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22 Uppsatser om Hög fidelity - Sida 1 av 2

Site fidelity of a migratory species towards its annual range

Site fidelity, the behaviour of animals to return to areas where they have been before is a common trait in many species. The Scandinavian moose is known to show fidelity to its range, but to what extent, is little known. The landscape in Sweden changes in a predictable and unpredictable way and hence gives the opportunity to test the existence of fidelity. I used the kernel Brownian bridge method to estimate the home ranges of individual moose over consecutive years and estimated the overlap at the home range level. I also used Euclidian distance to look on calving site fidelity.

Prototyper av lÄg respektive hög fidelity

Det finns olika Äsikter om prototyper av lÄg fidelity kan anvÀndas lika effektivt för att identifiera brister och testa ett grÀnssitt som en prototyp av hög fidelity. De artiklar som har granskats i detta arbete har kommit fram till olika resultat angÄende denna frÄga. Endel forskare pÄstÄr att prototyper av lÄg fidelity Àr lÀmpligast att anvÀnda under den tidiga delen av designprocessen och att prototyper av hög fidelity bör anvÀndas i den senare delen av designprocessen. Detta har pÄ senare Är diskuterats krafigt inom "the human factors community" dÀr vissa forskare pÄstÄr att prototyper av lÄg fidelity Àr minst lika anvÀndbara under hela designprocessen. De artiklar som har analyserats i denna studie har kommit fram till olika resultat angÄende denna frÄga.

UtvÀrdering av nÀrstridsillustrator : Piloters expertis till stöd för framtida utveckling

This thesis describes the evaluation of a prototype (Illustrator) for future simulator training of Within Visual Range - combat in the Swedish Air Force. The main focus was to collect and transform user acceptance data (expert opinions) to useful guidelines for continued development. Thirteen active fighter pilots participated in the study. The aim was to use expert opinion to study a) the psychological user acceptance, and b) the technical user acceptance, of the Illustrator together with c) gathering opinions for future improvement. Three psychological aspects were rated before and after the sessions to measure psychological user acceptance.

IDQ Viewer: För enklare Visning av Databasstruktur : Viewer : För enklare Visning av Databasstruktur

The social community is structured around data, a lot of that data is stored in different types of databases. The meaning of this essay is to develop an interactive tool that will change the way database visualization is done, and also to research in which fields a tool of this type can be used. With the help of different methods we discovered areas where it could be of use, such as; presentation of a database, development and documentation of a database. The primary goal of the prototype was to make viewing of database structures easier, even people without prior database knowledge should be able to understand the structure. During the development we used prototypes.

Designlösningar i ett affÀrssystem ur ett kognitionsvetenskapligt förhÄllningssÀtt

The purpose of this thesis was to examine if there where fallacies in the design solutions for the business system IFS Applications from a user perspective, and if so, correct these from a cognitive science approach.Data collection consisted of three main portions. These where; workshop, individual interviews and observations. The collected data was analyzed and resulted in identification of two main areas in the application that where found lacking.The result of the study showed that the usability for processing large amounts of data and the lack of customization where the main flaws in the application. Two low fidelity prototypes where created with the purpose of rectifying the underlying flawed design solutions that where identified from the collected data..

Wireless Fidelity - A Scenario Analysis

AbstractTitle: Wireless Fidelity ? A Scenario Analysis Authors: Mellberg Ola, Technology Management, Lund UniversityMĂ„rtensson Jens, Technology Management, Lund University Tutors: Andersson Jens A, Faculty of Engineering LTHKarlberg Johan, Sony Ericsson Mobile Communication ABSvensson Claes, Lund University Discussion: The most significant impacts on the telecom industry over the past decades have been the rapid growth of the Internet and mobile telephone services. Currently these two worlds are converging. Moreover, the fast expansion of wireless high capacity Internet access, increased distribution of local/public hotspots and rapid development of wireless network cards have opened new opportunities for the mobile telecom industry. Research Questions:To what extent could the explosion of local and public wireless networks, using WiFi technology, affect the future telecom industry? Who will ultimately master the WiFi innovation and to what degree could this innovation open new possibilities for external players to enter the mobile voice industry? Purpose: The purpose of the Master Thesis is to provide Sony Ericsson Mobile Communication AB with the most transformational scenarios, which will enable employees to recognise patterns and interpret the meaning of WiFi-related events as they unfold.

Let's Walk, (interaktionsdesign) frÄn början till slut

Many interactive products constructed today is not produced towards a specific targetaudience and how they will interact with the product. This master's thesis follows the designprocess in the development of the Let's Walk webapplication. In the designprocess has users of the webapplikation been identified, prototypes developed and an interactive version has been evaluated. The Let's Walk webapplication is a fully working system used to administrate Let's Walk, an exercise competition between companies. Experts and users have been involved to evaluate the Let's walk high-fidelity webapplication prototype.

Kunders betalningsvilja- frÄn initialkostnad till drift- och underhÄllskostnad

Many interactive products constructed today is not produced towards a specific targetaudience and how they will interact with the product. This master's thesis follows the designprocess in the development of the Let's Walk webapplication. In the designprocess has users of the webapplikation been identified, prototypes developed and an interactive version has been evaluated. The Let's Walk webapplication is a fully working system used to administrate Let's Walk, an exercise competition between companies. Experts and users have been involved to evaluate the Let's walk high-fidelity webapplication prototype.

SÀkrare trÀning med rÀtt redskap.Utveckling av avlastande redskap vid knÀböj iSmithmaskin.

The purpose of this thesis was to examine if there where fallacies in the design solutions for the business system IFS Applications from a user perspective, and if so, correct these from a cognitive science approach.Data collection consisted of three main portions. These where; workshop, individual interviews and observations. The collected data was analyzed and resulted in identification of two main areas in the application that where found lacking.The result of the study showed that the usability for processing large amounts of data and the lack of customization where the main flaws in the application. Two low fidelity prototypes where created with the purpose of rectifying the underlying flawed design solutions that where identified from the collected data..

Virtuella doftspÄr pÄ webbplatser

MÀnniskan Àr nyfiken och vill finna ny information pÄ webbplatser. Detta kan underlÀttas med hjÀlp av virtuella doftspÄr som anvÀndaren följer. Denna rapport Àr en fördjupning i hur mÀnniskan gÄr tillvÀga för att följa virtuella doftspÄr och hur man som designer ska anvÀnda sig av detta nÀr man utvecklar en webbplats. Genom teorierna information foraging och anvÀndbarhet har en anvÀndbarhetsmodell och en operationalisering tagits fram för att underlÀtta detta. Tillsammans med datainsamling genom intervjuer och metoderna heuristisk utvÀrdering och high fidelity har studien visat att nÀr man skapar ett grÀnssnitt för anvÀndare behövs information foraging som bestÀmmer eller lÀmnar förslag pÄ hur virtuella doftspÄr pÄverkar anvÀndaren..

Digitala Lathundar

Patrullerande poliser i Malmö har en varierande och oförutsÀgbar arbetsmiljö. NÀr de kommer till hÀndelser dÀr de Àr osÀkra pÄ hur de ska agera kan de konsultera tryckt metodstödsmaterial. Dessa tryckta handböcker Àr ofta utdaterade och icke-standardiserade. Tillsammans med Polisen i Malmö har vi tagit fram ett förslag till hur en digital version av denna typ av material kan se ut, med förslag kring grÀnssnitt och informationsrepresentation, och en diskussion kring vilka potentiella konsekvenser ett mediebyte kan fÄ för poliserna ute pÄ fÀltet. För att ta fram dessa designförslag anvÀnde vi oss av ett antal interaktionsdesignmetoder. Dessa utvÀrderar och diskuterar vi, utifrÄn hur vÀl de fungerar inom en myndighet som Polisen, i kontexten patrullerande poliser i Malmö..

Behandlingsintegritet : Behandlares uppfattningar om att arbeta utifrÄn metoders tÀnkta utförande gÀllande KBT och ART

I denna studie Àr syftet att undersöka behandlares erfarenheter och uppfattningar om hur de förhÄller sig till KBT och ART pÄ tvÄ SiS-institutioner för ungdomar nÀr det gÀller behandlings-integritet. Studien utgÄr frÄn en kvalitativ ansats med en hermeneutisk forskningstradition. Studien bygger pÄ semi-strukturerade intervjuer med fem yrkesverksamma behandlare pÄ tvÄ SiS-institutioner. Resultatet har tolkats utifrÄn analysmetoden meningskoncentrering och teorin ?A conceptual framework for implementation fidelity?.

Flexibel streamingtjÀnst : SVOD och TVOD under samma tak

I denna rapport stÀlls frÄgor betrÀffande hur Viaplays streamingtjÀnst kan se ut i framtiden gÀllande TVOD och SVOD genom nya designlösningar. För att göra detta har en mÀnnisko-centrerad designprocess anvÀnts för att undersöka attityder och beteenden kring TVOD. I undersökningen utreddes det hur konsumenter ser pÄ TVOD och kombinationen med SVOD. Vad vill anvÀndarna ha, hur ser deras vanor och beteenden ut gÀllande hyrfilm i sin helhet?Examensarbetet har gjorts pÄ plats hos Viaplay och med hjÀlp av Viaplays designteam.

Att kommunicera eller icke kommunicera : Att utforma platscentrerade mobila sociala plattformar för att frÀmja interaktion mellan frÀmlingar

Communication between people who already know eachother, and who use a social online platform to do so, have been thouroghly studied for years. Thus, the majority of the people we connect with on a day to day basis are friends and acquaintances. As children we were taught not to talk to strangers, and as we grew older we learned to avoid people who act suspiciously. These and many other factors are part of the reason we avoid strangers, but are we doing so wrongfully? Studies have shown that there are many benefits in everyday interaction with strangers, some of which are an estimated increase in happiness and letting people seemingly forget about previous grievances.

Utveckling och utvÀrdering av grÀnssnitt : En grÀnssnittsprototyp för design av t-shirtar

This thesis project is based on a business idea where users can design their own t-shirt online. The project shows the first step in the development process where a prototype for a user interface is created and evaluated.The purpose of this thesis project is to answer the following question:How does one develop a user interface for t-shirt design with consideration to interaction design theories?In order to answer this question the design process began with scheduling the work at hand. The first step was to build a conceptual model based on specifications made prior to this project. This conceptual model became the foundation for the physical design.A high fidelity prototype was created using Macromedia Flash and Actionscript 2.0.

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