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1385 Uppsatser om Wheelchair user - Sida 56 av 93
Bokslut? Den skönlitterära e-boken ur ett läsarperspektiv
The aim of this thesis is to accomplish a user study on how e-book users experience the electronic book, the e-book, as an instrument for reading fiction. The study is based upon qualitative interviews with twelve e-book users and a small survey carried out at the Stockholm City Library. The purpose is to identify the users' incentive for choosing the e-book as a medium for reading fiction, elucidate if and how the interface of the e-book affects the reading experience, and distinguish if there are any factors common to the users in their choice of reading e-books. How the users look upon the future of the e-book is also discussed. Among the people asked in the survey we note little if any demand for the e-book as an instrument for reading fiction.
Kapitalism : en hållbar utveckling?
This study aims to find out what relationship high school students have to social networks at the Internet. This has been done by focusing on norms/standards that adolescents can feel under stress to achieve, through stressing themselves by social networks in a way that is consistent with the norms. The empirical data has been gathered by questionnaires which have been answered by adolescents in randomly selected schools and classes in a medium size Swedish town, Karlskrona. The result showed that all of the participating adolescents have user accounts on a social network. Furthermore it also emerged that a lot of the adolescents thought that norms existed that should be followed in a social network about how to stress oneself.
Tjänstemäns informationssökning: en intervjuundersökning vid Regeringskansliet
This thesis examines information seeking and information needs at the Swedish Government Offices. The Government Offices comprise the Prime Ministers Office, the Government Ministries and the Office for Administrative Affairs. Approximately 4 500 members of staff are employed, of whom around 120 are political appointees. For this study, interviews have been conducted with 15 senior officials and political appointees at the Government Ministries and the Prime Ministers Office. The interviews have been supplemented with literature studies based on user studies research in library and information science.
Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler
The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.
Hitta rätt - utveckling av navigationsstöd
Detta arbete har utförts i samarbete med företaget Compute och fokuserar på att utveckla navigationsstöd för webbportaler med bokningssystem. Arbetet har delats upp i tre specifika mål: (1) integrera Information Foraging Theory (IFT) och Graphical User Interface principles (GUI-principer) genom att applicera dessa vid utvecklng av navigation för webbportaler med bokningssystem (2) konkretisera hur navigering kan förbättras på en webbportal med bokningssystem, utifrån ovanstående teroier och (3) arbetet skall resultera i en lista med rekommendationer som kan tillämpas vid utveckling av navigation. För att kunna integrera IFT och GUI-principer har dessa i kombination med en teroertisk studie tillämpats vid prototyping. Prototyperna användes som verktyg för att konkretisera hur navigationen kunde förbättras på portalen. Prototyperna utvärderades och resulterade i en lista med rekommendationer.
Copingstrategiers och det sociala stödets samband med upplevd stress hos vårdpersonal
IKEA HaparandaTornio employ some two-hundred people in its furniture retail store.Keeping track of staff statistics and employee information has previously been achievedthrough the use of a basic Microsoft Office Excel spreadsheet. The store?s human resourcesdepartment requested an upgrade to this system with the hope of speeding up andsimplifying the administrative process, as well as to make it easier to monitor HR-relatedtarget statistics. The following report documents the development process of that upgrade ascarried out by the author. The project draws on research in usability design and cognitivepsychology to develop a user-friendly interface.
Datorspel för lekfull och interaktiv teckeninlärning: utvärdering och vidareutveckling av en prototyp
The aim was to evaluate and suggest improvements for the prototype TIVOLI (sign-learning via computer-based playful interaction). The game purposed to give children who need signing as augmentative and alternative communication enhanced signing skills. Three children in need of signs played TIVOLI at home during 4-5 weeks. Data contained parental interviews, Talking Mats interviews, assessment of signing competence before and after the evaluation period and game protocols. One game interaction per child was filmed.
Simulation av Xbox Live Indie Games gränssnittet
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..
Nyheter på sociala medier : Twitters påverkan på användarnas nyhetskonsumtion
Our digital society encompasses nowadays different channels, which includes social media where many users consider it as a platform where they can fetch news or exchange news and information. This leads to a large spread of news exchange in a very fast speed, which involves the global users within social media to be a part of this social interaction. This study is focused on how Twitter affects the usage of the user?s news consumption. By reaching out to our specific target audience, which includes Twitter users in Sweden, we made a web based survey with a content of relevant questions.
Simulerad interaktiv arbetsmiljö : Från teori till design och implementering
This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.
"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.
?Why so serious??? en kvalitativ undersökning av folkbiblioteks användning av Facebook.
The purpose of this bachelor thesis is to describe how Swedish public libraries use the online social network Facebook and its functions. Our focus of this study lies on how the librarians use the network and what experiences they?ve made. The questions we wanted to answer were:? How do the libraries in this study work with Facebook and its services? ? What do the interviewed librarians think about working with Facebook as an instrument?? What pros and cons can be identified from working with Facebook?The methodology used for this study was qualitative interviews.
Förbättring av dockning mellan lastvagn och autoklav
At present Getinge can offer a new generation of trolleys that they produced in 2011. The trolley used to Getinge various autoclaves and has the primary task to help the user/sterilization personnel to transport shelves or baskets, with or without cargo, from a packing table to the autoclave. The purpose of this thesis has been to develop a primary solution how the docking process between Getinge trolleys and autoclaves can be improved. The work has in most part followed Fredy Olsson principle and primary construction method. The work has included product research, study visit and development of a requirements specification, to satisfy Getinge, their clients and circumvention products requirements.
Varför sociala medier? : En undersökning av folkbibliotekens arbete med extern marknadsföring.
In our thesis we investigate how public libraries are working with external marketing via social media. The study aims to found out what the reasons are and how public libraries are using social media to market themselves. Furthermore, how they evaluate the success of these marketing efforts. We limit ourselves to public libraries and its staff. The theory that we have chosen to use to analyze our data is the marketing mix of the 4 P'S (product, place, price and promotion), but we have replaced the ?price? with ?staff? because ?staff? is more relevant for library management.
MedImagerWeb - Utveckling av webbapplikation för sökning och hantering av bilder ur bilddatabas
1995 startade medlemmar ur Swedish Oral Medicine Society tillsammans med Institutionen förData och Informationsteknik på Chalmers tekniska högskola projektet MedView. Projektets syfte äratt utveckla modeller, metoder och datorbaserade verktyg för att stödja kliniker i deras dagligaarbete och forskning. 2005 lanserades webbcommunityn SOMWeb och projektet gick in i sin andrafas med fokus på nätbaserad kunskapshantering. Den virtuella mötesplatsen togs emot väl och detbeslutades att satsa vidare på ökad funktionalitet via Internet.Denna rapport beskriver utvecklingen av en webbapplikation som möjliggör åtkomst av denmedicinska bilddatabas som byggts upp under MedView-projektet. Som utgångspunkt förapplikationens funktionalitet och innehåll står skrivbordsapplikationen MedImager.