Dissertations / Theses on the topic 'Design av digitale systemer'
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Nilssen, Rune Bergh. "Utvikling av et FPGA-basert system for emulering av CMOS digitalkamera med programmerbart signal-støy-forhold." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11459.
Full textBrataas, Erlend. "Modellering av en hardware ray tracer." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-15004.
Full textHenninen, Svein Rypdal. "Application of asynchronous design to microcontroller startup logic." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-16349.
Full textSkarbø, Roger. "FPGA Implementation of a Video Scaler." Thesis, Norwegian University of Science and Technology, Department of Electronics and Telecommunications, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10187.
Full textThree algorithms for video scaling were developed and tested in software, for implementation on an FPGA. Two of the algorithms were implemented in a video scaler system. These two algorithms scale up with factors 1.25 and 1.875, which is used for scaling SD WIDE to HD resolution and SD WIDE to FullHD resolution, respectively. An algorithm with scaling factor 1.5, scaling HD to FullHD, was also discussed, but not implemented. The video scaler was tested with a verilog testbench provided by ARM. When passing the testbench, the video scaler system was loaded on an FPGA. Results from the FPGA were compared with the software algorithms and the simulation results from the testbench. The video scaler implemented on the FPGA produced predictable results. Even though a fully functional video scaler was made, there were not time left to create the necessary software drivers and application software that would be needed to run the video scaler in real time with live video output. So a comparison of the output from the implemented algorithms is performed with common scaling algorithms used in video scalers, such as bilinear interpolation and bicubic interpolation. This thesis also deal with graphics scaling. Some well-known algorithms for graphic scaling were written in software, including a self-made algorithm to suit hardware. These algorithms were not implemented in hardware, but comparison of the results are performed.
Volden, Kjetil. "Compiling Regular Expressions into Non-Deterministic State Machines for Simulation in SystemC." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-15083.
Full textJacobsen, Lars Erik. "Electrical Power System of the NTNU Test Satellite : Design of the EPS." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18596.
Full textCorneliussen, Per Christian. "Design of a fractal generator for on-the-fly generation of textures for Mali GPU." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13697.
Full textHornæs, Daniel. "Low-Cost FPU : Specification, Implementation and Verification." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11145.
Full textBacke-Hansen, Henrik. "Defective Pixel Correction." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11270.
Full textMaråk, Martin. "DSP for Lågeffekt Programvaredefinert Radio." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-14038.
Full textØsthus, Per Magnus. "Concurrent operation of Bluetooth low energy and ANT wireless protocols with an embedded controller." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-14040.
Full textVolstad, Marius Lind. "Internal Data Bus of a Small Student Satellite." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-15076.
Full textHabbestad, Torstein. "An FPGA-based implementation of the Conjugate Gradient Method used to solve Large Dense Systems of Linear Equations." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-15403.
Full textNystøyl, Bjarte Løken. "HDMI Transmitter." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18483.
Full textKjøll, Per Kristian. "Integration of a Fractal Generator with Mali GPU." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18810.
Full textWilhelmsen, Audun. "Efficient Ray Tracing of Sparse Voxel Octrees on an FPGA." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-19415.
Full textGulbrandsen, Truls Magnus Aamodt. "Low Power Capacitive Touch Digital Detection Filter : A Comparative Study of Synchronous and Asynchronous Methodologies." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-19507.
Full textLarsen, Jarle. "Embedded demonstrator for audio manipulation." Thesis, Norwegian University of Science and Technology, Department of Electronics and Telecommunications, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10959.
Full textVenjum, Kai André. "Embedded System for Electronic Circuit Education." Thesis, Norwegian University of Science and Technology, Department of Electronics and Telecommunications, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10961.
Full textJonassen, Cato Marwell. "Embedded Demonstrator for Video Presentation and Manipulation." Thesis, Norwegian University of Science and Technology, Department of Electronics and Telecommunications, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10958.
Full textHalvorsen, Are, Sindre Røkenes Myren, and Andreas Hopland Sperre. "Eurobot NTNU 2012 : Treasure Island." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-19094.
Full textAhlqvist, Nilsson Petra, and Tynkkynen Carolin Svensson. "Förslag på design av digitala knuffar för vägledning." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39665.
Full textDecisions are increasingly made in connection with screens, amongst other things due to thecontinuous growth of e-commerce. When people make decisions they are influenced by thechoice environment as well as heuristics and biases, which are mental shortcuts. People areinfluenced by heuristics and biases as it is often difficult for them to make decisions based onall of the information presented. Nudges are a way to guide people to make specific choiceswithout limiting their freedom and have primarily been used in non-digital contexts, but havenow also been introduced in informatics. However, in order for nudges to be able to bedeveloped and used digitally it is important to have knowledge about how people make choicesand the effect nudges have. Previous research on digital nudges also asks for studies on howdigital nudges can be designed and their impact on people's choices online.As nudging is a relatively new term in informatics, as well as research regarding the topic isinquired, this study investigate how digital nudges can be designed to guide people tosustainable choices online. The study was conducted with a design research approach wheredigital nudges were designed based on four different heuristics and biases. The nudges wereapplied on an e-commerce website and tested by means of a prototype. The process fordesigning and evaluating the digital nudges was iterated four or five times to in an exploratoryway test different ways to design the nudges in relation to the research question. The studycontribute with a number of suggestions on how digital nudges can be designed based onheuristics and biases, with guidance and sustainability as focal points.
Kornhag, Loney Christian, and Jesper Lindström. "Design av digitala hjälpmedel för att stödja elbilsanvändare." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-35767.
Full textPaakkola, Dennis, and Robin Rännar. "Ökad användarberedskap för digitala miljösimuleringar : Kravställning,utveckling och utvärdering av digital prototyp för användarintroduktion." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-38021.
Full textDigitala miljösimuleringar kan utföras med olika tekniker och de vanligaste teknikerna är virtual reality, augmented reality och mixed reality. Digitala miljösimuleringar har visat sig vara effektiva för att öva på kirurgi, industrimoment samt för militärövningar. Tidigare studier har visat att teknikvana är en faktor som påverkar om digitala miljösimuleringar kan användas effektivt. Således var syftet med studien att undersöka hur användare kan introduceras till digitala miljösimuleringar. För att uppnå syftet behövdes följande frågeställning besvaras: Hur kan en digital prototyp utformas för att introducera användare till digitala miljösimuleringar baserat på användares behov? Studien har utgått från design science som forskningsstrategi, vilket medförde att studien har utförts i tre faser: framtagning av krav, utveckling och utvärdering av digital prototyp. Framtagning av krav skedde genom en kvalitativ datainsamling i form av semistrukturerade intervjuer. Intervjufrågorna togs fram med hjälp av ett teoretiskt ramverk om digital kompetens. Intervjuerna resulterade i en kravspecifikation innehållande 15 användarberättelser som prioriterades. Utifrån kravspecifikationen utvecklades en digital prototyp i utvecklingsmiljön Unity. Utvärderingen av den digitala prototypen genomfördes i två steg, där det första var att utvärdera internt och det andra steget var att utvärdera externt. Den externa utvärderingen genomfördes med respondenter som utförde ett användningstest av den digitala prototypen som resulterade i förslag till vidareutvecklingMen det resulterade även i att användare fick ökadkunskap och förmåga att se möjligheter med digitala miljösimuleringar.Slutsatsen är att användare kan introduceras till digitala miljösimuleringargenom en digital prototyp som utformats baserat på användares behov.
Meijer, Felix. "Shopal : Utforskning av applikationer för det digitala jaget på den fysiska världen." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135773.
Full textEngblom, Kajsa, and Dunya Kermanj. "Digital design för naturvetenskapligt lärande i årskurs 6 och 7 : konceptualisering av digitalt material för att öka elevers förståelse och motivation i fysikämnet." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-21191.
Full textOlofsson, Petrus. "Digitalisering av Analoga Informationssystem : Vad är viktigt i denna process sett ur ett användarperspektiv?" Thesis, Karlstads universitet, Avdelningen för informatik och projektledning, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-28451.
Full textJivsäter, Linda, and Carolina Larsson. "Design av digitala lärplattformar i en blandad lärmiljö för att skapa en känsla av gemenskap." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-40147.
Full textNorén, Persson Erika. "Design av en digital utbildningsmodul med kristermer på svenska och norska : Hur utformas utvärdering av lärande?" Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-71381.
Full textEriksson, Johannes. "Designriktlinjer för digitala brädspel : En anpassning av designriktlinjer för heuristisk utvärdering av digitala strategibrädspels gränssnitt." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19837.
Full textThis study aim to answer the research question: How can existing design guidelines in interface design be adapted for heuristic evaluation of interface components in digital strategy board games? The study begins with a background of the history of board games, including its digitalization and related studies of both physical and digital board games. Furthermore, a description of heuristic evaluation and different design guidelines for physical board games, video games and general interface design is made. A list of selected design guidelines have been created based on a literature review on previous studies on design guidelines for board games, video games and general interface design. These have been used in a heuristic evaluation to examine how well they work for evaluation of the interfaces of digital strategy board games. A new list with design guidelines was then created based on an analysis of the evaluation, which later got evaluated by three external evaluators with expertise in game design, UX-design or both. The evaluators also participated in a semi-structured interview about their opinions and experience of using the design guidelines to evaluate a digital board game. The literature review, the heuristic evaluations, an observation of the evaluators and the interviews resulted in a new list with design guidelines, specifically intended for heuristic evaluation of digital strategy board games, and shows how design guidelines needs to be adjusted for evaluation of digital strategy board games.
Josborg, Louise. "Content first? : En studie av vilken roll publiceringsmässigt innehåll spelar i den digitala designprocessen." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-71921.
Full textMufic, Erik. "Undersökning av deltagande design via mobila enheter på distans : Digital prototyping med Ozlab." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72953.
Full textEricson, Jessica, and Aurora Hammam. "Har den digitala pizzamenyn en genomtänkt stil? : En analys av lågprispizzeriors design av menyer." Thesis, Högskolan Dalarna, Informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:du-34252.
Full textFor the creation of restaurant menus there are studies that show which recommendations you should use to achieve a well-designed menu. The purpose of the study is to investigate whether pizzeria personnel and designers create digital pizza menus consciously from the design recommendations that exists. This study is a qualitative research work and we have used a survey as strategy. Data collection methods that have been used to answer the study questions are literature search, a visual content analysis, group interviews and semi-structured interviews. One result from the interviews showed that the pizzeria personnel thinks that their menu design does not match their brand. The pizzeria personnel and customers have different perceptions about what the brand stands for. The group interviews show that the digital menus live up to customers expectation and their experience of the low-price pizza. The conclusions show that there are common and distinctive graphical elements. Most low-price pizzerias do not have a well thought out branding, although the pizzeria personnel and designers do not have consciousness regarding the design principles and recommendations.
Lindström, Elinor. "Design och utvärdering av en universitetskurs om digital tillgänglighet : Utformning av kursinnehåll och kursmodul om tillgängliga dokument." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-85720.
Full textBrunlöf, Johan, and Johan Wilander. "Tidregistrering med hjälp av digital positionering : Att underlätta tidrapportering för konsulter." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63894.
Full textThis thesis handles the area around time reporting within the consulting field and how it can be facilitated. Time reporting is a must for every employee in the consulting business. In today’s society, a problem exists as the employees sees this to be a demanding extra chore. To manage employees to execute this is a challenge for every business. If this is not done correctly, the business can face huge economic consequences. The purpose with this thesis is to facilitate time reporting for consultants. This will be done by developing a Mobile IT-Artifact. The application which will be developed will serve as a support for time reporting and its goal is to minimize the human-computer interaction. The artefact that will be developed uses the phones build in GPS function to achieve this. Action Design Research (ADR) is the research method used to complete the development of the artifact and the thesis. This thesis is built around a case in cooperation with the consulting company Knowit. The result of this essay will generate an IT-artifact along with 10 design principles which provides guidelines on how to develop a system of similar character
Olsson, Emma, and Stina Olofsson. ""När det inte fungerar så stänger jag av" : - En kvalitativ studie om äldre människors upplevelse av den digitala tekniken." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104811.
Full textDigitalization has become part of everyday life where almost all community services today have been digitalized. Social media, applications and digital services is something that belongs to the norm. Ending up in digital exclusion can have long-term consequences and is a risk that the elderly in society is particularly exposed to as research shows that many elderly people do not use digital technologies to the same extent. The purpose of this study is to find out how this digitalization has affected the elderly people in society in Sweden, by investigating how elderly people experience technologies today and then also to examine in what way that digital technologies could be designed so that more elderly people can take part in them. The study was done with an initial literature study based on previous research and the concepts of user experience, usability, and universal design. Thereafter, interviews were conducted as a qualitative data collection method. The results show that many older people see difficulties regarding their digital use, they feel an insecurity and fear of making mistakes and sometimes have difficulty understanding how things should be done and have difficulty interpreting the information provided. The elderly wants a simple language and preferably in Swedish. Instructions that explain abbreviations and that not too much information is displayed at once are some of the things that the elderly feel could facilitate their use. This shows that there is more to be done to make everyone in the population feel included within the digitalization and that designing with the user in focus is a step in the right direction.
Björk, Hanna, and Gustav Johnsson. "Navigation i komplexa miljöer med hjälp av digitala tjänster och IoT." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74727.
Full textResearch and implementation of use when it comes to outdoor navigation and GPS systems have come quite far compared to their indoor alternatives. Pedestrian friendly wayfinding solutions for indoor use are still lagging behind, and even more so when it comes to recommendations on implementation of best practice. One of our goals during the research process was aimed at finding the most adequate ways of conveying wayfinding solutions to end-users in different situations. In order to perform this task, we used a benchmarking process on a selection of wayfinding alternatives. The goal of this process have been focused on finding out which solutions are available at this moment, what they offer the users in terms of wayfinding support, and where issues might arise based on cognitive user theory, wayfinding best practice and technological limitations concerning mobile devices or different digital platforms. During our research we found that there are several different solutions that are available for implementation, but that they all come with their own specific strengths and limitations on both the technological side and for the end-users concerning usability. The result of our research has been a collection of qualitative data, and recommendations concerning digital and user limitations connected to our specific case. However, the result of this research should not be limited to our case alone, but rather as a reference point for organizations or developers that wish to implement indoor solutions for users, or for future research within the area of indoor navigation and wayfinding.
Robertsson, Emelie, and Elsa Sjövik. "Användbarheten av ett digitalt hjälpmedel för dyslektiker." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184971.
Full textDyslexia affects the cognitive language ability through impairments in phonological processing and many are negatively affected if the right support and aids are not made available. To examine an assistive tools usability, 5 participants with dyslexia diagnosis took part in this qualitative design study. User tests on a digital assistive tool were conducted remotely and the collected data was analyzed through a thematic content analysis. An expert evaluation according to Nielsen’s usability heuristics was conducted and an interview with the company behind the software. By comparing our results with design principles for dyslexics, we examined if the software is designed accordingly. We found that the software had not been designed according to design principles and that the usability could be improved, specifically in three areas: One area was regarding a flexible design, the ability to individually adjust the software were highly desirable according to the participants and emerged as important in the expert evaluation and was supported by research in the field. Second area was in the field of consistency. The functions that the participants found problematic could, together with the expert evaluation, be linked to functions that lacked consistency. The last area that could increase the usability and make the design more according to the design principles was to keep a minimalistic yet informative design. Information and clear guidance are both important parts according to the usability heuristics and the design principles and by testing we found that it’s the balance between these two that might be crucial.
Danielsson, Öberg Karin. "Att främja medverkan : Utmaningar och möjligheter för barns och ungdomars delaktighet vid design av digitala edutainmentproduktioner." Doctoral thesis, Umeå universitet, Institutionen för informatik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35603.
Full textAndersson, Christoffer. "Government 2.0 och medborgarmedverkan vid utveckling av offentliga digitala tjänster : Möjligheter och utmaningar med medborgarmedverkan i en offentlig organisation." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64979.
Full textSjögren, Jennifer, and Elin Sehlstedt. "Betydelsen av reflektion inom Digital medieproduktion : En kvalitativ studie om komplexiteten i designprocessen." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160916.
Full textBoström, Andersson Jesper, and Jonas Nygren. "Security Theater i digitala applikationer : En illusion för att förstärka känslan av säkerhet." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18768.
Full textComputer power and speed have increased exponentially in recent years, but our expectations and mental models of what computer systems are capable of have not kept up. In cases where people do not believe that the system can perform the requested task as quickly as they do, an artificial wait can be applied to closer match the reality. The purpose of this study is to investigate whether security theater works in the context of banking applications and what happens with the users trust if the illusion of security fails. Through this paper we have found that security theater is a phenomenon that works and adds value to the user. However, the context in question must be carefully evaluated, as security theater in the wrong context can be seen as a disturbing element. We came to the conclusion that the majority of our test subjects are not negatively affected, and instead sees the value in security theater even after the illusion have been revealed.
Alm, Ia, and Nicole Lundström. "Hur platt kan det vara? : En studie om seniorers förståelse av skeumorfism och platt design inom e-hälsa." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18229.
Full textThe vast progress of digitization creates problems for the seniors who find it hard to keep up with modern technology development. At the same time, the Swedish government has set itself the goal of digitizing health care by 2025. In connection with the trend of using flat design in digital platforms, the situation of seniors is further complicated and may have a negative effect in expanding the digital divide. Previous research shows that the style of the flat design is more difficult to understand than the traditional, skeuomorphic design previously used, as flat design lacks affordances. The aim of this thesis has been to investigate whether flat design is more difficult for seniors to understand than traditional skeuomorphic design, as well as how the design principle affordance could solve the problem of understanding flat design. The thesis has been guided by the question: How are seniors' understanding of flat design compared to traditional design in the context of websites and what significance does affordance have to support their understanding? To answer the question, a quantitative questionnaire survey and a qualitative observation study have been conducted to investigate the variables of the question based on previous theories. The result shows that affordance does not seem to affect how seniors understand a design interface. On the other hand, indications suggest that design principles such as visual clues, or signifiers, are important to consider when designing for a senior audience design.
Karlsson, Peter, and Anna Brandt. "Användarkvaliteter inom söksystem : En kvantitativ studie av söksystemen på Södertörns högskola och Stockholms universitet." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19188.
Full textGutemyr, Malin, and Sandra Lindkvist. "Att leverera kärnvärden vid förstagångsanvändningen : en studie kring hur onboarding påverkar användandet av en digital vårdcentral." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18194.
Full textThe study aims to investigating how design solutions can help first-time users to gain a better understanding of how digital primary care works. The concept of onboarding is central to this study and the scientist Cardoso's onboarding framework. Onboarding describes a learning process where the user is introduced to the service so that he or she can use it and become an active user. In order to complete the study, an explorative approach has been made. The study has been divided into three parts; a preliminary study, a design phase and a valuation phase. A total of 17 participants have been recruited. The study resulted in three different prototypes that participant tested. The result of the study showed that the participants' knowledge gap about how the doctor visit works on a digital primary care application was filled with an introduction - an onboarding.
Ekelund, Sara, and Millie Gutestam. "Riktlinjer ur ett UX-perspektiv for design av digitala kommunikationsverktyg." Thesis, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-34792.
Full textHagelberg, Josefine. "Patientsäkerhetsrisker relaterat till användning av digitala journalsystem – ett sjuksköterskeperspektiv." Thesis, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39660.
Full textDigitalization and the introduction of health information systems (such as the electronic health records) has contributed to many advantages within the healthcare industry, especially compared to the old paper-based system. For instance, an electronic health record makes it easier to archive and share patient information, but the advances these systems contribute is also accompanied by its fair share of problems. One of the main problems being that there is a mismatch between the electronic health records in use and the way the healthcare personnel work. Nurses are one of the biggest user groups of the electronic health records and they are also providing healthcare to the patients admitted to hospital wards 24/7. That means that their work is tightly intertwined with patient safety. This study has examined risks for patient safety connected to the use of electronic health records during nursing practice at hospital wards. The study was conducted using a qualitative approach with a literature study, interviews and participatory observations. The result of the study has contributed to increased knowledge and insights regarding patient risks connected to the use of electronic health records during nursing practice at hospital wards as well as an increased understanding for the context in which the electronic health records are used.