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1656 Uppsatser om User orientation - Sida 2 av 111

Användarcentrerad Systemdesign

This essay focuses on the term usability while conducting a user centred system design. Usabilitymeans to what extent a user can use a product to achieve effectiveness, efficiency and satisfaction.Development using a user centered system design means that knowledge about the end-users andit?s opinions becomes a crucial part of the development process. The question of this essay is if usinguser centred system design will lead to good usability.We used methods from a user centered system design point of view while developing an applicationfor a Swedish bookstore company called Bokia AB. This included user and task analysis following by aclose relationship between the developers and end-users by using sketches and showing themprototypes of the system while collecting feedback.After concluding our case study we determined that using methods from user centered systemdesign could be used as a great tool to further improve the usability and to improve an applicationssuccess chances..

Public service vs Kommersiell TV. SVT, TV4-gruppen och MTG: En kvalitativ fallstudie om de ledande aktörerna på den svenska TV-marknaden och deras marknadsorientering.

The Swedish TV broadcasting market is constantly changing together with the players in it. The questionto be answered by this paper is how the players in the market handle these changes and to what extentthe players are changing the market. Also, are there any differences between the public service andcommercial players in this aspect? The purpose of this paper is to create a better understanding of theSwedish broadcasting market and its player's market orientation. Through case studies of the three mainbroadcasting companies, SVT, TV4-gruppen and MTG, the market is analyzed from their perspective.The conclusions from the analysis show that there are differences in the market orientation betweenpublic service and commercial players, where the commercial companies are more market driven..

Från idrott till Life Orientation : - en kvalitativ studie om idrottsämnets ställning på en skola i Sydafrika

När Sydafrika blev en demokrati 1994 gjordes utbildningssystemet om. En del i de storaförändringarna var att introducera Life Orientation, ett nytt ämne från och med 1998.Forskning har visat att införandet av ämnet inte varit friktionsfritt, vilket bland annat berott påatt ämnet varit nytt och det varit brist på lärare med relevant utbildning för att undervisa i LifeOrientation.Syftet med den studie som gjorts var att ta reda på hur lärare på en High School (årskurs 8-12)upplever idrottsämnets ställning är på deras skola, mot bakgrunden att ämnet integrerats i LifeOrientation som ett av sex delområden. En kvalitativ forskning har genomförts medsemistrukturerade interjuver som metod. Resultatet i undersökningen visade utifrån de trefrågeställningsparametrarna; uppfattningar om ämnet, upplevelser av ämnet och åsikter om demateriella förutsättningarna, att lärarna upplevde att ämnets ställning var låg på deras skola.Nyckelord: Sydafrika, utbildning, Life Orientation, idrott och hälsa, ställning, status,upplevelser, materiella förutsättningar.

Gamers and Game Design: Incorporating Users in the Design Process

This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..

Digitala tjänstens registreringsprocess ? hur påverkar den helhetsintrycket?

The outset of this thesis is to raise questions on how we design for the mobile context and the capabilities of smartphones. Not only the presentation but also the use of input and interaction between a service and a user.This work evolves around sign up forms and answers the question: How does the sign up process affect the holistic perspective of a digital service regarding usability and user experience? This thesis consists of a case studies, and design experiments conducted on Twitter, Instagram and Randos sign up processes to explore if and how the usability, and the user experience could be affected and im- proved.This concluded some important aspects to be considered when designing sign up forms for a digital service.The usability, and the user experience is not only affected by user interaction, and the choice of input method but it?s also affected by which data the service is requesting, and more important; if that data is motivated to request by the service..

Förutsättningar inför detaljplanearbetet - Hur påverkar detta processen?

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..

Orientering av liv och död under Mellanneolitikum. : Irland, Orkneyöarna och södra England under perioden ca 4000 f.kr ? 2000 f.kr

Tovesson. R 2012: Orientering av liv och död under mellanneolitikum. Irland, Orkneyöarna och södra England under perioden ca 4000 f.kr ? 2000 f.kr.The orientation of life and death- Ireland, Orkney, and Southern England during c 4000-2000 BC.Magisteruppsats i arkeologi. Linnéuniversitetet Kalmar Vt.

Utveckling och utvärdering av gränssnitt : En gränssnittsprototyp för design av t-shirtar

This thesis project is based on a business idea where users can design their own t-shirt online. The project shows the first step in the development process where a prototype for a user interface is created and evaluated.The purpose of this thesis project is to answer the following question:How does one develop a user interface for t-shirt design with consideration to interaction design theories?In order to answer this question the design process began with scheduling the work at hand. The first step was to build a conceptual model based on specifications made prior to this project. This conceptual model became the foundation for the physical design.A high fidelity prototype was created using Macromedia Flash and Actionscript 2.0.

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..

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..

Eynavster : En studie om teknik som hjälpmedel för synskadade i utomhusnavigering

Navigating to different locations isn?t always easy. Imagine then how it is for people with a visual impairment to walk across the street or to get from one point to another. The Swedish Association of the Visually Impaired (SRF) has pointed out that today's society is not sufficiently accessible to people with visual impairment and there are improvements that need to get done. Technology is something that has evolved a lot this last decade and occurs today almost everywhere in our environment.In some areas, technology has facilitated people's daily life very much and we have therefore chosen to examine whether a combination of several technical functions integrated into the fictive artifact called Eyenavster can facilitate outdoor orientation and increase the accessibility for people with a visual impairment.Qualitative data collection methods have been used in this study by six interviews to answer our question.

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..

Behovet av kundorientering i fastighetsföretag, finns det?

AbstractTitle:Behovet av kundorientering i fastighetsföretag, finns det?Author:Joel Nilsson ErlemanTutor:Agneta SundströmPurpose:Thru a quality point of view, examine and analyze how Akelius AB customer orientatesthem self in an area such as Brandbergen, were the demand is larger then the supply.Method:Through a qualitative research approach with an inductive and a hermeneutic orientation thestudy approaches Akelius AB and the company?s costumer orientation thru several interviews and asurvey. The gathered data?s purpose is to answer research questions to investigate how costumerorientations function and to how to implement it in real estate companies.Theory:The theory explains the meaning of customer orientation and its use in real estate companies.The theoretical discussion is based on a five-gap model, which is used to analyze the service quality inAkelius AB and to analyze the relation to their costumers.Empire:The findings show how Akelius experience costumer orientation in Brandbergen and thecostumer?s perception of Akelius AB service quality.Analysis:Compares the theory and the empirical data to see the service quality thru using the GapModel.Conclusion:Akelius AB satisfy their customer?s need in what could be expected of them. In thesituation with increased demand and lower supply Akelius AB have the possibility to offer theircostumers a much lower quality than the costumers usually wants and expect.

Användarundervisning på högskolebibliotek: en observationsstudie

This Masters thesis investigates user education at academic libraries. The increased demand on students to keep themselves updated in the information society of today urges libraries to develop their user education, concerning both content and teaching strategies. The aim of this study is to examine user education at academic libraries, and the approach of librarians in their teaching. The research questions address how librarians implement the user education and what they focus on. We also want to explore what differences and similarities there are between the user educations, and if anything could be further developed within them.

The Co-Creative Network

The purpose of this thesis is to explore the co-creation process and how value is created based on a service orientation using a network perspective. The thesis is studied from a social-constructionist philosophy, using a qualitative approach of data collection and the theoretical framework includes network theories, theories of service-orientation and co-creation. We have conducted semi-structured interviews with a small firm and its network, which consists of a customer, a supplier and a partner. We found that Håkansson?s ARA framework combined with Ballantyne and Varey?s triangulation of value-creating activities help to acquire an understanding of the actors? bonds, the resources? ties and the activity links that exist in a network.

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