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1383 Uppsatser om User-friendliness - Sida 12 av 93

Elevers uppfattningar kring sambandet mellan fysisk aktivitet och inlärning

The study presented here is about how to make the special needs user who has a profound intellectual disability and additional disabilities more involved in their implementation plan. Based on a life story interview the study aims at analyzing perceptions of procedures to enhance special needs users? influence. The method used in this study was a qualitative research approach as an overall approach in order to use a narrative method where life history is the method. The focus has been to study a part of an individual life history - a specific domain in the life of the interviewee?s working career.

Greetings from Karlstad : En marknadsföringsfilm för Karlstads universitet med syfte att locka internationella studenter

The purpose of this paper is to carry out a domain analysis of Section for Maps and Pictures at Uppsala University?s Library and investigate its business, collection and knowledge organization. Birger Hjørland?s socio-epistemological domain analytic paradigm is applied. As methods, Hjørland suggests eleven approaches, and from them he emphasizes especially the importance of the historical and epistemological approaches.In this paper three questions are analysed.

Effektiv metod för tydliga, skrivna instruktioner för produkttillverkning

St. Jude Medical Inc is one of the worlds leading companies in the medical technology area with cardiovascular devices as its specialty.Manufacturing implantable medical devices such as Pace Maker Electrodes requires complex design, safe processes and well trained operators. User friendly manufacturing operations are a necessity.Lately there?s been an increase of the manufacturing volume which also increased the number of operators. More operators need to be trained and cross-trained.

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.

Prototyping of a mobile, Augmented Reality assisted maintenance tool

The purpose of this thesis work is to create a prototype for an augmented reality application that isaimed to support service technician when performing service and maintenance of machines andengines. The prototype will be used for investigating what technical limitations there is and toestablish basic usability for the user interface. The method that is used is user studies and analysis toevaluate use cases and user stories. An iterative work process is then applied for design and theprototype is continuously user tested.The resulting prototype uses a Samsung Galaxy Tab 2 running on Android operating system. Theframework used for augmented reality is NyARToolkit which handles marker recognition andconnections to Android.

Flexible Snowboard System

The project, Flexible Snowboard System, has been carried out by the project group independently and is a module developed for snowboarders, ski rentals and ski schools. The problems of today?s solutions are that they cause the user an inconvenient standing position when riding the ski lift or skating the transportation slope, also mounting, adjustments and disassembling of the bindings are time consuming and brings undesired wear to the screws and screw holes. In addition any adjustments require that the user steps out of the bindings and have tools at hand. Flexible Snowboard System is a universal module which means that it can be assembled with all of today?s snowboards and bindings.

Webbaserat resultat och uppföljningsprogram för idrottsförening

Students at the School of Engineering at Jönköping University have on behalf of the swimming organization ?Nässjö Sim och Livräddningssällskap? conducted research on how to monitor and evaluate swimmers and swimming groups in a simple and efficient manner with a focus on usability and user friendliness. Since no system existed that could meet these requirements, the client had a desire to tailor and develop such a system. The purpose of this work was to develop a system that would work as a tool to be used by coaches and swimmers alike and allow them to eventually follow the development of swimmers and swimming groups. The organization also wanted to have the ability to create tests and exams, both for land and water training, register these in the system and in a structured way know which swimmers took and passed these.For this thesis, the following questions functioned as a framework for progress.UsabilityHow to design a usable system and what is required?SystemWhat type of system is best suited to meet the client's requirements and preferences?Competition resultsHow can one retrieve all the competition results for swimmers of Nässjö SLS?DatabaseWhat type of database is best suited to easily share data with an external existing database?Usability has been the main focus throughout the project.

Utveckling av en webbaserad donationstjänst för företag  som involverar medarbetarna i processen

In recent years, employees at large companies have started to demand that their employer should work more for good causes. The money the company wants to donate to charity is distributed mostly through a vote to decide where the money will be remitted. The purpose of this design case is to develop a design concept for a web-based donation service that involves all employees at a company. Furthermore, the authors of this study intends to explore how the motivation for employees of a company can be affected by participation in this service. In this design case, the service function, quality and concept was tested and evaluated.

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..

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.

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