Sök:

Sökresultat:

1832 Uppsatser om User testing - Sida 17 av 123

Är det svårt att hitta i en mobitelefonmanual? : En kvalitativ fallstudie om informationssökning och användbarhet

This master thesis states the following questions: Is it easy or difficult to retrive information from a mobile phone manual? How can the search process be described among user for a mobile phone manual? What similarities and differeces can be identified between users? Arhe there any variables that affect search performance such as reading skills or technical domain knowledge? Eight mobile phone users participated in an empirical observation and the scope was to find information in a paper version of a mobile phone manual according to given tasks. The results shows that some users has problems to retrieve information due to that the correct page in the mobile phone manual could not be located. The results show that the user is using several search strategies, for example the table of contents and the index, when trying to locate information. The results also revel that the user initiates multiple search steps before the correct information can be located.

Ditt liv genom andras ögon : En kvalitativ studie om yngre kvinnors personliga integritet på Instagram

Since social media is used more today than just a few years ago, it is easier to share our lives to the public in just a few seconds. Social media is easily accessible on smartphones, tablets and computers which allow us users to use them whenever we want.Instagram is an example of a very popular social media today. In this paper we focus on how younger women think about their privacy when using and publishing pictures on Instagram. We have been using a qualitative research method in which ten people were interviewed. All respondents agreed that privacy is important when publishing pictures or videos on Instagram, but there were also some differences between users with public and private accounts.

Konceptframtagning av testinstrument för vattendetektion baserad på MIP

Water is vital for all life on earth. But it can also be dangerous, even fatal, if it is polluted water. 60 percent of child mortality can directly be deduced to dirty water. Not only developing countries are affected, even in the western world epidemics are breaking out by partake or bathing in dirty/polluted water.MIP, Molecularly Imprinted Polymers, is a biosensor technology that can provide faster and more reliable response than the current methods of water analysis. It is also cheaper and due to that more samples can be taken and analyzed.

Re-design på uppdrag av Spotify : Framtagning av designförslag för ny visningsvy för internprogram baserat på kontextuella intervjuer

Spotify is a music service that offers on-demand streaming and is available in several countries worldwide. As the company and the interest for it grows, more and more parties are involved and those involved, including the record labels want to control and get an overview of their products. They want to be able to see, for example, when a product is available on Spotify and in which countries.Spotify is in May 2013 in process of developing a to be used by administrators on Spotify in order to meet the record labels with the information requested. The new software intends being used by administrators but also by the record labels so that they will be able to overview their products availability.We were asked by one of the developers to conduct user interviews and tests to result in a design proposal on how the display page of information about a product could be visualized more clearly so that it suits both record labels and employees at Spotify. The results of our contextual interviews were translated into a prototype with two display pages.

Responsivitet på menyn : Produktnavigering på en e-handelsplats som är både flexibel och säljande, går det?

The competition in sports equipment and sports fashion today is fierce. And as e-commerce grows, the competing players has to remain accessible and usable regard-less of the device their customers visit the website on. Stadium is Swedens biggest player on the market and puts a lot of effort on their online activity. Something Stadium found interesting was the possibility of introducing elements that would increase the conversion rates directly into the product menu. This study explores the possibility to find a responsive solution for the product menu at Stadiums? e-commerce website which could contribute to increased conversion rates.The study is built upon an experiment and the foundations of the experiment is based upon a market analysis of used design patterns for product navigation in the domain of sport resellers.

Strömmande läsning och annan läsning. Bibliotekariers syn på läshjälpmedel för funktionshindrade

This qualitative study is based upon interviews with librarians. It investigates the librarians? opinions on material adapted for disabled people and examines strategies used to market user friendly services for the disabled. The study explores librarians? views about streaming directly on the internet.

User Experience utvärderingar med stöd av Repertory Grid Technique

Studiens syfte var att undersöka möjligheterna att använda intervjutekniken Repertory Grid Technique (RGT) som utvärderingsteknik för att utvärdera User Experience (UX) på distans. Detta gjordes genom att de föreställningar som en handledarstödd utvärdering resulterade i jämfördes med det resultat som uppnåddes genom en webbaserad variant av samma utvärdering. Studiens resultat visade på en svårighet för respondenterna i den webbaserade utvärderingen att formulera föreställningar som går att använda för analys av en produkts UX. Diskussionen pekar på en tänkbar lösning i form av förstudier som utförs med en mindre grupp av respondenter för att på detta sätt hjälpa utvärderarna att skapa sig en referensram att använda vid tolkningen av de föreställningar som sedan kan samlas in under en webbaserad utvärdering. Studien syftade även till att jämföra vilka aspekter kopplade till UX som utvärderingarna genererade, samtliga av dessa kopplades till subjektiva eller produktrelaterade aspekter..

Induktiv provning av ferritiskt rostfritt stå

The report examines the factors which may be a contributing cause to the problems that are present when ferritic stainless steel are eddy current tested in a warm condition. The work is carried out at Fagersta Stainless AB in Fagersta which manufactures stainless steel wire. In the rolling mill there is an eddy current equipment for detection of surface defects on the wire. The ferritic stainless steels cause a noise when testing and this noise complicates the detection of defects.Because of this, a study was made of how the noise related to factors such as steel grade, temperature, size and velocity. By observing the signal and with the possibilities to change the equipment settings the capability to let a signal filter reduce the noise level were evaluated.

Standardisering av funktionsblock for PLC

Automationscenter & Bråvalla Elteknik AB is a company that offers the market completed total solutions where the customer can operate and monitor their production from the terminal. In these total solutions they lack standard circuit which are developed by the company and which could manoeuvre/control/monitor controlled process objects. This report defines the work of developing the most common standard circuits.The report is initiated by a short theoretical part about PLC and the PLC system, with a connected terminal, which has been used. Thereafter, the turnout of the demands of specification is reported, after discussing with the supervisor in the course of the project. The report concludes with a disclosure of how the programming, the documentation and the testing have proceeded and a final discussion concerning the project and proposals on continuation.The result is a CD with the documentation of standard circuits and how they are implemented in a new project.

Resursbesparande mätmetoder inom användbarhet

Detta arbete är en jämförande studie mellan mätningar inom användbarhet. Studien jämför en heuristisk utvärdering med ett användartest, med inriktning på ekonomi och resultat. Syftet är att belysa den ekonomiska aspekten mellan de två metoderna. Samtidigt undersöker studien om heuristisk utvärdering är en metod som lämpar sig som beslutsunderlag. Studien är genomförd på ett tryckeri där tryckeriets IT-system har testats och utvärderats utifrån de två metoderna.

Testverktyg för ett automatiserat system

Most often when developing a new system there is a need get a functioning testtool up and running. Including time, cost and resources the solution isn?t always obvious, developing your own or buy one ?of the shelf?. The purpose of this thesis is to study how a general testtool for executing functional tests should be designed to be reusable, be based on recognized knowledge and be able to fast and simple be customized for different types of systems. Key functions from the litterature is presented and used in the design of a testtool prototype.

Lärande med Teknik : Användning (och Icke-användning) av IT i Skolan

For a long period of time there have been discussions about the need to modernize, to keep up with the changes in our society. The schools as a result have to keep up and adapt in order for the education to be up-to-date. This includes the technological developments. Many steps have been taken and mighty sums have been invested in order to keep up the pace ? but are there any consequences from these kinds of investments? In this report I?m going to take a closer look on a recent addition to this phenomenon that were installed by means of a top-down approach and study the teachers and how they have adapted and view the change in their environment ? namely the newly installed interactive writing-boards.The questions I will study include how the teachers express their view about the installation of the interactive writing-boards.

Crescendo Online: en programsvit för kollaborativ musikproduktion

Collaborative music making on the Internet is not a new phenomenon, but no applications have yet caught on with the vast number of laptop and bedroom studio musicians active today. This is strange considering the inherent social and interactive nature of music, especially amongst trends like Web 2.0 where collaboration and user-generated data is key. In this paper I study the problems these applications face, and why they do not have a greater appeal to musicians. With the results I develop and evaluate my own framework, known as Crescendo Online: a multi-user sequencing and modular synthesis environment, intended to pave the way for a new type of online music creation platform..

Instruktionsfilm på smartphones : En studie kring upplevelsen av video via smartphones som inlärningsverktyg för praktiska färdigheter

This study examined how users interact with a smartphone while in a learning situation based on videos via smartphones as a learning tool, and how this interaction and phenomena is experienced. The five test subject were separately given the same task that they were to solve using video instructions that were picked out and given to them. After finishing the task the subjects were observed while they demonstrated how they completed the task. After the observation the subject were interviewed using semi-structured interviews. The results show that the user experience of this phenomena is based on more pragmatic values than we could find in earlier studies, i.e.

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

<- Föregående sida 17 Nästa sida ->