, all in the first grade of upper secondary school.
Augmented Reality som ett hjälpmedel för produktvisualisering i möbelindustrin: en fallstudie
This paper examines the potential benefits of using augmented reality as a tool for visualizing furniture in a buyer?s own environment before buying it. A simple prototype is developed and tested. The steps for developing the prototype are described in great detail as well as the tools being used. The prototype is tested both on people working in the furniture business as well as people with experience in buying furniture online. In conclusion the results from the user tests are analyzed and the potential benefits are described.
Att möta kunden med användbarhet
In relation to the development of IT-products it is very important that the software supplier is aware not only of the target group but also the field of application. Usability should characterize the whole IT-design process as, in relation to this context, design includes more than merely those aspects which are visible to and thus can be interpreted by the naked eye. The study examines the specific qualities and properties that substantiate the usability and the demands that a customer rightfully expects from an IT-product. The user and the customer are highlighted in the same context in order to demonstrate that it is through the customer that an IT-product is defined as being useful. Thus, from this perspective, the user and customer can be considered as being the same person.
Arkivering av företagskunders grafiska riktlinjer : Design och utveckling av en arkivwebbsida med responsiv design
This report describes the process of developing a user-friendly and responsive archive website. The website is a Hi-fi prototype and was created for the company JG Communications, to serve as an archive for their customers? style guidelines. To create this website I have used HTML5 and CSS3 to make it responsive for various computer screens. I have also used PHP and some JavaScript to make some of the functions and Adobe Photoshop and Illustrator to make design elements for the prototype.
Omkonstruktion av en rollators bromssystem
This diploma work project is a product development project which purpose is to redesign a braking system for a walking frame. The system that was developed diverges the force from the user to braking power, and includes a service brake as well as a parking brake. The most important components of the system are a grip handle on where the user holds on to and a braking handle on which the user operates the brake from. The system also includes a power transmission component, braking package and other mechanical components. All of the components wasn?t developed in this project, several off them has been reused from the existing system.This product has been developed to meet the requirements and standards presented from the principal, Ahlberg Leber.
Digitala kartor för webben : En turistguide i 2D- och 3D
The city of Kalmar has a desire that their 3D maps of the city should come to a greater use and get residents more involved in Kalmar city. The purpose of this report is to show one way to work with these 3D maps when it comes to presenting information about Kalmar for its residents and tourists in a specific area. The report also includes information about advantages and disadvantages with the use of 2D and 3D maps in different environments. Various reports and other sources indicate an interest in 3D and a use for this, but even that 2D is still seen as a natural way to read a map. By collecting information from relevant literature, interviews and user testing, the group has obtained sufficient background information to present the results of a web site, where the visitor can navigate in both 2D and 3D in a specific area of Kalmar. User tests and surveys have been conducted in two rounds and the web site has been revised after their results..
Fysisk, känslomässig och social interaktion : En analys av upplevelserna av robotsälen Paro hos kognitivt funktionsnedsatta och på äldreboende
This field study examined how elderly and cognitively disabled people used and experienced a social companion robot. The following pages explores the questions: Which are the physical, social and affective qualities during the interaction? The aim was to through observations see how qualities of interaction could activate different forms of behavior. The results show that motion, sound and the eyes together created communicative and emotional changes for users who felt joy and were willing to share the activity with others. The robot stimulated to some extent users to create their own imaginative experiences but often failed to involve user or group for a long time and was also considered too large and heavy to handle..
Design och utvärdering av händelsebaserad Android-applikation
I detta papper, designas och utvärderas en händelsebaserad Android-applikation. MyWorld är en mobil applikation. Händelser som sker i användarens närhet kan ses på en karta. Genom arbetet används beprövade metoder för att skapa en väldefinierad design. Det tas upp problem och lösningar på designrelaterade problem i en händelsebaserad applikation.
Designriktlinjer för övervakningssystem
Design principles are usually used by interaction designers to help creating a user friendly design by making the designer think about the different aspects of the design. These design principles has been further developed since they emerged in the 1990s, and today they're often used in the field of interaction design. By using the design principles, bad design can be avoided and the frustration of the user reduced. Design patterns is described as structural and behavioral characteristics to improve the environment in user interface amongst other areas. These characteristics could make things easier to understand or improve their appearance, they make tools more usable.The purpose with this essay is to identify design guidelinesto be used by developers when designing surveillance systems.
Digital Signage - Infokiosk; Utforma för uppmärksamhet och interaktion
The purpose of this thesis is to investigate how Digital Signage systems such as public info kiosks can be designed to better fulfill its main use; to enlighten, encourage and influence the public with information. The challenges presented from earlier studies shows that the public interests and goals, together with proper and relevant content displayed in info kiosks have impact on the attention the public have towards public displays. Qualitative methods such as interviews, usability testing and observations were conducted to further examine how a public info kiosk can be designed to draw attention and grow interest amongst students at K3, Malmo University. Usability testing were used on the digital prototypes that were developed to ensure that the gestural user interface meet the requirements of a proper interaction from the users. Important insights were made concerning; the attention and interest to relevant content, the aspects of the gestural user interface along with the placement of the info kiosk in terms of context.
Designing the Militarization 2.0 research tool
Research is a time-consuming endeavor which requires appropriate tools to manage often vast amounts of information. Militarization 2.0 is a research project aiming to explore Militarization in social media. The aim of this project is to design a user interface for supporting researchers in projects involving large amounts of data in qualitative studies. The project will follow the design process of the first version of the Militarization 2.0 research database interface. The design process involves user studies, interviews and design and testing of paper and digital prototypes.