Dissertations / Theses on the topic 'Social aspects of Human-computer interaction'
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Campano, Erik. "Online Shaming : Ethical Tools for Human-Computer Interaction Designers." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172899.
Full textDownes, Daniel M. "Interactive realism : a study in the metaphors, models, and poetics of Cyberspace." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0001/NQ44414.pdf.
Full textRyan, John. "A uses and gratifications study of the Internet social interaction site LambdaMOO : talking with "Dinos"." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/958777.
Full textDepartment of Journalism
Wagner, Alan Richard. "The role of trust and relationships in human-robot social interaction." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31776.
Full textCommittee Chair: Arkin, Ronald C.; Committee Member: Christensen, Henrik I.; Committee Member: Fisk, Arthur D.; Committee Member: Ram, Ashwin; Committee Member: Thomaz, Andrea. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Piccolo, Lara Schibelsky Godoy 1977. "Motivational aspects in the design of technology for social changes = Aspectos motivacionais no design de tecnologia para mudanças sociais." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275540.
Full textTese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
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Resumo: Conectando pessoas e presente em todos os aspectos da vida, quando projetadas para este fim, as tecnologias têm potencial de influenciar a forma com que pessoas em um grupo social percebem e se relacionam com as coisas no ambiente. Este estudo de doutorado em Interação Humano-Computador (IHC) investiga como elementos motivacionais da Psicologia podem ser aplicados para informar o design, explo- rando esse potencial da tecnologia em promover mudanças sociais. O estudo é instanciado no domínio de consumo de energia elétrica, lidando com o desafio contemporâneo de cons- cientizar a sociedade dos limites naturais do planeta no que diz respeito ao uso de recursos naturais. Informar o design com aspectos motivacionais é uma abordagem recente em IHC. Quando encontrada na literatura, comumente tem foco em aspectos individuais e intrín- secos da motivação. Contudo, como argumentado nessa pesquisa, o contexto sociocultural evidencia a importância de considerar também os fatores externos que motivam as pessoas a se engajarem com uma tecnologia e com uma determinada questão social. Por considerar tanto fontes intrínsecas quanto extrínsecas de motivação, a Teoria da Autodeterminação é então considerada o principal referencial teórico da Psicologia nessa investigação, e a Semiótica Organizacional é a base metodológica para analisar os elemen- tos socioculturais que influenciam a motivação extrínseca. A análise situada dos dados socioculturais por uma perspectiva motivacional levou ao design da Tecnologia Socialmente Informada para Eco-Feedback de Energia (sigla SEET, em inglês), uma arquitetura que tem por objetivo estabelecer um novo padrão de com- portamento, ou uma nova maneira de perceber o consumo de energia coletivamente. O SEET é composto por um sistema interativo que promove colaboração, e pela Árvore da Energia, um dispositivo de feedback tangível para locais onde há encontro de pessoas. O SEET é avaliado em dois cenários complementares: uma Escola de Ensino Funda- mental no Brasil, onde os dados socioculturais foram coletados, analisados e aplicados para informar o design; e no contexto de um departamento de uma universidade no Reino Unido. Aspectos motivacionais da arquitetura do SEET são então analisadas, assim como o impacto dessa tecnologia ao desencadear as esperadas mudanças sociais
Abstract: By connecting people and being present in almost all aspects of life, when properly de- signed for that, technology can potentially influence the way people in a social group perceive and relate with things in their environment. This PhD study in the Human-Computer Interaction (HCI) field investigates how motivational elements from Psychology can be applied to inform the design aiming at exploring this potential of technology for promoting a social change. The study is in- stantiated in the energy consumption domain, coping with the contemporary challenge of raising awareness among the society of the planet¿s natural resources usage and limits. Informing the design with motivational aspects is a recent approach in HCI. When found in literature, it is mostly focused on individual and intrinsic aspects of motivation. However, as argued in this research, the sociocultural context evidences the importance of considering also the external factors that motivate people to be engaged with technology and the social issue. By taking into account both intrinsic and extrinsic sources of motivation, the Self- Determination Theory is then considered the main theoretical background from Psychol- ogy in this investigation, and the Organisational Semiotics the methodological basis to analyse sociocultural elements that influence extrinsic motivation. The situated analysis of sociocultural data with motivational lenses has led to the de- sign of a Socially-informed Energy Eco-feedback Technology (SEET), an architecture that aims at establishing a "new pattern of behaviour", or a new way of perceiving collective energy consumption. The SEET is composed by an interactive system that promotes collaboration and The Energy Tree, a tangible and public feedback device for gathering places. The SEET is evaluated in two complementary scenarios: an elementary school in Brazil, where the sociocultural data was collected, analysed and applied to inform design; and in the context of an university department in the United Kingdom. Motivational as- pects of the SEET architecture are then analysed, as well as the impact of this technology to trigger the desired social change
Doutorado
Ciência da Computação
Doutora em Ciência da Computação
Park, Sung Jun. "Social responses to virtual humans the effect of human-like characteristics /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29601.
Full textCommittee Chair: Richard Catrambone; Committee Member: Gregory Corso; Committee Member: Jack Feldman; Committee Member: John T. Stasko; Committee Member: Wendy A. Rogers. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Caine, Kelly Erinn. "Exploring everyday privacy behaviors and misclosures." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31665.
Full textCommittee Chair: Fisk, Arthur; Committee Member: Catrambone, Richard; Committee Member: Foley, Jim; Committee Member: Jeffries, Robin; Committee Member: Rogers, Wendy. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Stander, Adrie. "Computer user interfaces in a multicultural society." Thesis, Cape Technikon, 1997. http://hdl.handle.net/20.500.11838/1369.
Full textThis research discusses some of the cultural issues that could influence the human computer encounter in a multicultural community. The results of research to determine differences in computer usage caused by cultural differences when using computer user interfaces in simulated and real-world environments are also discussed. Various cultural aspects could possibly influence the effectiveness of the user interface in a multicultural society. Language is an important factor and studies have shown that simple translation will increase productivity (Bodley, 1993:23). However all languages do not contain the necessary technical vocabulary. Mothers from a lower social class typically use a limited language code when communicating with their children (Mussen et aI.,1984:206). As this causes the children to think in more concrete and less conceptual terms, it may influence the human computer interaction, particularly where a high degree of abstraction, such as in graphical interfaces, is used. Symbolism is problematic as symbols like light bulbs, recycle bins and VCR controls do not feature in the life of users living in slum and backward rural conditions. Lack of exposure to technology might negatively influence user attitude (Downton, 1991:25) with a corresponding inhibition of learning and performance. All external locus of control is common among disadvantaged groups due to the high degree of rejection, hostile control and criticism they experience. As the sense of being out of control is largely associated with the indication to avoid stressful situations, users from these groups might prefer to avoid situations where they do not feel in control. The strong differentiation between the roles of the sexes in certain cultures can also influence the encounter with the computer (Downton, 1991:10) It has been shown that the different gender orientations towards problem solving in these cultures can have an important influence on computer usage. The intracultural factors of social class play a significant role in determining how a person acts and thinks (Baruth & Manning, 1991 :9-1 0). Such differences may sometimes be more pronounced than those resulting from cultural diversity and may influence the orientation of the user towards abstraction and generalization.
Lindberg, Jenny, and Rebecca Ses. ""Me, my selfie and I" : A qualitative study of reasons, experiences andbeliefs connected to human computer interaction in the context of selfieculture." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-50245.
Full textEl, Jed Mehdi. "Interactions sociales en univers virtuel : Modèles pour une interaction située." Phd thesis, Université Paul Sabatier - Toulouse III, 2006. http://tel.archives-ouvertes.fr/tel-00144856.
Full textDans notre approche, chaque utilisateur contrôle son propre avatar (représentation de l'utilisateur dans l'environnement virtuel) et peut prendre des décisions selon ses propres perceptions, son expertise et historique. La problématique de recherche devient donc d'offrir une solution pour maintenir un contexte d'interaction 'riche' lors de la collaboration.
Nous proposons des solutions qui permettent d'enrichir l'interaction sociale en univers virtuel. D'une part, l'interface proposée permet aux interactants d'exploiter leurs références indexicales (par exemple pointer de la main des objets de l'univers, orienter le regard vers une direction, etc.). D'autre part, notre modèle d'interaction sociale permet de produire automatiquement des comportements chez les avatars qui soient pertinents par rapport au contexte de l'interaction (par exemple distribuer le regard vers ses interlocuteurs, regarder les autres avatars en marchant, effectuer des expressions gestuelles en parlant, etc.).
Nous proposons également un modèle émotionnel pour simuler les états internes des personnages virtuels en interaction.
Ces modèles s'intègrent dans une architecture multi-agents capable de fusionner de façon 'réaliste' les actions intentionnelles décidées par l'acteur humain et les comportements non-intentionnels (produits par le modèle d'interaction sociale) comme les gestes, postures, expressions émotionnelles qui dépendent du contexte dans lequel évoluent les avatars.
Zhang, Huiqi. "Socioscope: Human Relationship and Behavior Analysis in Mobile Social Networks." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc30533/.
Full textGodley, Donnae-Maree. "Dasein online! a study of the experience of flow in the virtual playground." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1002492.
Full textGoecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.
Full textCommittee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Yodihartomo, Farrell. "Socio-instrumental Aspects in Usability Heuristic Studies: Systematic Review." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420950.
Full textKhunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.
Full textVoida, Amy. "Exploring a Technological Hermeneutic: Understanding the Interpretation of Computer-Mediated Messaging Systems." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24744.
Full textCommittee Chair: Elizabeth D. Mynatt; Committee Member: Jay D. Bolter; Committee Member: Rebecca E. Grinter; Committee Member: W. Keith Edwards; Committee Member: Wendy A. Kellogg
Karlsson, Stefan. "A Norm Creative Perspective : Understanding users through norm creative theories." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-154776.
Full textBilius, Olle, and Julius Larsson. "Persuasiv teknik i praktiken : en studie av två tjänsters tillvägagångssätt för att förändra användares attityder och beteenden." Thesis, Uppsala universitet, Institutionen för informatik och media, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255838.
Full textPereira, Roberto 1983. "Authority network and support to social interaction on the Web = a culturally informed approach = Rede de autoridades e apoio às interações sociais na Web: uma abordagem culturalmente informada." [s.n.], 2012. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275644.
Full textTese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
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Resumo: O advento da Web 2.0 tornou possível o desenvolvimento de aplicações mais ricas e inovadoras em termos de interatividade. Nos chamados software social, ou aplicações sociais, usuários criam, compartilham e recomendam informação, e interagem entre si em escala e velocidade até então inéditas. Embora tenha ocorrido uma popularização desse tipo de sistemas, ainda há pouco conhecimento sobre como projetar sistemas que façam sentido aos seus usuários e que não desencadeiem efeitos negativos no ambiente social em que eles são disponibilizados. Problemas de sobrecarga falta de qualidade e de credibilidade da informação, e impactos negativos em valores como privacidade, confiança e reputação são comumente reportados no contexto de software social. Nesses sistemas, a diversidade de usuários e de seus contextos socioculturais atinge dimensões e introduzem dificuldades com as quais os designers não estão acostumados a lidar. Isso demonstra que projetar aplicações no contexto de uma sociedade mediada por tecnologias da informação e comunicação é uma tarefa cada vez mais complexa, demandando uma visão de design socialmente responsável que considere de forma explícita os valores e a cultura das diferentes partes interessadas. Lidar com aspectos emocionais e afetivos, culturais e de valores, é um dos desafios que caracterizam um novo momento na área de IHC que requer que as técnicas e teorias utilizadas para apoiar o design de sistemas sejam repensadas, trazendo cultura e valores humanos para o centro do processo de design, e desenvolvendo novos artefatos, métodos e exemplos para apoiar o design em suas diferentes atividades. Esta tese de doutorado propõe uma abordagem culturalmente informada e orientada a valores para o design de software social, e demonstra a utilização dessa abordagem para apoiar o design de um sistema no qual a autoridade de seus participantes é um fator chave. A abordagem, denominada VCIA (Value-oriented and Culturally Informed Approach), articula teorias de diferentes áreas e fornece um conjunto de artefatos e métodos criados/adaptados para apoiar diferentes atividades de design. O software social, denominado TNR (Todos Nós em Rede), está sendo projetado para favorecer a constituição de uma rede de autoridades entre professores da área de Educação Especial
Abstract: The Web 2.0 advent has made it possible the development of richer and innovative applications in terms of interactivity. In the so-called social software, or social applications, users create, recommend and share information, and interact with each other at scales and speeds never seen before. Although there was a popularization of such systems, there is still little knowledge about how to design systems that make sense to their users and do not trigger negative effects on the social environment in which they are introduced. Social software has suffered from problems of information overload, lack of quality and credibility, and has negatively impacted on values such as privacy, trust and reputation. In social software, the diversity of users and their sociocultural contexts reaches dimensions and introduces difficulties that designers are not used to deal with. This demonstrates that designing applications in the context of a society mediated by information and communication technologies is an increasingly complex task, requiring a socially responsible view for design that explicitly considers the values and culture of the different stakeholders. Dealing with aspects related to emotion, culture, and values, is one of the challenges that characterize a new moment in the IHC area that requires techniques and theories used to support the design of interactive systems to be rethought. It also requires putting culture and human values at the center of the design process and creating new artifacts, methods and examples for supporting the design in its different activities. This thesis proposes a value-oriented and culturally informed approach (VCIA) for the design of social software, and demonstrates the use of this approach to support the design of a system in which the authority of its participants is a key factor. VCIA articulates theories from different areas and provides a set of methods and artifacts created/adapted to support different design activities. The social software, named TNR (Portuguese acronym for All of Us Networked), is being designed to promote the constitution of a network of authorities among teachers from the Special Education area
Doutorado
Ciência da Computação
Doutor em Ciência da Computação
Simon, Nordsvan. "Counteracting Availability: Giving Control Back to Players Within Online Gambling." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172778.
Full textGharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.
Full textLee, Seunghyun. "Toward a system for design collaboration that supports interaction and information sharing." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29765.
Full textCommittee Chair: Neta Ezer; Committee Member: Ellen Yi-Luen Do; Committee Member: Jon Sanford. Part of the SMARTech Electronic Thesis and Dissertation Collection.
DeBlasio, Julia Marie. "Documentation in a medical setting with young and older adults." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33897.
Full textGrindle, Mark. "The power of digital storytelling to influence human behaviour." Thesis, University of Stirling, 2014. http://hdl.handle.net/1893/21800.
Full textVan, Rensburg Erma J. "Love and friendship in cyberspace." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/52328.
Full textENGLISH ABSTRACT: Since its birth in the early 1960's the Internet has been growing exponentially in all areas and it is predicted that by the year 2002, 490 million people around the world will have Internet access. Similarly, a rapidly increasing number of people are finding themselves working and playing on the Internet, using computer mediated communication (CMC) to converse, exchange information, debate, court, and show compassion. As a result CMC has become a new way for people to find or meet each other via social Internet tools and form and develop personal relationships. Malcolm R. Parks (1997) compiled a theory of relational development, incorporating seven dimensions along which the nature of interaction changes as relationships develop or deteriorate: 1. Interdependence (influence on each other), 2. Breadth (variety of interaction), 3. Depth (intimacy of interaction), 4. Commitment (expectations that a relationship will continue), 5. Predictability and understanding (familiarity with each other), 6. Code change (creating own linguistic forms and culture) and 7. Network convergence (introducing each other to respective online contacts and social networks). This study investigated the relational development reached in interpersonal relationships initiated and maintained online via social Internet tools. As mainly South Africans responded, results provide first time information about South African Web users' online relationships. Results show that the majority of online relationships reached above average levels of relational development as measured by elevated scores on most of the seven dimensions. The results also show significant differences between the levels of relational development reached in online friendships as opposed to online romantic attachments. The results are consistent with past research and could be used as a point of departure for further investigations into South African's Internet social practices and relational development in online settings.
AFRIKAANSE OPSOMMING: Die Internet het, sedert sy oorsprong in die vroee 1960's, eksponensieel gegroei tot die mate dat, teen die jaar 2002, 'n voorspelde 490 miljoen mense wereldwyd Internet toegang sal he. Daar is net so 'n dramatiese toename in die hoeveelheid mense wat die Internet begin gebruik ten einde te werk en te speel, deur CMC (computer mediated communication) te gebruik om te gesels, te debatteer, inligting uit te ruil, mekaar die hof te maak en ondersteuning te verleen. As gevolg hiervan is CMC 'n nuwe platform waar mense mekaar ontmoet deur sosiale Internet instrumente in te span en op hierdie wyse persoonlike verhoudings te begin. Malcolm R. Parks (1997) het 'n teorie van relasionele ontwikkeling saamgestel, waarvolgens hy die sewe dimensies wat verander soos verhoudings groei of disintegreer, inkorporeer. Die dimensies is: 1. Interafhanklikheid (invloed op mekaar), 2. Breedte (variasie van interaksie), 3. Diepte (intimiteit van interaksie), 4. Verbintenis (verwagting dat die verhouding sal hou), 5. Voorspelbaarheid en begrip (bekend wees met mekaar), 6. Kode verandering (nuwe taalvorme en idiome) en 7. Netwerk konversie (om mekaar bekend te stel aan elektroniese en ander kontakte). Hierdie studie het die relasionele ontwikkeling ondersoek wat bereik is deur interpersoonlike verhoudinge wat deur middel van 'n sosiale Internet instrument ge'inisieer en onderhou is. Hoofsaaklik Suid-Afrikaners het deelgeneem en vir die eerste keer is statistiek oor Suid- Afrikaanse Internet gebruikers se elektroniese vehoudings beskikbaar. Resuitate toon dat die meerderheid van die verhoudings hoer as gemiddelde vlakke van relasionele ontwikkeling bereik het, 5005 gemeet deur die sewe dimensies. Die resultate wys ook dat daar 'n betekenisvolle verskil is tussen die relasionele ontwikkeling van elektroniese vriendskappe en romantiese verbintenisse. Die resultate stem ooreen met vorige studies en vorm 'n stewige grondslag vir verdere navorsing oor Suid-Afrikaners se sosiale Internet praktyke en verhoudings.
Saleh, Diana. "Interaction Design for Remote Control of Military Unmanned Ground Vehicles." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-174074.
Full textLe, Dantec Christopher. "Community resource messenger: a mobile system and design exploration in support of the urban homeless." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/41128.
Full textGopisetty, Yugandhar. "A study of online users' cyber threat awareness and their use of threat countermeasures." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-115918.
Full textHall, Sebastian. "Creating Strong Cross Media Concepts for Museum Exhibitions." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73243.
Full textKarlsson, Alexander, Linus Mattisson, and Victoria Lindh. "Digitala sällskapsspel med den sociala aspekten som utgångspunkt." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4259.
Full textDetta är en reflektionsdel till en digital medieproduktion.
Molopa, Mokgaetji Flora. "The potential benefits and risk of social networks amongst learners : a comparative study of High Schools in Capricorn District." Thesis, University of Limpopo (Turfloop Campus), 2014. http://hdl.handle.net/10386/1619.
Full textSocial Networking Sites (SNS) are quickly becoming some of the most popular tools for social interaction and information exchange. This study investigates the benefits and risks of social networks by comparing two schools in Capricorn district namely Sekitla High School and Capricorn High School. Through increased internet and media literacy – ensuring all young people develop the skills to critically understand, analyse and create media content – these challenges can overcome and risks mitigated in a way that ensures the many benefits of SNS can be realised. The results reveal great significant difference in the online activity patterns between men and women. Girls tend to be in great danger than the boys. There is a disparity between the genders in terms of their attitudes, behaviours, and needs. Therefore the study concludes that there are certain risks in social networking and they can be overcome if the learners are more willing to help their teachers and parents by disclosing any information that can be a threat to them and their education by mainly using social networks for educational purposes. Key words; Gender, social networks, internet, benefits, risks, learners
Iezzi, Valeria. "Connectedness : Designing interactive systems that foster togetherness as a form of resilience for people in social distancing during Covid-19 pandemic. Exploring novel user experiences in the intersection between light perception, tangible interactions and social interaction design (SxD)." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-37697.
Full textClaassen, Hester. "Interactive tools supporting agriculture in the wine industry." Thesis, Cape Peninsula University of Technology, 2012. http://hdl.handle.net/20.500.11838/1310.
Full textTo design from a human perspective rather than from existing technological opportunities, and involving multiple stakeholders with their different perspectives, is an important aspect of participatory design and user-centered design. This thesis project was an explorative study done on a wine estate, in the Western Cape, South Africa, to find novel ICT solutions, for supporting co-operation and planning between multiple and individual work tasks in the work practice. This research explored potentials to manage multiple stakeholders and use their different perspectives to inform design research. The thesis project shows the ethnographic research gathered through video shadowing, workshop results involving the users to contribute to the development of the design by acting with a projection, leading up to a design opening and further focused on the concept development with the stakeholders.The thesis proposes a simulated concept namely the Visual Calculator (VC). This system is designed to involve several participators within a work practice. It supports calculation activities for spraying and buying chemicals. It saves the user time by incorporating standard calculations to output needed information faster. It supports planning, management and record keeping aspects of the farm manager’s work practice in the vineyard spraying process. Although the concept was more fully developed for the farm manager, the VC involves two other work roles including the owner and foreman. The concept focuses on a human centered perspective, instead of making the system fully automated, giving users control and not controlling the users. For this to be successful work should be divided and have equal responsibilities, each stakeholder can contribute and value their part of the work, knowing where it fits in, why it is important and how it influences other aspects of the work practice. The research outcome involves, envisioning the future potentials of the design (VC), design for participation, a way to identify design openings, problem solving and conceptualizing by utilizing user’s strengths.
Limpens, Freddy. "Multi-points of view semantic enrichment of folksonomies." Phd thesis, Université de Nice Sophia-Antipolis, 2010. http://tel.archives-ouvertes.fr/tel-00530714.
Full textMolopa, Mokgadi Florah. "The potential benefits and risk of social networks amongst learners : a comparative study of High Schools in Capricorn District." Thesis, University of Limpopo (Turfloop Campus), 2014. http://hdl.handle.net/10386/1271.
Full textSocial Networking Sites (SNS) are quickly becoming some of the most popular tools for social interaction and information exchange. This study investigates the benefits and risks of social networks by comparing two schools in Capricorn district namely Sekitla High School and Capricorn High School. Through increased internet and media literacy – ensuring all young people develop the skills to critically understand, analyse and create media content – these challenges can overcome and risks mitigated in a way that ensures the many benefits of SNS can be realised. The results reveal great significant difference in the online activity patterns between men and women. Girls tend to be in great danger than the boys. There is a disparity between the genders in terms of their attitudes, behaviours, and needs. Therefore the study concludes that there are certain risks in social networking and they can be overcome if the learners are more willing to help their teachers and parents by disclosing any information that can be a threat to them and their education by mainly using social networks for educational purposes. Key words; Gender, social networks, internet, benefits, risks, learners
Mohammedsalih, Salah. "Mobile Journalism : Using smartphone in journalistic work." Thesis, Uppsala universitet, Människa-datorinteraktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-381981.
Full textAbowd, Gregory Dominic. "Formal aspects of human-computer interaction." Thesis, University of Oxford, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.232812.
Full textNg, Hok-ling, and 伍學齡. "The effect of cooperative LOGO programming environment on the interaction between hearing impaired students." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1995. http://hub.hku.hk/bib/B30257013.
Full textNilsson, Dennis. "Användarnas upplevelse av användbarheten vid interaktion med eyetracking." Thesis, Mittuniversitetet, Avdelningen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31464.
Full textEyetracking är en teknologi som kan användas som ett hjälpmedel till det befintliga interaktionsmedlet genom att flytta muspekaren till den position användaren tittar på. Detta är en teknologi som relativt nyligen blev tillgänglig för den stora massan på den offentliga marknaden. I denna kandidatuppsats undersöks hur användarna upplever att eyetracking påverkar användbarheten vid interaktion med ett gränssnitt i jämförelse med traditionell pekplatta. Detta är en viktig aspekt att undersöka då tidigare forskning inte har undersökt detta särskilt mycket. Tidigare forskning har fokuserat på kvantitativa studier med mätbara resultat. Men hur upplever användare att eyetracking påverkar användbarheten vid interaktion med ett gränssnitt? Användarna har under ett test utfört uppgifter med både eyetracking och traditionell pekplatta för att sedan förmedla sina upplevelser i en intervju. I denna kvalitativa studie har observationer och semi-strukturerade intervjuer använts som datainsamlingsmetoder. Både observationerna och intervjuerna har sedan analyserats tematiskt för att identifiera mönster. Dessa mönster har sedan jämförts mot tidigare forskning för att identifiera likheter och skillnader. Ett tydligt mönster som kunde identifieras i resultatet var att användarna upplevde interaktionen som snabbare med eyetracking. Anledningen till detta var att inte lika mycket fysisk eller psykisk ansträngning krävdes för att flytta muspekaren. Användarna upplevde precisionen som ofullständig men ändå tillräcklig för att kunna utföra uppgifterna under testet. Bekvämligheten upplevde användarna som bättre med eyetracking och detta av samma anledning som för snabbheten. Eyetracking krävde inte lika mycket fysisk ansträngning för att flytta muspekaren.
Grauers, Björn. "Digital innovation through the use of participatory design in the development of Swedish public healthcare support services." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45645.
Full textOdén, Niklas. "Mechanisms within cross media stories : An analytical framework combining cross media phenomena with storytelling elements." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73254.
Full textRörsch, Jonatan, and Mikael Johansson. "Social Networks : Creating Organizational Benefits out of an Online Conversation." Thesis, Uppsala universitet, Industriell teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-207086.
Full textHammarberg, Hampus, and Jonathan Nilsson. "Rekommendationssystem : En studie om upplevelsen från användarnas perspektiv." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-164762.
Full textAlnebo, Carl, and Christoffer Svensson. "Beyond the hype : A study of non-user perspectives." Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-315365.
Full textLindqvist, Gustav. "Processers påverkan på ett gränssnitts användarvänlighet." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29747.
Full textPurpose – To see how different processes during the development of a User Interface affect the quality of its user-friendliness. Method – Case study with interviews and contextual observations and a design process where several iterations of prototypes was used. Lastly an analys where the process used during the development is studied and the quality of the User Interface is valued from a number of defined factors. Findings – The study shows that a design process with a focus on user-friendliness requires a lot of work beforehand and takes longer before an actual result kan be achieved while a process where user-friendliness is not a focus gives faster results but creates problems in the future because of a lower quality on the user-friendliness of the User Interface. Implications – The study shows that a while process with a focus on user-friendliness takes more resources and time in the beginning it produces a higher quality of work which saves time and resources in the future. The study therefor other studies of how a user-friendly User Interface can and should be developed. Limitations – The study lacked an opportunity to do testing in the User Interface’s real environment and is instead based on theories based on ISO’s definition of Quality in use instead of user tests which could have given a more credible result. The study also only studies two different processes and their result.
André, Johannes. "Mötesplatser och odling i framtidens städer." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-151814.
Full textNihlwing, Victor. "Towards a Democratisation of Digital Fabrication." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-146507.
Full textSayago, Barrantes Sergio. "Human-computer interaction with older people." Doctoral thesis, Universitat Pompeu Fabra, 2009. http://hdl.handle.net/10803/7560.
Full textEl envejecimiento de la población y la importancia de las TIC en la sociedad actual han motivado la necesidad de integrar más a las personas mayores en la interacción persona-ordenador. La investigación actual se centra en factores individuales del envejecimiento y la aproximación más generalizada es diseñar interfaces considerando a las personas mayores como un conjunto de factores. Esta tesis doctoral plantea un paradigma diferente: de factores a personas mayores como actores. En este paradigma, prestar atención a los cambios en capacidades funcionales no es lo único que importa, sino que interacción y uso real deberían estar más fuertemente relacionados. En este marco, esta tesis presenta los resultados de un trabajo etnográfico extenso sobre el correo electrónico y la web. Métodos cuantitativos y mixtos se han utilizado en otros aspectos, que apoyan este estudio de campo. Otros capítulos presentan contribuciones metodológicas en evaluación en entornos reales. La tesis acaba proponiendo estrategias para investigar con personas mayores como actores sociales, insistiendo en considerar la experiencia de vida de la gente mayor y estudiar más el uso y las interacciones en entornos reales combinando etnografía y trabajo más experimental.
Population ageing and the role of computers in current society have created a need to strengthen HCI with older people. The current paradigm considers them as a set of factors and central to it is compensation for age-related changes in functional abilities. This dissertation proposes a different paradigm: from factors towards interaction based on older people as social actors. Within this paradigm, compensating for diminishing abilities is not the cornerstone of research. Instead, interaction and real-life use should be closely intertwined. Against this framework, the thesis presents the results of an extensive ethnographic work on e-mail and web use. Quantitative and mixed methods are employed in other aspects related to use and interaction which complement this major study. Other chapters include methodological contributions to real-life evaluation. The dissertation discusses strategies for approaching HCI with older people. Central to them is the concept of life experience and the need to turn to everyday interactions by combining classical ethnography with experimentations.
Thaduri, Sharanya. "Migratory experiences and perceptions towards pregnancy applications : Comparing insights from natives and immigrants living in Sweden." Thesis, Uppsala universitet, Människa-datorinteraktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447419.
Full textLeite, Patrícia da Silva. "Elementos de jogos digitais inclusivos para gameplay no contexto das pessoas com deficiência sob a perspectiva da interação corporificada." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2892.
Full textO ato de jogar é uma maneira de a pessoa que joga estar no mundo e entender o que a rodeia, de experimentar realidades diferentes e identificar-se com as discussões propiciadas pelo jogo. Utilizado como gerador de significados para a sociedade e para as pessoas, os jogos podem ser compreendidos como artefatos que devem ser acessíveis a todos os membros da sociedade, particularmente os jogos digitais, por serem uma das mídias que mais apresentam desdobramentos sociais, culturais, políticos e econômicos na atualidade. Na reflexão do papel sociocultural dos jogos digitais e sua relevância para as pessoas, surge a questão das pessoas com deficiência, sobre como essas pessoas utilizam os jogos digitais, como são dadas suas representações nos jogos digitais e como elas se envolvem no processo de desenvolvimento de jogos digitais. Neste contexto, a presente pesquisa utiliza como principal método a Análise Crítica para realizar discussões sobre as etapas de conceito e elaboração dos elementos fundamentais de jogos digitais inclusivos para o gameplay, sob a perspectiva das pessoas com deficiência e à luz da teoria Interação Corporificada. Deste modo, considerar os princípios de inclusão para abordar os elementos dos jogos e articular as etapas de desenvolvimento de jogos digitais inclusivos com a Interação Corporificada, evidenciam, nesta pesquisa, como novos conceitos e perspectivas podem contribuir para subsidiar o projeto de jogos que vão na direção da inclusão das pessoas com deficiência, não somente como jogadoras, mas também como personagens e desenvolvedoras de jogos. Estas percepções propiciam novas maneiras de pensar e desenvolver jogos digitais inclusivos, de modo que na construção destes artefatos sejam considerados os desdobramentos da utilização dos jogos na sociedade, que ocorre por meio das representações, dos valores e dos significados expressados por meio dos jogos.
The act of playing is a way for the player to be in the world and to understand what is around her, to experience different realities and to identify herself with the discussions provided by the game. Used as a generator of meanings for society and for people, games can be understood as artifacts that must be accessible to all members of society, particularly digital games, considering they are one of the most comprehensive technologies nowadays, through which social, cultural, political and economic discussions are held. Reflecting on the sociocultural role of digital games and their relevance to people, arises the question about people with disabilities, how these people use digital games, how they are represented in digital games, and how they are engaged in the process of digital games development. In this sense, the present research uses Critical Analysis as the main method to conduct discussions about the stages of concept and elaboration of the fundamental elements of inclusive digital games for gameplay, from the perspective of people with disabilities in the light of Embodied Interaction theory. Thus, considering the principles of inclusion to address the elements of games and articulate the stages of development of inclusive digital games with Embodied Interaction, argue, in this research, how new concepts and perspectives can contribute to support the design of games towards the inclusion of people with disabilities, not only as players, but also as characters and game developers. These perceptions provide new ways of thinking and developing inclusive digital games, so that in the construction of these artifacts are considered the repercussion of the use of games in society, which occurs through the representations, values and meanings expressed by the games.