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1557 Uppsatser om User-interface - Sida 6 av 104

VOD-tjänster : Faktorer för en ökad diffusion och användaracceptans

I den här uppsatsen har faktorer för en ökad användaracceptans och diffusion av Video on demand(VOD)-tjänster identifierats med hjälp av en litteraturgenomgång av tidigare studier i acceptans och diffusion. Litteraturgenomgången ligger till grund för en lista av faktorer som gör en konsument mer villig att anamma en VOD-tjänst. Faktorerna har sedan utvärderas genom en kvantitativ undersökning med hjälp av en webbenkät. Resultatet blev i stor grad det som förväntat där det framgår att utbud och kostnad är de viktigaste faktorerna för en hög acceptans, men även andra faktorer kan spela in som användarvänlighet, kvalitet och sociala faktorer..

Från Excel till Qt : Överföring av interface

Ett användarinterface i Excel kan återskapas på ett strukturerat sätt i Qt. Programmet Qt är lättanvänt för någon med programmeringserfarenhet, men svårt för andra. Qt finns som gratisversion och är baserat på programspråket C++.Tågföretaget Bombardier använder ett interface i Excel, men med nya versioner av programmet har problem uppstått. I detta projekt undersöks svårighetsgraden av Qt och delar av Excel-interfacet återskapas i Qt.Först skapades en design i Qt med bland annat tryckknappar, komboboxar och textfält. Sedan skrevs kod för designens funktion.

Chalmers University of Technology

The Division of Language and Communication at Chalmers uses a web-based language tool, named EngOnline, to teach English grammar. The language tool suffers from some shortcomings. These include stability problems and an outdated interface but, above all, there is no documentation. Because of the lack of documentation and EngOnline?s need of maintenance, the Division of Language and Communication has decided to replace the language tool with a new and well documented one.The new language tool was developed using an agile work process; detailed documentation was replaced with more efficient communication.

Instagram, det nya galleriet : En undersökning av konstbetraktande i sociala medier, med utgångspunkt i Jesper Walderstens Instagramkonto

In my paper I adress the question of what happens in the relationship between the beholder, the artwork and the artist when they meet in the era of Web 2.0. The new smartphone based medium that I write about is Instagram. The artist i write about is the Swedish illustrator Jesper Waldersten. My purpose with this paper was to explore how the the beholder, pictures and artist relate to one another i relation to Instagram and how the interface of the smartphone and the app affect the beholder in these relationships. I also seek out to understand the difference between how Instagrams interface affect the beholder in comparison to the interface of the artists web page and his book.

Leka lära leva : En studie i inomhusmiljöns betydelse för små barns lek och lärande i förskolan

Our aim in this work has been to redesign ModernFamilies and make a user-friendly interface for people with aphasia. The focus has been to identify general issues they might face while using different technology and applications, in order to find better alternative design for ModernFamilies, with a focus on usability. To approach this issue, we used a qualitative method. Our study includes several interviews and observations preformed in conjunction with the AGNES project (AGeing in a NEtworked Society) and speech therapists. Aphasia requires simple design that in the same time gives them support to understand and use technology and different applications.

Design av styrsystem till rotationsstol och utveckling av numerisk modell av otolitmembran

This master thesis is made of two parts. The first part concerns the method and results ofdesigning a motion control system for a piece of research-equipment called BIRGIT. Theequipment is made to be used for research on eyemovements. In the second part, a computermodel of a part of the balance organ in the inner-ear is developed. The work has been done atthe Bernadotte laboratory at S:t Erik Eye Hospital.The equipment the control system is made for is a so-called rotationchair.

Gränssnittsanalys av Video On Demand tjänster : En gränssnittsanalys av fyra stycken VOD-tjänster på fyra stycken plattformar

This paper works as an assignment from the Video On Demand Company Headweb, who wanted aninterface analysis of their own and their competitors VOD services. The purpose is to help Headwebwith their own interface by studying theirs and others interfaces and make an analysis on how theyfunction, how they look and how good the usability is with every service, with hope to findsomething that could make the VOD service of Headweb better.I have also studied how the interfaces of the VOD services look on different platforms, to see howthey are designed as a whole. This has been an expert analysis where I have studied the differentVOD-services by myself, without any external users.To find advantages and disadvantages with the services and their platforms, I have used differenttheories, models and design patterns to frame areas such as filmsearch, categorization, registrationand navigation. I have compared the VOD services with each other and drew conclusions for eacharea to see how the interfaces differ between the services, but also between platforms.My analysis has shown that all VOD services in this project have a very unique interface, eventhough they all have the same goal, to allow the user to control their viewing of film. They usevarious functions and structure and use their own page names and categorizations.

GRÄNSSNITTET OCH ANVÄNDARNA En undersökning av två gränssnitt mot en bibliotekskatalog.

The scope of this master´s thesis is the issue of usability in relation to interface design,in particular the interface of a university library´s online public accessed catalogue, orOPAC. Since the OPAC can be seen as the library´s ?shop window? to the world, it isof great importance that the interface to the OPAC can be used by patrons witheffectiveness, efficiency and satisfaction.The master´s thesis is based on a qualitative study performed at Karolinska InstitutetsUniversity library, and contains both a usability evaluation and an interview study. Twointerfaces were evaluated: a standard web interface provided by the system supplier, andan interface developed in-house by Karolinska Institutet´s systems department. The twointerfaces are both connected to the same online library catalogue, thus making possiblea comparative study..

Energieffektivitet Hos Dubbelskalsfasader

Today multi-touch technology is the basis for many new techniques designed to improve interactions with computers and mobile devices. It seems that multi-touch screen interface makes the user handling very natural in the sense that there is no need for a manual in how to interact with the object on the screen. The aim with this paper is to establish a fundamental set of design principles intended specifically for large multi-touch interfaces. To reach this goal we have implemented a couple of sub-goals beforehand: It was essential that we acquired a good understanding of the current state of the multi-touch interface and the different implementations that exist today. To make this possible we constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will help us understand the limitations and also the possibilities of the design implementations today and in the future. We also needed to devise a sound interaction design process that conveys the modern designers work.

Application development for touch-screen interfaces

The way we interact with computers will soon change dramatically. The input interfaces are becoming more and more intuitive and one of the latest technologies is a touch screen interface capable of dealing with multiple inputs simultaneously. The tools we use to communicate with the computer - such as the mouse and the keyboard, will slowly disappear and be replaced with tools more comfortable and more natural for the human being to use. The purpose of this project was to create a basic framework for future projects dealing with this interface, as well as creating some example programs. This report describes my work and my experiences with this new interface..

Läkemedelssökning i vårddokumentationssystem : En användarcentrerad utveckling av läkemedelssökning i vårddokumentationssystem

This thesis examines the problems related to IT in the Swedish healthcare system, specifically the drug searching part of the electronic healthcare systems used in Sweden. The question formulation is divided into two questions: What parameters and functions are of greatest importance when performing a search on drugs, and how should these be presented in a graphical user interface? Thus the purpose is to answer these questions through developing a design concept, in the form of a prototype, which describes how a drug search can be carried out.The entry point is a central quality checked drug database that is managed and owned by Swedish county councils and regions. The problem is attacked through user-centered methods where interviews of physicians and developers, in conjunction with observations, are used to give an overview of the problem area as well as to specify a requirements specification for the prototype that this thesis aims to develop. The thesis result is a requirements specification in combination with a prototype that exemplifies how drug searching can be performed, the prototype is based the requirements gathered from the interviews with the user group of physicians..

Sketching a set of multi-touch design principles

Today multi-touch technology is the basis for many new techniques designed to improve interactions with computers and mobile devices. It seems that multi-touch screen interface makes the user handling very natural in the sense that there is no need for a manual in how to interact with the object on the screen. The aim with this paper is to establish a fundamental set of design principles intended specifically for large multi-touch interfaces. To reach this goal we have implemented a couple of sub-goals beforehand: It was essential that we acquired a good understanding of the current state of the multi-touch interface and the different implementations that exist today. To make this possible we constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will help us understand the limitations and also the possibilities of the design implementations today and in the future. We also needed to devise a sound interaction design process that conveys the modern designers work.

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.

Alternativa metoder för att kontrollera ett användargränsnitt i en browser för teknisk dokumentation

When searching for better and more practical interfaces between users and their computers, additional or alternative modes of communication between the two parties would be of great use. This thesis handles the possibilities of using eye and head movements as well as voice input as these alternative modes of communication. One part of this project is devoted to find possible interaction techniques when navigating in a computer interface with movements of the eye or the head. The result of this part is four different controls of an interface, adapted to suit this kind of navigation, combined together in a demo application. Another part of the project is devoted to the development of an application, with voice control as primary input method.

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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