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21684 Uppsatser om User study - Sida 30 av 1446

Benchmarking som metod ? ett aktionsforskningsprojekt vid Valdemarsviks bibliotek.

The main purpose of this Master?s thesis is to do a benchmarking study of the marketing activities at the public library of Valdemarsvik. The purpose is also to describe and get a deeper understanding of benchmarking as a method for improving library activity. Four major problem areas are addressed: How can one use benchmarking as a tool to achieve change? How can one learn with benchmarking? What similarities and differences are there between benchmarking and other similar methods for competence development? Is benchmarking better than other similar methods for competence development? The empirical approach was qualitative and the method chosen was action research.

Den uppkopplade enkätundersökningen : En studie av informationsvisualiseringen i Mentimeter

A new phenomenon on the Internet is the online audience response. Mentimeter is a web-based tool where you can create online polls. The users can then cast a vote and the result is shown in real time. We want to test the information visualization in Mentimeter and we base our hypothesis, that a better graph design is possible, on the work of Edward Tufte and Stephen Few. Edward Tufte is an emeritus at Yale University, where he held courses in statistical evidence and information design and has created theories about how visual information should be designed.

Staying Astonishing

This thesis is a case study with a qualitative approach. The company examined is The Astonishing Tribe (TAT) making user interfaces for mobile phones. The company has had a growth of 1453% from 2002 until 2006. We have examined what are the key factors for keeping innovation while growing. The most significant factor not supporting innovation within the case company is the will to take calculated risks.

Användning av virtuella mötesplatser

Internet is used today as a traditional medium for information exchange and social interaction. One of these is virtual meeting places where people meet and exchange information, socialize and exchange knowledge with each other. The group has chosen to examine the factors affecting the use of web forums, one of the virtual meeting places that exist on the Internet today. And look at how people use the web forum today in the current situation and how to design a web forum.A survey was conducted to find out how people look at web forums today, 80 people participated, and they got to talk about what they think about different web forums regarding how and why the use these them. Guidelines on how a web forum should be designed were also developed.

GeoAnalys i Flashmiljö

There exists a great need among companies and other organizations to be able to visualize statistics. It?s also increasingly common to ask for web-based solutions for increased flexibility and accessibility for users. This paper describes how large amounts of geovisual data, for a large number of regions, can be visualized in an interactive and well-presented manner. The paper let?s you walk through two application scenarios, developed in a Flash environment, using the GeoViz component library for visualization. The first application has been developed for Statistics Sweden (SCB), to give a solution on how to visualize statistics for Sweden?s zip code regions.

Smartphones som undersökningsinstrument

As the number of people owning a smartphone rapidly increases so too does the opportunity for various researchers to exploit this technology. The possibility to recruit people to participate in research studies improves and with it the chance to get more diversified target groups in terms of age, socio-economic status, geographical location, etc.In this essay, I argue that the opportunities smartphones offer in terms of collecting research material is vastly underestimated in several areas, bearing in mind the advantages they present. In order to support my argument, I shall present a case study carried out in the research area of happiness ? an area where the use of smartphones has provided significant opportunities for research.In order to gather the advantages and disadvantages of this method of study from the participants? perspective, I have followed a happiness research study which is a collaboration between Umeå University and The University of Stockholm. I have interviewed the participants of this study in order to assess the advantages and opportunities that smartphones offer in research programs.Overall, the participants? opinion of this research method was generally positive and it was considered to be quite easy to participate in the study and respond to the questions asked.

"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.

?Vi vill ju så gärna hjälpa dom? : Problem och möjligheter med användarundervisning vid ett universitetsbibliotek

The purpose of this essay was first and foremost to find out the problems that exist around user education in a university library and the opportunities that exist for university librarians to improve their work with students. My method of use was qualitative and more precise qualitative interviews. By interviewing five teaching librarians with five different subject specializations, I wanted to get an an-swer to what they teach when they meet the students and how they view their teaching. Responses resulted then in an analysis using Christine Bruce's theory of information literacy and Carol C. Kuhlthaus theory of librarian roles and her theory of information retrieval process.

Användarinvolvering -        en viktig faktor vid implementering av affärssystem i små företag

Idag är det många företag som misslyckas med sina implementeringsprojekt av affärssystem och många forskare anser att det beror på bristande användarinvolvering. Implementeringsprojekt av affärssystem blir allt vanligare i små företag, men effekten blir dock stor om ett mindre företag misslyckas med sitt projekt. Små företags misslyckanden är oftast relaterade till finansiella och humanitära kritiska framgångsfaktorer. Ett affärssystem kan ge ett företag en rad olika fördelar och möjligheter. Men för att ett företag ska uppnå dem krävs ett lyckat implementeringsprojekt samt att användarna omgående efter driftstart kan använda affärssystemet. Därför måste företagsledare under projektet se till en rad olika kritiska framgångsfaktorer som är relaterade till användarinvolvering.

?Hänga och må bra eller ta sin bok och dra?. Bilden av biblioteket PUNKTmedis efter ungdomsanpassningen.

The aim of this paper is to examine the youth library PUNKTmedis' work methods to adapt itself to the youth. Improved communication with this user group is the starting point for the new work methods. We have chosen to view the increased cooperation between the library and the youth as an adjustment to market demands. We have noticed the possible existence of an antagonism between on the one hand the traditional role of the public library of adult education and on the other hand an adjustment to the market demands. Adult education and the adjustment to market demands is seen as contributing to the image of PUNKTmedis.

Bibliotekets roll i studenternas studier: Användarundersökning vid Linköpings universitetsbibliotek hösten 2005

The aim of this master thesis is to examine the opinions of the students of Linköping University regarding the role of the university library in their learning process. The study addresses the student?s expectations and satisfaction regarding the library services. The questions we seek to answer are: What are the students? conceptions of Linköping University Library as a part of their learning process? What expectations do the students have regarding Linköping University Library? Does the library fulfil the students? expectations? In what way has the library?s pedagogical ambition reached the students? What are the students? opinions about the user education? The study is based on a web survey complemented with interviews.

Implementation av ett interface till Emotiv Epoc

The eld of Brain-computer interfaces (BCI) concerns linking together an external device with the brain of a human or an animal. By doing this the conventional use of a mouse or keyboard can be circumvented, which can greatly benefit people with different types of diseases that cause paralysis or other loss of motor control, such as Amyotrophic lateral sclerosis (ALS). A BCI can also be used for cognitive training of either healthy or mentally impaired subjects to increase cognitive capabilities.In this thesis an implementation of an interface is made against such a device, the Emotiv EPOC Headset. The result is meant to be a stable basis for further study using the device. An in-depth study of the history of EEG and its current use in clinical work and research in the topics of BCI as well as Human-computer interaction (HCI) is presented.

Är transportbeteende något att spela om? : -En studie om hur gamification kan stödja de transportpolitiska målen i Stockholmsregionen

The aim of this study is to examine the possibilities to use gamification to reach thepolitical goals for the transportation system in the Stockholm region. The study has aninterdisciplinary approach and is based around two main building blocks: gamificationand the transportation system in the Stockholm region. The first part examinesgamification. This includes contemporary use, debate, academic definition and aninvestigation of how gamified applications should be developed. One of the mainfindings is a suggestion that gamification should be seen as a process rather that a setof predefined game mechanics that can be applied to any activity.

Mätning av Tidens Inverkan på Användarupplevelsen : En Fallstudie

Det finns i dagsläget få tids- och kostnadseffektiva metoder och tekniker för att mäta och utvärdera användarupplevelse över tid. Detta trots att tidsaspekten av användarupplevelsen under de senaste åren har uppmärksammats som en viktig komponent av användarupplevelsen inom människa-dator-interaktionsforskning. UX Curve och iScale är två metoder framtagna för att mäta förändringar i användarupplevelse över tid med hjälp av retrospektion och skapande av grafer över utvecklingen av användarupplevelsens olika dimensioner.Mot bakgrund av dessa metoder togs ett webbaserat utvärderingsverktyg fram med målet att undersöka verktygets förmåga att mäta förändringar i användarupplevelse under en utvärderingsperiod. Verktyget testades på 9 deltagare i en utvärdering av en mailklient under två veckors tid.Resultatet indikerar att utvärderingsverktygets dimensioner samlar upplevelser av relevans för de dimensioner som undersökts men visar också på att ytterligare testning och validering av metod och verktyg behövs för att fastställa att mätningarna är reliabla och att det som mäts är vad som avses mätas..

Prototyp för skolapp

The consultancy firm Knowit sought a smartphone application for communication between schools and pupils. Together with the students, it was decided to create the app both for Android and for iPhone. The project would produce a prototype app with limited functionality usable as a proof-of-concept in communication with potential customers.The questions that have characterized the work are; what features would be demanded in a school app, how to program user-friendly functionality and how to use object-orientation to design such an app. A question has also mentioned the differences between development for iOS and Android. The work was done in an iterative process in which the students worked together with planning, programming and testing.

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