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1

Rask, Jim, and Sebastian Pierre. "Utveckling med JavaScript-ramverk och UX/UI." Thesis, Högskolan i Jönköping, Tekniska Högskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29651.

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Andersson, Elias. "The impact of UI design on reseller behavior." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-18692.

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The study assesses the influence certain individual factors have on reseller employees online purchasing behavior, after various UI alterations were implemented on a leading tech manufacturer’s web application. A total of 207 reseller employees, from 46 different countries, participated in an 8 week long within-subjects designed A/B test. By examining four different individual factors (age, gender, education/income and culture) and the participants usage analytics data, it was possible draw some pertinent conclusions as to how resellers are affected by UI alterations. The results confirm what have been largely theoretical ideas of linkages between reseller employees individual factors and online purchasing behavior. Correlations on gender and culture exist, and these can be explained and supported by the quantitative data collected.
Studien utvärderar det inflytande vissa individuella faktorer har på återförsäljaranställdas e-handelsbeteende, efter att olika användargränssnittsförändringar implementerats på en ledande tekniktillverkares webbapplikation. Totalt 207 återförsäljaranställda, från 46 olika länder, deltog i ett 8 veckor långt within-subjects designat A/B-test. Genom att undersöka fyra olika individuella faktorer (ålder, kön, utbildning/inkomst och kultur) och deltagarnas användningsanalysdata var det möjligt att dra några relevanta slutsatser om hur återförsäljare påverkas av UI-förändringar. Resultaten bekräftar vad som till stor del har varit teoretiska idéer om kopplingar mellan återförsäljaranställdas individuella faktorer och e-handelsbeteende. Kön- och kulturkorrelationer finns, och dessa kan förklaras och stödjas av de kvantitativa uppgifter som samlats in.
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Eriksson, Mikaela, and Vilma Reponen. "Designing a Shared Listening Experience for an Audiobook Streaming Service : A UX and UI Project." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-432719.

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This study, done in collaboration with Storytel, aimed to investigate whether a shared audiobook live listening experience would add value to users of the Storytel app and how such a feature could be designed in terms of User Experience and User Interface. The purpose was to determine the minimal viable product (MVP) and if live listening with others is interesting in itself or else, what is the most basic interaction type required in connection to the listening. The aim was also to design the optimal solution, beyond technical, time and/or prioritization constraints. The method used was a combination of the IDEO design process with three phases (Inspiration, Ideation and Implementation), and Holtzblatt and Beyer’s (2016) five steps of Contextual Design (Gathering User Data, Compiling User Data, Ideation with User Data, Defining the Product and Making it Real). To investigate user opinions and requirements, surveys were sent out to Storytel users and authors on the four markets Sweden, Denmark, the Netherlands and India, resulting in a total of 448 responses. Based on this data, an extensive design work in three phases was carried out to achieve the result of a final design prototype of a live listening feature inside the Storytel app. In order to validate the design choices continuously in each phase, 15 user tests were achieved, whereof 4 initial tests, 10 interactive user tests and 1 focus group interview. The results show that there is certainly an interest for such a feature among some users, and the interest is bigger if an author participates. In general, users on the Indian market are more interested in the feature than users on the European markets. Authors are more interested than the average user in live listening and interacting with its listeners. An important finding was that the feature must include an element of interaction to make it relevant and interesting to users, which is why a prototype including emoji reactions was proposed as an MVP. In this version, the possibility to discuss is linked to an outsourced forum such as Google Meet. For the optimal design, a chat was included inside the application as this was concluded highly desired by users.
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Liang, Jingyi. "'ParkinVT', A Concept Mobile Application for Improved Parking at Virginia Tech." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78227.

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Parking continually becomes an issue in the modern society. Not only appears in the large cities like New York or Chicago, on-campus parking also a big problem annoys students in lots of universities. With of smartphone development, many mobile applications are designed for solving the parking issues. This final thesis study is a concept multiplatform mobile application called 'ParkinVT', which designs for improved parking in Virginia Tech. This study covers all standard procedures of application design. First, the study of 'ParkinVT' started with the research of the background, equipment, and current parking regulations of Virginia Tech. Second, reviews of two existing parking mobile applications were carried out. Third, based on the materials and knowledge collected in the previous two steps, a working flow chart and wireframe of the UI of 'ParkinVT' were designed. Then, for ensuring the function settings of 'ParkinVT', a usability testing was conducted with the paper-based wireframe work. Three usability test processes in this study were entrance survey, usability testing with video recordings, and evaluation through exit survey. After the usability testing and analysis were finished, the design of 'ParkinVT' reached its final design step, which included logo design, graphic design, and UI design. In terms of the limitations of this study, future directions were also considered at the end of the design of 'ParkinVT'.
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Lindblom, Marcus, and Robin Åhlin. "Medical counselling via video using WebRTC : User interface and user experience design." Thesis, KTH, Hälsoinformatik och logistik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260959.

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CareLigo is a medical technology company that supplies heart failure patients with a home-based care solution called OPTILOGG. OPTILOGG helps patients to keep track of their symptoms, provides medication instructions and educates them about their illness. CareLigo requested an expansion of OPTILOGG which would allow patients to talk to care providers via video communication. This thesis describes the creation of this video communication solution and how this can be done in the best way for both patients and caregivers. Based on literature studies on human-computer interaction, user interface (UI) and user experience (UX) design, a standalone Android application was developed for care providers as well as an extension in OPTILOGG taking into account that the users of OPTILOGG are often elderly with multimorbidity. Three accessibility aids were added to the extension of the OPTILOGG Android application in addition to the video solution. The first helping addition was a touch area expansion for buttons. The second aid was a screen reader feature that vocally describes objects the user clicks on. The third tool was a speech recognition feature that allowed patients to navigate in OPTILOGG with voice. The video communication between the standalone care provider application and OPTILOGG was based on WebRTC and was developed using a software development kit from a cloud communications provider called Sinch.
CareLigo är ett medicintekniskt företag som tillhandahåller hjärtsviktspatienter med en hembaserad vårdlösning kallad OPTILOGG. OPTILOGG hjälper patienter att hålla koll på deras symptom, ger medicineringsanvisningar och utbildar dem om sin sjukdom. CareLigo eftersökte en utökning av OPTILOGG vilket skulle ge patienterna möjlighet att prata med vårdgivare via videokommunikation. Detta examensarbete beskriver skapandet av denna videokommunikationslösning och hur detta kan göras på bästa sätt för både patienter och vårdgivare. Utifrån litteraturstudier gällande människa-dator-interaktion samt användargränssnitts (UI)-och interaktionsdesign (UX) utvecklades en fristående Androidapplikation för vårdgivare och en utökning i OPTILOGG med hänsyn tagen till att användarna av OPTILOGG ofta är multisjuka och äldre. Tre tillgänglighetshjälpmedel tillades i utökningen av OPTILOGG. Det första hjälpmedlet var en förstoring av klickareor runt knappar. Den andra tillgänglighetsåtgärden var en skärmläsarfunktion som beskriver objekt som användaren klickar på. Det tredje verktyget var en funktion för taligenkänning som gjorde det möjligt för patienter att navigera i OPTILOGG med röst. Videokommunikationen mellan den fristående vårdgivarapplikationen och OPTILOGG baserades på WebRTC och utvecklades med hjälp av ett utvecklingsverktyg från en molnkommunikationsle-verantör som heter Sinch.
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Bräne, Arvid. "User Experience Design for Children : Developing and Testing a UX Framework." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125935.

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Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, personas, prototyping, and more. The results created are primarily user experience guidelines packaged in a Theoretical Framework, user testing conclusions, along with suggestions on improving the current Lego Star Wars: Force Builders application, a few in the form of prototypes.
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Linnea, Dahl. "Designing a crossover user experience between telephony and web." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413517.

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The present work was performed at Aurora Innovation. Its purpose was to develop a proof-of-concept of an application where you could book an appointment and add personal information. This application is meant to be used by people of different ages, technology skills and preferences. User centered design was used during the development of the proof-of-concept, primarily the user centered design methods existing in contextual design. This project reflects on the value of these methods, and what the consequences could be if a product is developed from a single point of view. It was found that even for a relatively small project the user centered design proved valuable for collecting data, which then was used to improve the final proof-of-concept. Furthermore the results show how not having a varied test group can negatively affect your final product.
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Hallberg, Emil. "Evaluation of the Effectiveness of Implementing a UI Library in FinTech Applications." Thesis, Umeå universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184549.

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Implementing new technology into a complex software developing environment comes with many challenges in terms of code, user interface design, and developer experience. It is well-established that the pressing demand for security and regulations within financial technology makes it even more essential to implement new technologies with care and minimised risks. This work aims to determine the effectiveness of such implementations. Specifically, it evaluates the effectiveness of implementing a UI library in a FinTech application to find the most suitable approach. In this context, a UI library defines as a robust set of user interface components available in one place and a FinTech application as an application in financial technology with complex developing infrastructure. In order to successfully evaluate the effectiveness of implementing a UI library in a FinTech application, a thorough literature survey was performed to identify decisive factors relating to code quality, user interface, and developer experience. In a case study in which a FinTech company served as an example, a solution consisting of their product and UI library was developed. The solution was tested by collecting data from code evaluation, questionnaires, and interviews. The result shows that the solution has higher code quality, fulfils the FinTech UI requirements, and perceived as an improvement of the development infrastructure.  On this basis, the utilised methodology and the recognised factors in this work should be taken into account to identify the most suitable approach when implementing a UI library in a FinTech application.
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Hjelm, Wilhelm, and Patrik Grändevall. "Sätt fler användare i centrum med åldersresponsiv design." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-142871.

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Under 2017 spås det att de första åldersresponsiva webbplatserna kommer publiceras. En webbplats som inte bara anpassar sig efter vilken enhet besökaren kommer från, utan även användarens ålder. I denna studie finner vi vilka problem som kan knytas till just användarens ålder.
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Forslund, Max, and Johannes Ek. "Digitalt projektledningsverktyg baserat på principer inom gamification : Med syftet att öka motivationen och engagemanget i användandet." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71904.

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I denna studie har ett konstruktionsarbete utförts där ett projektledningsverktyg tagits fram. Projektledningsverktyget ämnar till att öka de värdeskapande processer som sker i användandet av verktyget. Syftet med studien är därmed att undersöka hur motivationen och engagemanget i användandet kan höjas genom att implementera gamification-principer i verktygets gränssnitt och funktionalitet. Studien bygger på en förstudie från tidigare forskning inom projektledning och planering samt tjänsteinnovation som blir den bakomliggande strukturen i studien. Detta kombineras med teorier och principer inom interaktionsdesign, UX/UI-design och gamification, vilket själva konstruktionsarbetet grundar sig på. Under arbetet med studien har Action Design Research tillämpats som övergripande forskningsmetod men har även kombinerats med Arvolas designprocess för att ge ytterligare stöd till konstruktionsarbetet av verktyget. Genom denna process har arbetet utförts i ett nära samarbete med digitalbyrån Samuraj, där idén om ett nytt projektledningsverktyg vuxit fram. Företaget har även varit ett stort stöd genom processen där flera möten och dialoger har ägt rum för att samla in värdefull information och utvärdera koncept kring projektledningsverktyget. Studien ämnar därmed till att presentera ett designförslag som genomgått flera iterationer vilket i sin tur resulterat i en interaktivprototyp.
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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.

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Forskning och implementering av teknik och tjänster för navigering utomhus, såsom GPS, har kommit långt om man jämför med de alternativen som i dagsläget erbjuds för motparten för navigering inomhus. Användarvänliga wayfinding-lösningar för inomhusbruk är ett område som fortfarande har ett stort behov av mer forskning inriktad på rekommendationer och genomförbarhet av god praxis. Ett av våra mål under forskningsprocessen syftade till att undersöka och identifiera de mest lämpliga sätten att förmedla wayfinding-lösningar till slutanvändarna i olika situationer. För att vi skulle kunna undersöka denna uppgift använde vi oss av en benchmarking-process. Processen utfördes på ett urval av tjänster som erbjuder olika alternativ för wayfinding. Målet med denna process har varit att utreda vilka olika alternativ som finns tillgängliga i dagsläget, vad dessa tjänster erbjuder användarna i form av wayfinding stöd, och var potentiella problem kan uppstå utifrån användarens kognitiva beteende. Processen har även lyft fram områden som rör god praxis för wayfinding och de teknologiska begränsningar som tillhör valet av mobila enheter eller andra digitala plattformar. Vår forskning har visat att det finns flera olika lösningsalternativ som är tillgängliga för implementation i dagsläget. Dock har alla de alternativ som erbjuds sina egna specifika styrkor, svagheter och begränsningar kopplat till både den teknik som används, såväl som användbarheten för slutanvändarna. Det slutliga resultatet av vår forskning är en sammanställning av kvalitativa data och rekommendationer som hanterar både digitala och användar-fokuserade begränsningar som är sammanlänkade till vårt specifika fall. Det resultat som lyfts fram i vår forskning bör dock inte limiteras till endast vårt specifika fall. Istället bör det snarare ses som en referenspunkt för organisationer eller utvecklare som har ett intresse av att implementera wayfinding-lösningar, med syfte att hjälpa sina besökare för att navigera inomhus, eller för framtida forskning inom inomhusnavigering och wayfinding.
Research 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.
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Sjögren, August. "Development of a standalone mobile application for Saab Support Portals." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-162469.

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Saab is a large swedish company providing a multitude of different products and services. This also means that Saab has to provide support and customer service for said products. Currently this is handled online in Support Portals, where customers and partners can access product information as well as an issue management system called SIRS. In the current situation the system is tailored for a desktop experience, and the workflow is therefore limited in terms of mobility. This project aims to allow the users to be more mobile by investigating the possibility of developing a mobile application for usage with SIRS. During the project a proof of concept of such an application has been developed. The implementation relies largely on using currently available api:s and when necessary porting some code from server to client side. By using various UX-related methods during the development of the application it is expected that the application is user friendly and fits the target audience. When looking at the result of the work, it is indeed possible to integrate a standalone mobile application with SIRS. The application also has usability which is comparable to the current system. However, some limitations were found that required rewriting the existing system to provide necessary data to client side applications like the one developed in this project. To conclude, the application is a proof of concept that shows what can be done without modifying the current system. Some of the major things that has to be modified before taking the application to production, such as stability concerns and testing, is also presented as results of the project.
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Olivieri, Emily, and Loredana Isacsson. "Exploring guidelines for human-centred design in the wake of AI capabilities : A qualitative study." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48072.

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Purpose – Artificial Intelligence has seen important growth in the digital area in recent years. Our aim is to explore possible guidelines that make use of AI advances to design good user experiences for digital products. Method – The proposed methods to gather the necessary qualitative data to support our claim involve open-ended interviews with UX/UI Designers working in the industry, in order to gain a deeper understanding of their thoughts and experiences. In addition, a literature review is conducted to identify the knowledge gap and build the base of our new theory. Findings – Our findings suggest a need to embrace new technological developments in favour of enhancing UX designers’ workflow. Additionally, basic AI and ML knowledge is needed to utilise these capabilities to their full potential. Indeed, a crucial area of impact where AI can augment a designer’s reach is personalization. Together with smart algorithms, designers may target their creations to specific user needs and demands. UX designers even have the opportunity for innovation as mundane tasks are automated by intelligent assistants, which broadens the possibility of acquiring further skills to enhance their work. One result, that is both innovative and unexpected, is the notion that AI and ML can augment a designer’s creativity by taking over mundane tasks, as well as, providing assistance with certain graphics and inputs. Implications – These results indicate that AI and ML may potentially impact the UX industry in a positive manner, as long as designers make use of the technology for the benefit of the user in true human-centred practice. Limitations – Nevertheless, our study presents its own unique limitations due to the scope and time frame of this dissertation, we are bound to the knowledge gathered from a small sample of professionals in Sweden. Presented guidelines are a suggestion based on our research and not a definitive workflow.
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Politi, Fabio. "Uniradio Cesena: Progettazione ed implementazione di una Mobile App per Web radio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7575/.

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L'avvento delle nuove tecnologie e dei nuovi terminali Smartphone, ha portato ad una sempre più ampia implementazioni di applicazioni mobile. L'obiettivo di questa tesi è quello di illustrare il processo di progettazione ed implementazione di una mobile App per la Web Radio degli studenti universitari di Cesena: Uniradio Cesena.
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Ghrabeti, Dana. "Visualisering av ägande i startupföretag." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-341294.

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Capitalization table (cap table) is a public ledger that tracks the equity ownership of a company’s shareholders. For start-up and non-public companies this information is usually stored in a spreadsheet but even after just a couple of investment rounds the cap table can become highly complex. A factor that further increases the complexity is the need for entrepreneurs and investors to use the data for analysis and calculations for future decision making. The purpose of the thesis has been to create a design hypotheses of a usable graphical user interface that allows shareholders to more clearly understand the ownership situation of the company and future scenario. To answer the research question a user-centered design approach along with a case study was applied. The case study was chosen and performed on a start-up that already offers a web service for better management of corporation documents so that real users could be part of the design process and so that their needs could be analysed. After three iterations, an end result (implemented in AngularJS and TypeScript) was obtained, which can be split into two equal parts. Firstly, a view containing a timeline of the company and its current ownership. The view can also be used to get a snapshot of the company’s ownership in a specific point in time and to simulate how future investment rounds could dilute the current shareholder’s ownership. Secondly, a view where users can simulate future exit scenarios and how much each shareholder will earn in an exit.
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Lundberg, Victor. "Redesigning the user experience : How Interaction design can be used to improve already existing form-based company services." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105493.

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This study investigates whether interaction design principles can be used on already existing company services in order to improve the user experience and satisfaction, and how such a process should look like, and what lessons can be learned from it. The study uses an iterative approach where prototypes are created and evaluated to further improve the prototype in the next iteration. To test this a service from the company LeoVegas mobile gaming group called Antiloop is used. Firstly a literature study is conducted to find requirements on how similar services can be designed, then an interview is conducted with employers who use Antiloop in order to find out what can be improved. Then two different prototypes are created and evaluated with the same employees to find out which one is preferred. The results of that evaluation lead to a final prototype that is evaluated together with the existing service through quantitative and qualitative methods, to see whether the new prototype has a better user experience. The results of the final evaluation showed that the new prototype is preferred over the existing version. However, because the test only had 7 participants, it might not be enough to draw a general conclusion. A list of further improvements was also presented.
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Katarina, Hägglund. "Presenting information through a dashboard for Smart Video evaluations : The process of developing a design for a marketing dashboard." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148454.

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Using the internet for watching videos or online shopping keeps growing, along with video advertisement to increase online sales. To know if the video actually increases the online sales, the owner of a video ad wants to do follow ups on how the video is doing, and get statistics. A different solution from the original video ads is Smart Video. It is an interactive video player with a clickable slideshow of products. This video can get even more types of statistics than a normal video, and today that statistic is not accessible for the Smart Video clients, without the help of someone from the Smart Video team that can create a report for them. The purpose of this thesis was to relieve the workload of the Smart Video team and to create a dashboard that shows all information that the clients find relevant about their videos. This paper is about the process of developing a design for a marketing dashboard, that follows the guidelines of information dashboard design by Stephen Few. The process included interviews, multiple designs, prototypes, and evaluations, before ending up with a prototype of a desktop solution that follows the aesthetics of Smart Video and can be realizable with the current technology.
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Azamfirei, Victor, and Navarro Luis Donaldo Preciado. "Interface Design for Driver Operated Control Systems." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13899.

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Nisbel, Aron. "Investigation Of Complex Strategy Games On Console: Evaluating The Potential Possibilities Of One User Interface To Rule Them All." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-181616.

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Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) designs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User Experience (UX) of these games. Considering the lack of Grand Strategy Games on consoles, eleven existing strategy games on console similar to Grand Strategy Games were chosen to be investigated further with the aim to find possible best practices and/or the most important aspects of the player’s experience in these games. Through discussion with game industry experts (experienced and senior UX designers), the UI and UX of strategy games on console were broken down and grouped as specific game interactions, with emphasis on the similarity to Grand Strategy Games. By using the defined game interactions, a quantitative survey was carried out to pinpoint the game interactions with the biggest impact on the player’s experience. The analysis of the results from the 864 respondents in the quantitative survey showed the importance of console first. It could be determined by looking at how well the only console first game of the survey did. Halo Wars 2 had the overall best-perceived experience in five out of the eight defined game interactions. Yet the participants preferred playing Halo Wars 2 on PC to an equal extent as they preferred to play it on consoles, concluding that console first seems to be the design approach to use when a game studio wants to ship a game simultaneously to both PC and consoles since it gives the overall best player experience. Furthermore, the pace, meaning the speed with which the player can execute specific in-game actions and reach their goals, was found to be a major factor in the player’s experience of the chosen strategy games on console. This led to a further developed definition of the pace through discussion and workshops with industry experts. Research then continued with remote and unmoderated playtests (qualitative usability testing) of two of the chosen games being most similar to Grand Strategy Games; Stellaris and Sid Meier’s Civilization VI. These playtests aimed to find what are the most important aspects of the pace and how the pace affects the player's experience. When the participants were asked to rank what they thought has the biggest impact on the pace in the game, game mechanical aspects were ranked higher than UI and UX aspects of the pace. This shows the game mechanics to be more important than the UI and UX aspects of the pace when designing the pace in a game like Stellaris and Sid Meier’s Civilization VI.
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Jusufovic, Dennis, and Aly Bardan. "The Design Of A Check In Application For User Safety : Development of a user centered application, adapted to a wide user group with the purpose of specific location human activity forecasting." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86315.

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The covid-19 pandemic initiated this master thesis project. The pandemic has spread globally causing a lot of fear and uncertainty. We noticed the big shift in people’s daily routines, with the current state being that many individuals are stuck at home, scared to go outside, scared to meet with family members that are within the risk group. The future is very uncertain, people not knowing when society will return to normal. To provide people with a sense of safety, a tool for an easier daily routine, the feeling of more control in their daily lives, an opportunity to help others. These are all purposes that embody the reason for this master thesis.The goal of this master thesis project is to develop a digital prototype of an application concept. The application’s purpose is to provide users with insight of high activity areas of people in their vicinity or specific locations, to hopefully result in the user feeling more in control and hence more safe. The workflow used in this project is based on design thinking, using experience gained from the industrial design engineering program combined with research on the topic of user interfaces to develop and test the concept. The focus of the research in this thesis is placed heavily on usability and graphic design.The process was divided into phases following the process of design thinking, with potential users included in every phase. From interviews, questionnaires and personas during the first phase of context immersion to workshops during the second phase, ideation, to finally usability testing during the third phase, implementation. To ensure that the needs of the user were always focused on throughout the entirety of this master thesis we included potential users in each phase of the project. During the different phases, Tensaii AB provided guidance on decisions made by us, as well as provided feedback on specific methods and results presented during the weekly meetings.The result of this master thesis is an application prototype, the design based on all the data gained from participants and collected literature. A design that, through a high level of usability, enables a wider group of users to easily use it. The concept was named Milocus, translated from Latin to ”my place”. An application that through a check in function can collect data about activity in different areas. The application clearly shows the activity to the user through three categories, calm, busy and very busy. The color choices and design of the application were made using the online tool Material Design.
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Flügge, Josefine, and Gustaf Liljegren. "Användarcentrerad Guide för Hållbart Jordbruk - Utformning av ett gränssnitt för utveckling av kvävegödslingsstrategier." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-165369.

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I detta examensarbete beskrivs processen för att designa, implementera och utvärdera ett webbgränssnitt som syftar till att hjälpa lantbrukare att ta fram en skräddarsydd kvävegödslingsstrategi. Målet med examensarbetet var att utforska hur ett sådant verktyg kan bli implementerat och brukas av målgruppen. I synnerhet granskades vilken data som är meningsfull för att ta beslut om kvävegödsling, hur gränssnittet kan implementeras för att vägleda användaren till ett beslut samt hur verktyget kan uppmana till mer effektiv växtodling.
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Hampusson, Kerstin, and Emma Ljungberg. "Skolådeproblemet: Att designa en app för att underlätta ett företags kvittohantering." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-150557.

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Denna studie har utgått från ett specifikt fall som slutligen resulterat i en prototyp av en app som löser det så kallade skolådeproblemet. Skolådeproblemet definieras som den flaskhals som uppstår när en redovisningsbyrås kunder sparar sina kvitton på ett ostrukturerat sätt och sedan överlämnar dessa klumpvis till redovisningsbyrån. Ofta saknas tillhörande information vilket resulterar i en hanteringsprocess som kan vara tidskrävande och kostsam för både redovisningsbyrån och deras kunder. I appen kan användaren istället fota sitt kvitto, välja kvittotyp och slutligen skicka iväg kvittot direkt till sin redovisningsbyrås bokföringsprogram. På så sätt undviks flaskhalsen och processen blir smidigare för samtliga parter.
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Leyoudec, Lénaïk. "L'éditorialisation du film de famille : l'architexte Famille TM comme support d'un exercice de la mémoire." Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2325.

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Cette recherche menée au sein du pôle de recherche et développement de la société Perfect Memory s'intéresse à l'accompagnement de la mémoire familiale via un dispositif technique, interrogé par le prisme des sciences de l'information et de la communication. Elle propose la construction d'une approche d'éditorialisation du document numérique permettant à chacun de s'approprier son patrimoine culturel au travers de l'utilisation du dispositif technique co-construit, l'application Web Famille TM. L'interrogation du milieu socio-économique de la préservation et la valorisation du patrimoine culturel du particulier, auquel Perfect Memory appartient, nous amène à nous interroger sur les enjeux d'un rapprochement entre les notions de « numérique » et de « mémoire ». Un cadre théorique est ainsi construit, le document numérique est appréhendé comme support d'un exercice de la mémoire, permis par la médiation du dispositif technique. L'éditorialisation, en tant qu'ensemble d'opérations réalisées sur le document numérique par l'intermédiaire du dispositif technique, est placée au cœur de notre problématique axée sur les modalités d'accompagnement des pratiques mémorielles via le service Famille TM. La construction de notre approche d'éditorialisation est séparée en deux moments. Dans un premier temps, un corpus de documents numériques - productions familiales préservées par différentes institutions patrimoniales - est interrogé par une méthodologie sémiotique afin d'extraire les éléments saillants invariants à leur interprétation, que nous rassemblons sous l'appellation de marqueurs de mémoire. Dans un second temps, les catégories de marqueurs construits sont transcrites en recommandations éditoriales et ergonomiques destinées au dispositif technique Famille TM. Articulé jusqu'ici autour d'un axe unique - la documentarisation de l'archive -, le dispositif est enrichi de deux nouveaux modes - cinématographique et privé -, constituant autant de points d'entrée supplémentaires dans le document versé par l'utilisateur sur le service. L'approche d'éditorialisation du document est ainsi décomposée en trois modes, comportant chacun différents scénarii, articulation de fonctionnalités et d'une expérience utilisateur spécifiques, construits pour le service Famille TM
This research project was made at the R&D department at Perfect Memory and focus on how to support family memory via a technological artifact. We question the artifact through the prism of information and communication sciences. The project offers to build a new approach, that of the editorialization of digital documents, enabling each user to rediscover their cultural heritage. This can be done by means of Famille TM, a co-built Web app. Following a study of the cultural heritage market as applied to private individuals, to whom Perfect Memory belongs, we proceed to a cross analysis of two concepts : "Digital" and "Memory". Starting from these, we built a theoretical framework in which we consider digital documents as a base for memory training. The technological artifact allows such training through a mediation process. Editorialization, as a set of processes made on the digital document through a technological artifact, appears as central to our concern: to design ways to support memory habits through Famille TM. We divide the construction of an editorialization approach into two steps. First, we build a corpus of digital documents - home movies - from various cultural heritage organizations. Then we interrogate the corpus through a semiotic methodology in order to gather salient and invariant elements in each interpretation. We name them memory markers. In a second step, we transcribe the markers categorization into editorial and ergonomic recommendations for Famille TM. Until today, the technological artifact consisted in one single mode: the documentation of archives. We introduce two extra modes: the cinematographic experience and the private experience. Each mode provides the user with an original entry point into documents uploaded on the app. To summarize our editorialization approach, we implement three modes into Famille TM and for each of them we design several scenarios made up of specific features and user experiences
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Mateus, Forero Andrea D. "DESIGN IN ADAPTATION TO DROUGHTS AND HEAT WAVES CAUSED BY CLIMATECHANGE IN RICE FARMS IN LERIDA, TOLIMA, COLOMBIA." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami151213167340772.

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Klang, Maja, and Karin Nilsson. "Anpassning av skolplattform för förskola." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160521.

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Inom interaktionsdesign tillförs användbarhet som en aspekt i designprocessen vid utformningen av interaktiva produkter. Syftet med denna studie var att utforma en användbar applikation med målet att digitalisera och effektivisera förskolepedagogers dagliga arbete samt ge målgruppen en positiv användarupplevelse. Designprocessen bestod av delar - konceptfasen, bearbetningsfasen och detaljeringsfasen - och resulterade slutligen i en prototyp av applikationen Kidskollen med funktioner inom närvarohantering, barninformation och kommunikation. Studien avslutades med att målgruppen fick utvärdera den slutgiltiga designlösningen genom ett användartest samt en efterföljande värderingsenkät. Utvärderingen visade att applikationen Kidskollen mötte målgruppens förväntningar samt gav en positiv användarupplevelse. Studien visade också att förståelse för målgruppen och den aktuella brukssituationen var av stor vikt i utformandet av en användbar designlösning. Ytterligare faktorer som definierades som extra värdefulla var vetskap om relevanta designmönster och designpinciper då dessa bidrog till att mer välgrundade designbeslut kunde fattas. Sammanfattningsvis svarade studien på den inledande frågeställningen; “Hur kan en applikation med syfte att digitalisera förskolepedagogers dagliga arbete utformas för att målgruppen ska få en positiv användarupplevelse och vilja använda den?”
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Eliasson, Lisa, and Hatharat Silawiang. "Märkbara renar : En digitaliserad och effektiv renmärkning." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85308.

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Idag utförs renmärkningen för att hålla koll på vilka renar som hör till vilken renägare. För att identifiera och särskilja renarna, räknas dem manuellt, alltså genom att personer går in i inhägnaden och prickar av renarna i en bok. Processen för att märka kalvarna kan ta upp mot två dagar beroende på om alla renarna har kommit in i inhägnaden, processen blir då lång och utdragen. Detta kommer vara utgångspunkterna i projektet, att identifiera renarna på ett mer effektivt och hållbart sätt. Detta är ett examensarbete för Högskoleingenjör Teknisk design vid Luleå tekniska universitet, som ska utveckla ett hållbart koncept genom att underlätta för renskötarna och effektivisera identifiering och dokumentering av renar. Genom att förena traditionell renmärkning med modern teknik tas ett hållbart koncept fram, som även minskar påfrestningen på renarna. Att kunna koppla ihop rätt kalv med rätt vaja och samla informationen på ett gemensamt ställe som är enkelt att hantera är ett krav på lösningen. Arbetet har följt IDEO:s trefasprocess för användarcentrerad design. Under faserna inspiration, ideation och implementation har olika metoder använts för att nå slutresultatet. Dessa metoder är exempelvis semistrukturerad intervju, benchmark, persona, workshops, Wireframes och simulering. Dessa metoder utgör en bra grund till arbetet och slutresultatet. Genom att ha återkommande kontakt med användaren har projektet genererat en lösning som är baserad på användarens behov. Resultatet blev en ny digitaliserad arbetsprocess innehållande RFID-chip som möjliggör automatisk hopparning och digital dokumentering. Denna arbetsprocess förenar den traditionella renmärkningen men effektiviserar de aktiviteter som idag tröttar ut renskötarna och renarna. Genom att ha bättre koll på renarna och deras avelsträd, gör att rätt ren i slutändan blir slaktad. Alltså renarna som är äldst eller har sämst förutsättningar. Det kan också bidra till att ekonomin blir stabilare då samma mängder renar slaktas varje år. Ur ett hållbarhetsperspektiv gynnar detta ekonomisk hållbarhet. Social hållbarhet gynnas genom att skapa transparens inom samebyn och möjliggör att fler kan vara delaktiga under processen. Genom att hopparningen sker automatisk behöver inte renen stressas upp av människor som går omkring i hagen. Eftersom renens välbefinnande är en del i naturens ekologi bidrar det till ekologisk hållbarhet.
Today, reindeer marking is performed to keep track of which reindeer belong to which reindeer owner. To identify and distinguish the reindeer, they are counted manually, i.e., by people entering the enclosure and dotting the reindeer in a book. The process for marking the calves can take up to two days depending on whether all the reindeer have entered the enclosure, the process then becomes long and drawn out. This will be the starting points in the project, to identify the reindeer in a more efficient and sustainable way.  This work is for a bachelor’s thesis in industrial design engineering at Luleå University of Technology, which will develop a sustainable concept by making it easier for reindeer herders and make the identification and documentation of reindeer more effective. By combining traditional reindeer marking with modern technology, a sustainable solution is developed that also reduces the strain on the reindeer. Being able to connect the right calf with the right sway and gather the information in a common place that is easy to handle is a requirement for the solution.  The work has been followed by IDEO's three-phase process for user-centered design. During the phases inspiration, ideation and implementation, different methods have been used to achieve the end result. These methods are, for example, semi-structured interview, benchmark, persona, workshops, Wireframes and simulation. These methods form a good basis for the work and the end result. By having regular contact with the user, the project has generated a solution that is based on the user's needs.  The result was a new digitized work process containing RFID chips that enables automatic pairing and digital documentation. This work process unites the traditional reindeer marking but make the activities that today tire out the reindeer herders and reindeer more effective. By having a better look at the reindeer and their breeding trees, the right reindeer will eventually be slaughtered. That is, the reindeer that are the oldest or have the worst conditions. It can also contribute to a more stable economy as the same quantities of reindeer are slaughtered every year. From a sustainability perspective, this benefits economic sustainability. Social sustainability is benefited by creating transparency within the Sami village and enabling more people to be involved during the process. Because the connection takes place automatically, the reindeer do not have to be stressed by people walking around in the enclosure. Since the reindeer's well-being is part of nature's ecology, it contributes to ecological sustainability.
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Höglund, Salomon. "Informing Users About Fingerprinting." Thesis, Södertörns högskola, Medieteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38592.

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In peoples hyperconnected lives, a price to pay is their internet privacy and the different risks it faces the second their browser connects to the web. One such risk comes from how web tracking collect and analyze users information. This paper explores an approach to how web browsers can inform its users about the web tracking technique Fingerprinting, and through the concept presentation of this approach see: what key key aspects of visual aesthetics that affects the users experience when being informed; and to what extent differences in technological interest and knowledge affect users reception of Fingerprinting information, and the implementation implications the differences leads to. For this purpose a high fidelity prototype was created to: represent the concept of web browsers having integrated educational pages meant to inform its users on topics such as Fingerprinting, and to; be used in a user test. The results showed: a lack of knowledge on the existence of Fingerprinting; that differences in technological interest and knowledge among users affected what aspects of visual aesthetics they valued; and that those with less technological interest and knowledge to a higher degree had their attitudes towards Internet Privacy affected by the prototype’s information. It also showed that the differences affects users approach and interactions with software, and that the design implications this brings are to be considered for future browser functionality implementations.

Självständigt Examensarbete (Forskningsartikel)

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Bergvik, David. "Designing experiences for virtual reality, in virtual reality : A design process evaluation." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.

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Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
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Persson, Tobias. "Design of a workstation for teleoperated forwarders : Exploring the future work within forestry." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80045.

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This thesis work has been the result of a five-year Industrial Design Engineering education at Luleå University of Technology. The project has investigated the possibilities of teleoperating forest machines using a human-centered design approach. The work has been conducted for Skogforsk, which is the Swedish institute for forestry. The project’s objective was to present ideas on how future teleoperation can improve the work as a forwarder operator. The aim was to identify the forwarder operators’ specific needs and explore how the development of a teleoperated workstation can address those needs. The project has been carried out using three phases; Inspiration, Ideation, and Impleentation. During the first phase, the project investigated how the work is carried out today and what needs a forwarder operator has. The operators’ needs can be summarised in three different areas; transporting the machine, loading and unloading, and planning. Two kinds of operators can be seen today, the ones who are motivated primarily by working in the forest, and the ones who are motivated by the production and self-competitiveness. During the Inspiration phase, the project also tested what problems exist today with operating a forwarder using teleoperation with the system implemented in the Truedsson Forestry Lab in Uppsala. It was identified that screens are an essential complement to using head-mounted displays such as VR-goggles while not offering the same amount of precision and presence in work as the goggles. It was also identified that the operators did not feel that the machine being an extension of them due to lost feedback of motion and sound. Perceived and actual control of the machine differed, and the operators did not identify the machines’ behavior during transportation. Apart from these issues, the current view did not offer a complete overview of the area around the machine. Neither did it offer visuals on the sides of the machine, and the logs sortings. Along with the identified issues, opportunities for improvement guided the explorational work through creative workshops to solutions presented and tested in either an operational test or in a video test. The ideas included the implementation of sound focusing on the gripper, which was appreciated by the operators. The precision using screens was improved by projecting the gripper’s position on the ground plane. For control of the transportation work, the project proposed solutions for indicators on tilt, roll, and the wheels of the machine. Nevertheless, it proposed an idea of projected tracks improving the work to become more proactive by highlighting obstacles and the near term position of the machine. The project also tested overview improving ideas such as drone views, and a 360 degrees view which may have potential in the future teleoperation work. Several other ideas were tested and can be seen in the Results chapter. For future work, the project proposes more tests of various ideas in a more reality-based setting. The project also proposes future work focusing on defining the future user better. For the individual operators reading this thesis work, I hope this paper can show the potentials of teleoperation, as well as prove that the development is aware of both the difficulties and the possibilities with teleoperating forest machines. For the forestry industry, I hope this paper can inspire future work to use the technology to favor the operators’ needs, and not only adapt the current cabin to work being carried out remotely. It is important to note that work in the cabin and work carried out remotely will have a significant difference in what advantages to offer. We will most definitely see operators working in the forest for many years ahead, and the future operators of teleoperation will probably not be the ones that are motivated by work in the forest today. This means that a new kind of user will emerge supplementing the current users rather than replacing them.
Detta examensarbete är resultatet av en femårig civilingenjörsutbildning inom Teknisk Design på Luleå Tekniska Universitet. Projektet har utforskat möjligheter för fjärrstyrning av skogsmaskiner genom en användarcentrerad designprocess indelad i tre faser; Inspiration, Ideation, och Implementation. Arbetet har genomförts på uppdrag av Skogforsk som är det svenska forskningsinstitutet för utveckling av det svenska skogsbruket. Målet med projektet har varit att presentera idéer kring hur framtidens fjärrsyrning kan förbättra arbetet som skotarförare. Syftet med projektet har varit att identifiera skotarförarens behov och utforska hur utvecklingen av fjärrstyrning kan ta hänsyn till dessa behov. Under den första fasen undersöktes arbetet som det ser ut idag och skotarförarens behov fastställdes genom intervjuer och observationer. Behoven kan sammanfattas till tre huvudsakliga delar; transport av maskin, av och pålastning, samt planering av arbete. I dagsläget kan två olika användare ses, de vars största motivation är arbetet i skogen, och de som motiveras främst av hög produktion och egenutveckling. Under första fasen så undersöktes problem med fjärrstyrning genom test med en fjärrstyrd skotare i Truedsson Forestry Lab i Uppsala. Det identifierades att skärmar är ett nödvändigt komplement till VR-glasögon trots att de idag inte erbjuder samma precision och närhetskänsla. Det identifierades också att förare uppgav att de inte fick samma koppling till maskinen som ljud och vibrationer annars erbjuder i hytten. Uppfattad och verklig kontroll över maskinen skiftade mellan styrning i maskin, och på distans. Förarna uppmärksammade inte slirning, glid, eller lutningsförändringar vid fjärrstyrning. Förutom dessa problem så erbjöd det befintliga systemet inte kontinuerlig överblick runt om maskinen. Lastens uppbyggnad saknades och inte heller visuell blick av området nedanför lastutrymmet kunde erhållas. Med utgångspunkt ur identifierade problem med fjärrstyrning och möjligheter för utveckling av dagens arbete, utforskades idéer genom kreativa workshops under andra fasen. Under tredje fasen valdes idéer ut, utvecklades, och testades genom antingen ett fysiskt operatörstest, eller ett videotest. En av idéerna testade implementering av ljud med fokus på gripen vilket uppskattades av alla testförare. Skärmarnas precision förbättrades genom projicering av gripens position på horisontella ytor. För att förbättra kontroll av maskin utforskade projektet implementering av olika indikatorer kring lutning och hjulbeteende. En idé kring projicerande hjulspår med fokus på proaktivt uppmärksammande av maskinens position och potentiella hinder, utforskades i syfte att förbättra arbetet. Projektet undersökte även diverse vyer för överblick, som drönarvyer, och en 360 graders vy som kan ha potential för framtida fjärrstyrningsarbete. Andra idéer som testades kan ses i Resultat kapitlet. För framtida arbete rekommenderas fler, och mer verklighetsbaserade tester. Det rekommenderas även att framtidens användare definieras bättre för att styra utvecklingen i rätt riktning. För den individuella föraren som läser detta arbete hoppas jag denna examensrapport kan visa på potential för framtida fjärrstyrningsarbete. Jag hoppas även att rapporten kan visa på att utvecklingen är medveten om såväl svårigheter som möjligheter. För skogsindustrin hoppas jag denna rapport kan inspirera framtida arbete att fokusera på fördelar med fjärrstyrningstekniken med utgångspunkt i förarnas behov, och inte bara anpassa dagens arbete i hytten att ske på distans. Det är viktigt att märka på att arbete på distans och i hytten kommer erbjuda olika fördelar. Vi kommer antagligen se förare i skogen i många år framöver och det är troligt att framtidens operatörer inte är de som motiveras av arbete i skogen. Det innebär att en ny typ av användare kommer växa fram som kommer komplettera dagens förare snarare än att byta ut dem.
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Abduljalel, Viyan. "Improving post-productionfeedback process." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173961.

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The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
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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.

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The fast technology development for military unmanned ground vehicles (UGVs) has led to a considerable demand to explore the soldier’s role in an interactive UGV system. This thesis explores how to design interactive systems for UGVs for infantry soldiers in the Swedish Armed Force. This was done through a user-centered design approach in three steps; (1) identifying the design drivers of the targeted military context through qualitative observations and user interviews, (2) using the design drivers to investigate concepts for controlling the UGV, and (3) create and evaluate a prototype of an interactive UGV system design. Results from interviews indicated that design drivers depend on the physical and psychological context of the intended soldiers. In addition, exploring the different concepts showed that early conceptual designs helped the user express their needs of a non-existing system. Furthermore, the results indicate that an interactive UGV system does not necessarily need to be at the highest level of autonomy in order to be useful for the soldiers on the field. The final prototype of an interactive UGV system was evaluated using a demonstration video, a Technology Acceptance Model (TAM), and semi-structured user interviews. Results from this evaluation suggested that the soldiers see the potential usefulness of an interactive UGV system but are not entirely convinced. In conclusion, this thesis argues that in order to design an interactive UGV system, the most critical aspect is the soldiers’ acceptance of the new system. Moreover, for soldiers to accept the concept of military UGVs, it is necessary to understand the context of use and the needs of the soldiers. This is done by involving the soldiers already in the conceptual design process and then throughout the development phases.
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Gasperini, Andrea. "Style Guide per lo sviluppo di servizi mobili per gli studenti." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13065/.

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In questo lavoro di progetto di tesi è stata realizzata la Living Style Guide StudentiOnLine, contenente gli elementi, le molecole e le linee guida fondamentali per la futura realizzazione e sviluppo dell'applicazione per dispositivi mobili SOL dell'Università di Bologna. Per la realizzazione della Living Style Guide SOL si è reso opportuno l’utilizzo del template associato al moderno framework HTML5-CSS3 Bootstrap in modo tale da garantire lo sviluppo futuro dell'applicazione Web Mobile StudentiOnLine con uno stile uniforme e ottenere, quindi, un layout usabile e un UX design. Si è reso necessario, quindi, per la realizzazione del progetto di tesi, l’utilizzo dei linguaggi di sviluppo Web quali HTML, CSS, Javascript e PHP. La Style Guide è un documento in costante evoluzione riguardante il codice, ne descrive in dettaglio i vari elementi e i moduli di un sito o di un'applicazione Web. Oltre al principale utilizzo di consolidamento del codice front-end, documenta il linguaggio visuale, per esempio i colori, la tipografia, la grafica, utilizzato per la creazione di applicazioni Web responsive, garantendo il principio di Usabilità. Conseguentemente allo sviluppo di applicazioni Web, hanno acquisito importanza le figure dell'UI designer e dell'UX designer. L'UX ha conoscenze di psicologia e scienze cognitive e ha lo scopo di accrescere la soddisfazione dell'utente finale garantendo l'usabilità e l'intuitività di un'applicazione Web. L'UI designer, invece, ha come obiettivo lo sviluppo, chiaro e preciso, dell'interfaccia dell'applicazione Web, inoltre, definisce la Style Guide contenente tutti gli aspetti cruciali dell'identità del marchio. Le Style Guide sono indispensabili quando si lavora in un team, per fare in modo che tutti abbiano presente l'obiettivo, permettono di conservare coerenza in un sistema complesso e spingono a pensare al progetto come un sistema. Living significa che la documentazione rimane in costante sincronia con il codice vero e proprio.
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Machado, Ana Raquel Brinca. "UX/UI na Buildtoo." Master's thesis, 2020. http://hdl.handle.net/10316/92544.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia
A dissertação que ora se submete a apreciação crítica tem por objeto o redesign da plataforma Buildtoo para dispositivos mobile, nomeadamente o smartphone. Esta plataforma online possui funcionalidades que permitem a comunicação entre várias entidades, reposição de documentos e visualização de dados em tempo real sobre o progresso do projeto, da fase de financiamento, passando pelo projeto até à obra. Este produto de software foi concebido para facilitar os utilizadores – os colaboradores da empresa TUU – na coordenação e gestão de obra, com foco no prazo, custo e qualidade. Tendo em vista melhorar a experiência de utilização do utilizador, foi realizada uma investigação e contextualização dos conceitos fundamentais da área de Interação Humano-Computador, desde o Design de Interface, ao Design de Interação e ao Design de Experiência de Utilizador. O estudo destes conteúdos foi essencial para a concretização do desenvolvimento prático. 
Para alcançar o objetivo desta dissertação foi necessário aplicar de uma série de metodologias abordadas pelo design de interação. Durante a fase de pesquisa, foi também relevante o contacto direto com os utilizadores por meio de entrevistas e de testes de usabilidade, o que possibilitou a observação e análise do modo como os utilizadores recorrem à plataforma Buildtoo.
A dissertação está estruturada em diferentes etapas que abordam todo o processo de recolha, análise e aplicação dos conhecimentos adquiridos de modo a solucionar e a responder às necessidades do utilizador detetadas. Após a apresentação do estado da arte, segue-se a exposição da abordagem metodológica e o cronograma de tarefas. De seguida, com base nessas investigações, será abordado todo o trabalho desenvolvido, encerrando a dissertação com conjunto de conclusões.
The purpose of the dissertation is to redesign the Buildtoo platform for mobile devices, namely the smartphone. This online platform has features that allow communication between various entities, replenishment of documents and visualization of data in real time on the progress of the project, from the financing phase, through the project to the work. This software product was designed to help users - the employees of the company TUU - in the coordination and management of works, with a focus on time, cost and quality. In order to improve the user's user experience, an investigation and contextualization of the fundamental concepts of the Human-Computer Interaction area was carried out, from Interface Design, to Interaction Design and to User Experience Design. The study of these contents was essential for the realization of practical development. To achieve the objective of this dissertation it was necessary to apply a series of methodologies addressed by interaction design. During the research phase, direct contact with users through interviews and usability tests was also relevant, which made it possible to observe and analyze the way users use the Buildtoo platform. The dissertation is structured in different stages that address the entire process of collecting, analyzing and applying the acquired knowledge in order to solve and respond to the detected user needs. After the presentation of the state of the art, the methodological approach and the task schedule are presented. Then, based on these investigations, all the work developed will be approached, ending the dissertation with a set of conclusions.
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Freitas, Fátima Carolina França. "Programação Web UX/UI Design." Master's thesis, 2017. http://hdl.handle.net/10362/23790.

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O estágio realizado na Mobiag, empresa de desenvolvimento de software de carsharing, para fins de conclusão do Mestrado em Novos Media e Práticas Web, realizou-se de 10 de Outubro de 2016 a 10 de Janeiro de 2017 e dividiu-se em dois projectos: na avaliação da usabilidade da aplicação mobile Citydrive, um dos clientes da respetiva empresa, e na gestão e criação de conteúdo para a documentação da API da Mobiag. Este relatório irá abordar as estratégias utilizadas para fazer a avaliação da usabilidade da aplicação mobile e a explicação das novas tecnologias e ferramentas aprendidas e utilizadas para poder trabalhar na documentação da API.
The internship at Mobiag, a carsharing software development company, to conclude my Master’s Degree in Novos Media e Práticas Web, started at October 10th 2016 and ended at January 10th 2017 and it was divided into two projects: usability evaluation of Citydrive mobile app, one of the company’s clients, and management and content creation for the API documentation. This report will approach the required strategies to evaluate the mobile app usability and will also explain the new technologies and tools learned and required to be able to work in the API documentation.
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Martins, Ana Carolina Correia. "Conceito UI/UX para website." Master's thesis, 2020. http://hdl.handle.net/10316/92239.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia
Este trabalho nasce do projeto de UI/UX e implementação front-end de uma plataforma gamificada para descobrir música através da partilha de conhecimentos musicais entre colegas de trabalho. O Random Jukebox (versão beta) é o produto em questão, tendo sido apresentado e acompanhado em estágio pela HYP, uma empresa tecnológica de desenvolvimento de soluções web e mobile em Coimbra. O desafio de redesign apresenta-se como um problema de como é que uma intervenção a este nível, alinhada com os princípios de Gamificação, conseguirá criar uma melhor experiência de descoberta musical num ambiente propício à socialização. O desenvolvimento deste trabalho contempla uma investigação, um processo iterativo de prototipagem e implementação, em código, de modo a entregar um protótipo funcional.Esta plataforma existe por e para a equipa da HYP, representando o seu espírito de equipa, a sua ambição e a sua paixão por jogos. Assim, o objetivo principal é projetar este espaço web à sua imagem, garantindo que o uso não se revela entediante, mas sim divertido. Para conseguir atingir uma experiência mais “como jogo” do que já o é, enquanto se colocam as necessidades e desejos do utilizador como prioridade.
This work emerges from a UI/UX and front-end implementation project of a gamified platform built for discovering music through the sharing of musical knowledge amongst work colleagues. Random Jukebox (beta version) is the platform that will be approached, having been presented as an internship and followed by HYP: a web and mobile solutions development company from Coimbra. The redesign challenge presents itself as a problem of how an intervention of this level could be aligned with Gamification principles to create a better experience discovering new music in a socially prone environment. The development of this project contemplates research, an iterative process of prototyping and code implementation to deliver a functional prototype.This platform exists because and for HYP’s team, meaning to represent their team spirit, their will, and passion for games. Therefore, the ultimate goal is to design this web space in their image, making sure that the use isn’t at all tiring but rather fun. Striving to achieve an experience more game-like then it already is, while always putting the user’s needs and preferences first.
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Zdeňková, Lucie. "Využití UX principů ve městě: Případová studie UX a UI při nákupu jízdného na MHD." Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-448983.

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The text of the thesis deals with the purchase of public transport fares in terms of user- friendliness and usability. The aim is to map the area of fare purchase theoretically and practically, including the user perspective. The theoretical ground is the concepts of User Experience, User Interface, Human-computer Interaction, smart city, the theory of the city as an interface. Important parts are also the theoretical aspects of the User Experience in the city environment. Literature review of current research in public transport ticketing systems with user-friendliness perspective presents current topics in the field of public transport ticketing. The practical part of the thesis describes the public transport ticketing systems in Prague and Copenhagen in detail, their possibilities, rules, and specifics. Primary research in the form of semi-structured interviews provides insight into the User Experience and reveals the perceived advantages and disadvantages of local systems.
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Moderno, Fábio Rodrigues. "Smart Lamppost - Sistema de Identidade Visual e a sua Aplicação em Diversos Meios." Master's thesis, 2018. http://hdl.handle.net/10316/86108.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia
Nos dias de hoje, colocar uma marca no mercado e fazê-lo de forma correta nos meios adequados, assume cada vez mais importância. O sucesso dela e a forma como é entendida estão dependentes da sua imagem.Este projeto, inserido no estágio do Mestrado em Design e Multimédia da Universidade de Coimbra, tem como tema “Smart Lamppost - Desenvolvimento de um sistema de identidade visual e a sua aplicação em diversos meios”. Trata-se de um produto em desenvolvimento e este projeto consiste na criação da marca, Smart Lamppost. Foi desenvolvida toda a identidade visual e a sua aplicação em diversos materiais físicos e digitais, assim como o desenvolvimento de um protótipo da landing page e o protótipo da uma plataforma complementar.O Smart Lamppost trata-se de um poste de iluminação pensado para as cidades inteligentes, com características inovadoras que responderão aos problemas que os meios urbanos irão encontrar.É uma empresa spin-off focada na solução de candeeiros inteligentes. Um projeto desenvolvido inicialmente entre quatro empresas, Ubiwhere, Efacec, Metalogalva e Proef Group, sendo que neste momento apenas três permanecem nele, excluindo a Efacec que já não se encontra no consórcio.No Smart Lamppost é importante representar os valores da marca e transmiti-los aos utilizadores. O processo de desenvolvimento passa por diversas etapas, desde o contexto histórico da evolução da iluminação pública, a sua relação com o espaço e com as pessoas, o estudo de diversos conceitos relacionados com o design gráfico e o webdesign e todo o processo criativo inerente.Nesta dissertação serão explorados os conceitos de design gráfico, branding, identidade visual e a sua relação com o produto, e ainda, o desenvolvimento de protótipos de plataformas digitais.
Bringing a brand into the market and doing so in the right way, using the right platforms is increasingly important. Its success and the way it is perceived by the audience is dependent on its image.This project, part of the Masters in Design & Multimedia at the University of Coimbra, is themed “Smart Lamppost – Development of a visual identity system and its application across various platforms.” The product is currently in development and the project is its brand development, Smart Lamppost. Here the whole visual identity and its application is created, across different print and digital platforms, as well as the development of a prototype of a landing page and a complementary platform. Smart Lamppost is a lamp post with the city in mind, with innovative features that will address some problems typically encountered in urban areas.This project comes from a spin-off that focuses on smart luminaires. It came from a collaboration between four companies – Ubiwhere, Efacec, Metalogalva and the Proef Group.With this branding project it is important to represent the brand values and ensure these translate well to its users. The development process passes through various stages, from its historical context of public lighting, its relationship with space and people, the study of various design concepts and the whole inherent creative process.This dissertation explores concepts of graphic design, branding, visual identity and its intrinsic relationship with the product and, still, the development of digital platforms.
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Neves, Ana. "Forma do livro - encadernação para designers." Master's thesis, 2019. http://hdl.handle.net/10400.26/29678.

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O projeto teve como intuito abordar áreas como o design gráfico, o web design e a encadernação, criando o layout e a identidade de uma plataforma digital didática sobre encadernação. Tendo como público alvo designers e encadernadores, teve como característica original a dinamização da técnica, incentivando a aprendizagem e exploração da mesma, de uma forma clara e acessível através da partilha de conhecimento. Tendo em conta a pesquisa inicial, identificou-se assim um problema tendo-se constatado a existência de informação em bibliotecas que não se mostraram de muito fácil acesso nos dias de hoje, sendo que, foram recolhidas algumas referências históricas como: Greenfiel J. (1988), Persuy A. (1982) e McMurtie D. C. (1997). A solução proposta foi tornar o tema digital, visto a tecnologia ser algo com que estamos familiarizados e com que interagimos no dia-a-dia em trabalho ou em lazer. Foi feita uma pesquisa sobre possíveis sites existentes sobre o tema, constatando-se que a informação se encontra dispersa e que não apela o utilizador. O verdadeiro desafio foi criar a identidade de uma plataforma onde o conteúdo editorial é controlado (e materializado), tendo em conta metodologias de UX/UI e linguagens visuais que sintetizam os bons princípios clássicos do design como o Material Design (Google) e as Human Interface Guidelines adoptadas pela Apple.
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Santos, Mariana de Vasconcelos e. Sousa Guimarães dos. "Design de Transição - Canvas Comuns." Master's thesis, 2020. http://hdl.handle.net/10316/92565.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia
The work being presented aims to create a collaborative design tool for the development of Transition Design projects, where canvas will be used to explore its practices. Transition Design is a design discipline that only recently has started to gather attention, in which it is assumed that there's a need for transitions to more sustainable futures by finding solutions through new design approaches. The platform being planned and developed here provides an exploratory path to a possible answer to the goals defined for Transition Design. Through that, we allow users to build shared diagrams, using a set of canvas which are intended to be intuitive and require little prior knowledge.O trabalho que se apresenta tem como objectivo a criação de um instrumento de colaboração online para o desenvolvimento de projectos de Design de Transição, no qual serão utilizados canvas para explorar as suas práticas. Design de Transição é uma disciplina de design que apenas recentemente começou a ganhar atenção, na qual se assume a necessidade de transições para futuros mais sustentáveis, encontrando soluções através de novas abordagens ao design. A framework de Design de Transição, para além de utilizar algumas abordagens de design, acrescenta uma variedade de práticas, conhecimentos e habilidades fora das disciplinas do design. A plataforma aqui projetada e desenvolvida faz um caminho exploratório para uma possível resposta aos objectivos e abordagens definidos para design de transição. Através dela permitimos que os utilizadores construam diagramas partilhados, utilizando um conjunto de canvas que se pretende que seja intuitivo e exigindo pouco conhecimento prévio.
O trabalho que se apresenta tem como objectivo a criação de um instrumento de colaboração online para o desenvolvimento de projectos de Design de Transição, no qual serão utilizados canvas para explorar as suas práticas. Design de Transição é uma disciplina de design que apenas recentemente começou a ganhar atenção, na qual se assume a necessidade de transições para futuros mais sustentáveis, encontrando soluções através de novas abordagens ao design. A framework de Design de Transição, para além de utilizar algumas abordagens de design, acrescenta uma variedade de práticas, conhecimentos e habilidades fora das disciplinas do design. A plataforma aqui projetada e desenvolvida faz um caminho exploratório para uma possível resposta aos objectivos e abordagens definidos para design de transição. Através dela permitimos que os utilizadores construam diagramas partilhados, utilizando um conjunto de canvas que se pretende que seja intuitivo e exigindo pouco conhecimento prévio.The work being presented aims to create a collaborative design tool for the development of Transition Design projects, where canvas will be used to explore its practices. Transition Design is a design discipline that only recently has started to gather attention, in which it is assumed that there's a need for transitions to more sustainable futures by finding solutions through new design approaches. Besides adopting some design approaches, this Transition Design framework also applies a wide variety of practices, knowledge and skills outside of design disciplines. The platform being planned and developed here provides an exploratory path to a possible answer to the goals and approaches defined for Transition Design. Through that, we allow users to build shared diagrams, using a set of canvas which are intended to be intuitive and require little prior knowledge.
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Lopes, Ana. "Projeto de uma aplicação mobile para os adeptos do Sporting Clube de Braga." Master's thesis, 2020. http://hdl.handle.net/10400.26/33139.

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Resultado de uma constante e crescente utilização do smartphone, assim como de uma necessidade também constante de partilha de informação e rápida comunicação, a aplicação SCBraga é o produto proposto a partir de uma exploração das necessidades dos sócios do Sporting Clube de Braga face a esta realidade. Sendo o Sporting Clube de Braga um clube português que beneficiaria em criar uma plataforma que fortalecesse a comunicação com os seus sócios, propõem-se deste modo desenvolver uma aplicação móvel de forma a reforçar a facilidade de acesso à informação fornecida aos sócios, assim como a maneira como é recebida. Trata-se de um projecto prático que conta com um processo teórico metódico e organizado em torno do tema proposto, permitindo tomadas de decisão sólidas e com fundamento. Assim, várias metodologias foram adotadas, entre elas estão a análise dos concorrentes e um questionário que permite perceber e responder aos comportamentos, motivações e necessidades do público-alvo do projecto. Sempre com as boas práticas de user interface e user experience presentes, a aplicação é desenhada com base nos resultados obtidos através das metodologias retratadas, indo ao encontro das necessidades e ambição dos utilizadores da app. Apresenta-se, deste modo, um objeto final coerente, atento às necessidades do utilizador e cumprindo os parâmetros propostos de boa usabilidade (UX).
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Simões, Elisabete Gonçalves. "Re-Crowdplay." Master's thesis, 2017. http://hdl.handle.net/10316/83390.

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Dissertação de Mestrado em Design e Multimédia apresentada à Faculdade de Ciências e Tecnologia
Esta dissertação descreve o processo de design de uma interface web para uma aplicação de testes e otimização de jogos, o Crowdplay. A indústria dos jogos tem aumentado consideravelmente e o extenso processo de desenvolvimento e avaliação são grandes desafios na prática de design de jogos. Embora haja progressos, no que toca a métodos para avaliar e melhorar os jogos, o problema persiste e foi com este objetivo que surgiu a ferramenta Crowdplay. Esta plataforma web foi desenhada para a experimentação e otimização de artefactos vídeo lúdicos. Permite a evolução semiautomática de protótipos e a coleção e processamento automatizado de métricas e indicadores de experiência. Na sua versão anterior, a aplicação era extremamente complexa no seu funcionamento, e a interface carecia de um design agradável e de uma boa experiência por parte do utilizador. Uma ferramenta para melhorar o design de experiências tem que, ela própria, oferecer uma experiência agradável, donde resulta o objetivo fulcral desta dissertação de mestrado. Foi elaborado o design de uma nova interface web para o Crowdplay, com o objetivo de melhorar a ferramenta existente, de modo a torná-la fácil e agradável de utilizar e amplificar a experiência dos utilizadores.Utilizou-se uma metodologia de design de interação, que envolveu a criação de protótipos de baixa e alta fidelidade, e a elaboração de um protótipo funcional. Este protótipo foi submetido a testes de usabilidade com utilizadores e posteriormente refinado. Desta dissertação resultou um protótipo interativo do Crowdplay preparado para funcionar na web, com um design que proporciona uma melhor experiência ao utilizador.
This dissertation describes the process of designing the web interface for a game testing and optimization application, Crowdplay. The video game industry has increased considerably and its extensive development and evaluation process are major challenges in the game design practice. Although there has been progress, in terms of methods to evaluate and improve video games, the problem persists and it was with this goalthat the Crowdplay tool was created. This web platform was designed for the experimentation and optimization of video game artifacts. It allows the semiautomatic evolution of prototypes and the automated collection and processing of metrics and experience indicators. In its previous version, the application was extremely complex in its operation, and the interface lacked a pleasant design, failing to offer a good experience to the user. A tool to improve the design of experiences should offer a pleasant experience, which is the main objective of this master’s thesis. The design of a new web interface for Crowdplay has been developed with the aim of improving the existing tool so as to make it easy and enjoyable to use and improve user experience.We used an interaction design methodology, which involved the creation of low and high fidelity prototypes, and the design of a functional prototype. This prototype was submitted to usability tests with users and later refined. From this dissertation resulted a web-based interactive prototype of Crowdplay, with a better user experience.
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Silva, Sara Alexandra Lopes da. "ANTI-AMNESIA:E-MARKETPLACE AS A MEDIATOR TO PRESERVE TRADITIONAL INDUSTRIES." Master's thesis, 2020. http://hdl.handle.net/11110/2075.

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Traditional industries in Portugal face challenges that compromise their economic viability, such as apathy from younger generations and an increased incompatibility with the new technologies, that can potentially cause the dissipation of these practices and traditions as a reliable source of income. This research aims to contribute to the preservation and revitalization of these crafts through an electronic marketplace that concentrates consumers and merchants in the same ecosystem, encouraging artisans to shift and expand their sales channel in a low-risk online scenario. The practical development of this platform started with a market research and literature review to understand the current situation and execute a benchmarking analysis with two national references. This inspired the definition of the target audience divided into two archetypes (buyer and seller), followed by the information architecture, user flows and the taxonomy for the website. Two prototypes were developed to explore the user experience of both personas using a user-centered approach, where the principles of UI/UX were implemented to better understand the needs of end-users and explore all the design solutions to create a very intuitive website. The high-fidelity prototypes were tested with a representative sample with a realistic scenario of tasks to complete to collect feedback that, overall, was very positive. The users were encouraged to comfortably make their suggestions during the entire process, in an attempt to improve the user experience of this electronic marketplace, regardless of the digital literacy level of the user.
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Monteiro, Catarina Alexandra Félix. "Upsie: a mobile app on financial education for teenagers." Master's thesis, 2020. http://hdl.handle.net/10400.26/35308.

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Teenagers live in a world surrounded by technological devices that are constantly connected to the Internet. They are born instinctively knowing how to use these devices and quickly cannot live without them. This constant online presence and open access to social media full of advertisement campaigns, encourage consumerist behaviors at an increasingly early age. However, teenagers often do not know how to manage money or have a critical opinion on their consuming habits. This problem motivated a research project with the goal of creating an educational and serious mobile app, using gamification elements, to help teenagers manage their financial expenses, as well as educating their consuming habits towards more conscious and informed decisions. Upsie is a mobile app that can be used on a daily basis, and where gamification elements are used to generate more engagement in users. From user interviews to interface design and usability testing, the entire process of creating the app is covered, until reaching a final interactive prototype.
Os adolescentes vivem rodeados de dispositivos tecnológicos que estão constantemente ligados à Internet. Os jovens nascem a saber como usar estes dispositivos quase instintivamente e rapidamente não conseguem viver sem eles. A constante presença online e o acesso a redes sociais repletas de campanhas publicitárias, estimulam comportamentos consumistas numa idade cada vez mais precoce. No entanto, os adolescentes muitas vezes não sabem como gerir o seu dinheiro ou não têm uma opinião crítica sobre os seus hábitos de consumo. Esta questão motivou um projeto de investigação com o objetivo de criar uma aplicação de telemóvel séria e educativa que ajuda os adolescentes a gerir as suas despesas financeiras, para além de educar os seus hábitos de consumo, promovendo decisões mais conscientes e informadas. Upsie é uma aplicação que pode ser usada no dia-a-dia, e onde os elementos de gamificação vêm gerar mais motivação nos utilizadores. Desde entrevistas a utilizadores, até ao desenho da interface, passando pela realização de testes de usabilidade, todo o processo de desenvolvimento desta app é apresentado, até chegar ao protótipo interativo final.
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44

Martins, Susana Maria de Matos. "O CONTRIBUTO DO DESIGN NO DESENVOLVIMENTO DE DASHBOARD DE APOIO À GESTÃO EMPRESARIAL." Master's thesis, 2020. http://hdl.handle.net/11110/2090.

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O presente projeto de investigação pretende demonstrar como os meios digitais, em particular a solução gráfica de dashboard, através de uma síntese de indicadores de desempenho da empresa, de fácil leitura, pode contribuir para a identificação e resolução pró-ativa de problemas na gestão empresarial. O projeto consistiu no estudo e desenvolvimento de uma aplicação móvel, de apoio à gestão estratégica da empresa iBD Global, por meio do desenho de painéis gráficos (dashboards). A aplicação móvel pretende monitorizar e disponibilizar em tempo real os dados operacionais e de gestão apresentados no ERP da empresa, promovendo uma visão crítica das estratégias e metas Corporativas, Financeiras e Operacionais. Metodologicamente, começou-se por abordar a problemática relativa ao impacto da transformação digital nas empresas portuguesas; e avaliar a hipótese da solução dashboard como uma ferramenta eficaz de gestão e de ação, no apoio à tomada de decisão por parte do gestor. Neste sentido, foi realizada uma análise às principais referências de dashboard disponíveis no mercado; e uma revisão de literatura sobre os princípios do Design de Interação, associados ao UX e UI Design. Com base no estado da arte estudado e num conjunto de entrevistas realizadas aos colaboradores da empresa iBD Global, foi desenhada uma solução de protótipo. Posteriormente, foram realizados testes de usabilidade ao protótipo, que permitiu detetar erros e desenvolver as necessárias melhorias; e, por fim, validar a eficácia da solução, resultante da presente investigação.
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45

Martins, Daniela Filipa Gonçalves Pereira. "DESIGN INCLUSIVO E A MULTIDEFICIÊNCIA: PLATAFORMA DE MATERIAL DIDÁTICO DE APOIO À APRENDIZAGEM ATRAVÉS DA INTEGRAÇÃO SENSORIAL." Master's thesis, 2021. http://hdl.handle.net/11110/2131.

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A Transformação Digital na Saúde (TDS) tem vindo a revolucionar o sector e o modo de traba-lhar dos profissionais de saúde, bem como a comunicação entre estes e os utentes. Os meios tec-nológicos, quando bem implementados, traduzem-se no sucesso de um projeto de transformação benéfico para todos. No entanto, a área da Saúde em Portugal, especialmente o Serviço Nacional de Saúde (SNS), luta perante a escassez de recursos, o que atrasa a implementação da TDS. O presente projeto e investigação pretende demonstrar a importância que os meios digitais têm no apoio à aprendizagem e na otimização dos procedimentos inerentes às terapias sensoriais e cognitivas, demonstrando o contributo que estes podem oferecer para uma relação e acompanha-mento mais próximo e informado entre utentes, tutores e profissionais de saúde. Este trabalho consistiu na criação de uma plataforma digital de material didático de apoio à aprendizagem através da integração sensorial, pretendendo reforçar a relação entre paciente e pro-fissional de saúde, através de ambientes virtuais que promovam essa comunicação e acompanha-mento. Nesta investigação, começa-se por dissecar e contextualizar a problemática; desenvolver uma revisão de literatura nas áreas do User Experience Design (UX), User Interface Design (UI), Design Centrado no utilizador, o Design inclusivo, os ambientes virtuais e didáticos, e sobre as Tecnologias na Saúde para o utilizador com deficiência; descreve-se as diferentes fases do desen-volvimento da plataforma e a respetiva validação do protótipo nos testes de usabilidade. Através do presente estudo e do protótipo desenhado pretendeu-se conceber uma interface de fácil interação, de forma a se obter uma eficaz utilização remota da plataforma, por parte dos pres-tadores de cuidados e respetivos utentes, nomeadamente na atividade de treino cognitivo e senso-rial.
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46

Magalhães, Sónia Catarina Ralha. "ICT4SILVER: PRINCÍPIOS ORIENTADORES DE DESIGN NO DESENVOLVIMENTO DE INTERFACES DIGITAIS DIRECIONADAS AO UTILIZADOR SÉNIOR." Master's thesis, 2019. http://hdl.handle.net/11110/1800.

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A presente investigação tem como objetivo a avaliação e melhoria de produtos com interfaces digitais, direcionados à população sénior. Este estudo desenvolve-se no âmbito do projeto ICT4Silver, apoiado pelo Interreg SUDOE, que pretende impulsionar produtos direcionados para a população sénior no Sudoeste da Europa. Propõe-se a criação de diretrizes orientadoras de design, de forma a orientar os designers no processo de desenvolvimento de produtos para a população sénior. Desta forma, apresentam-se: as características dos produtos tecnológicos com interfaces digitais; as características do utilizador sénior e do processo de envelhecimento e a interação entre utilizador e produto digital. Por fim, são apresentadas as diretrizes de design, com relevância nas características do utilizador, no processo de aprendizagem e no UX (experiência do utilizador) e UI (Usabilidade de Interface) design. O objetivo final deste trabalho é a aplicação dos princípios orientadores de design de interfaces digitais, utilizando como casos de estudo alguns dos produtos alvo do projeto ICT4Silver, a saber: ArkeaOnLife, PhysioSensing e Kwido.
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47

Norte, Marta Maria de Azevedo. "PROJETO DE DESIGN DIGITAL PARA O DESENVOLVIMENTO DA INTERFACE DE UMA PLATAFORMA DE PAGAMENTOS ELETRÓNICOS." Master's thesis, 2019. http://hdl.handle.net/11110/1859.

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Nos últimos anos, temos observado uma constante evolução dos avanços tecnológicos e com isso uma grande evolução do comércio online. Em consequência, o consumidor tem vindo a tornar-se cada vez mais exigente. Neste seguimento, a confiança que o consumidor deposita no serviço e satisfação positiva pela realização das tarefas bem-sucedidas são fatores importantes para uma interface bem conseguida. O presente trabalho de projeto consiste no desenvolvimento de uma interface que agregue múltiplos métodos de pagamentos eletrónicos, os mais usados em Portugal, numa única plataforma digital. Contudo, é necessário perceber quais destes elementos são essenciais. Por isso, foi analisado o que o consumidor deseja e espera desta nova plataforma, desde a criação de múltiplos negócios numa única plataforma, sem precisar de diferentes contas, até à criação de diferentes utilizadores para gerir esses mesmos negócios. O projeto prático iniciou-se pela análise de algumas soluções existentes no mercado, ao nível nacional e internacional, de modo a conseguir construir-se um estudo comparativo entre elas, entendendo o que existe em comum e o que elas oferecem positivamente aos seus clientes. De seguida realizou-se o estudo da melhor metodologia para realizar o processo de desenvolvimento desta plataforma. Nesta fase foram analisadas entre as várias metodologias usadas atualmente a mais adequada. Seguidamente, o processo de investigação debruçou-se na análise da interação, usabilidade e interatividade para auxiliar a criação gráfica da interface. Uma boa organização de conteúdo foi fundamental para um bom resultado, tendo por base a compreensão do UX e UI Design, o desenvolvimento de personas, criação de workflows e wireframes e o desenvolvimento de testes de usabilidade para se conseguir aperfeiçoar a solução final na prototipagem. Em resumo, com o desenvolvimento desta plataforma digital, pretende-se simplificar o processo de gestão de múltiplos negócios, contribuindo assim para uma eficácia e satisfação positiva para o consumidor final.
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48

Santos, Luís Miguel Teixeira. "REUMA.PT: O CONTRIBUTO DO DESIGN NO SISTEMA DE APOIO À DECISÃO CLÍNICA NA ÁREA DA ARTRITE REUMATÓIDE." Master's thesis, 2020. http://hdl.handle.net/11110/2089.

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A necessidade cada vez mais exigente de acompanhamento de doentes reumáticos, por parte dos profissionais de saúde, e o aumento das técnicas e meios terapêuticos, acompanhado de um processo de transformação digital no setor da saúde, caracteriza-se por ser um processo contínuo e com novas oportunidades para o desenvolvimento da qualidade e uma melhor utilização dos recursos. O presente projeto consistiu na avaliação e reformulação do design da plataforma on-line Reuma.pt, com o objetivo de aumentar a sua eficiência através de melhorias do user interface (UI) e user experience (UX). Pretende-se otimizar o processo de interação dos profissionais de saúde com a plataforma on-line, especificamente no tratamento dos doentes de artrite reumatoide (AR). O cumprimento deste objetivo permite auxiliar os profissionais de saúde no processo de tratamento dos seus doentes de artrite reumatoide (AR). A Reuma.pt serve para registar, de forma eletrónica, o processo clínico do doente reumático. Este sítio está integrado numa plataforma de cobertura nacional, e está preparada para ser utilizada em tempo real pelo profissional de saúde durante a observação do doente, e para acompanhamento do curso clínico. A investigação apresentada neste documento traduziu-se no redesign da plataforma Reuma.pt, tendo como base uma metodologia de design centrado no utilizador, e suportada também pela investigação de temas essenciais sobre o contexto em se insere este projeto, nomeadamente: a elaboração de uma análise UX benchmarking de soluções digitais direcionadas ao acompanhamento ou tratamento da doença AR; As principais características da doença AR, as suas terapias, e os procedimentos necessários no tratamento e acompanhamento; Compreender e implementar as técnicas e recomendações relativamente aos sistemas de apoio à decisão clínica, UX e UI design, aplicação de modelos de personas e user scenarios, a criação de user flows e wireframes, e a implementação de testes de usabilidade.
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49

Litvinova, Yevgeniya. "Feature info : improving the visualization and usability of GIS background information in the context of a mobile tourist application." Master's thesis, 2018. http://hdl.handle.net/10362/33716.

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Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Science in Geospatial Technologies
Feature info is an interactive map tool that allows viewing background information about a map feature in response to a user action. Mobile devices come with a number of limitations, e.g. small screen real estate and the variety of screen sizes, that can affect map and feature info usability. Existing recommendations for feature info design [1], [2], [3] focus mostly on content, i.e. effective communication of data, leaving the “interaction design” aspect overlooked. This Master’s Thesis attempts at improving the visualization and usability of feature info interfaces in the context of mobile tourist applications and presents nine feature info design guidelines that address specific usability problems. The problems were identified through heuristic evaluation of five tourist applications and a user interview. Literature survey and two usability experts provided ideas regarding how several of these problems can be resolved. Three guidelines were evaluated in a lab-based usability test with twenty participants. On average, assessed guidelines demonstrated a significant positive effect on feature info usability by decreasing task completion time by 33% and increasing task completion rate and System Usability Scale (SUS) score by 26% and 28% respectively. Proposed guidelines are not restricted by any specific use case and can be applied to other application domains. Researchers and business practitioners can use the guidelines as a reference in their daily work.
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50

Pires, Francisco José Araújo. "DESENVOLVIMENTO E OTIMIZAÇÃO DO INTERFACE GRÁFICO DA LOJA ONLINE DA ALU13." Master's thesis, 2019. http://hdl.handle.net/11110/1817.

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Este trabalho de investigação está centrado na criação e desenvolvimento de um projeto de design, no formato específico de uma loja online, capaz de dar resposta aos objetivos estratégicos e comerciais da ALU13, uma empresa que dedica a sua atividade ao fabrico e comércio de produtos em alumínio para o exterior de habitações. A ALU13 pretende estabelecer e intensificar o seu contacto com o consumidor final, dando-lhe prioridade — em detrimento do cliente empresarial —, e, consequentemente, aumentar o seu volume de vendas. Para tal, foram realizadas reuniões com representantes desta empresa, nas suas diversas áreas, tendo em vista o desenvolvimento de estratégias para o alcance dos objetivos propostos; bem como a definição e caracterização do público alvo e a sequente criação de uma proposta capaz de conduzir a resultados positivos. Neste estudo foi analisada bibliografia relativa às diferentes temáticas do Design Digital, nomeadamente do UX e UI Design e das heurísticas da usabilidade; e analisadas lojas online de referência. Os resultados obtidos neste estudo atingiram, na generalidade, os objetivos propostos e as expectativas da ALU 13. No entanto, foram identificadas possibilidades futuras de desenvolvimento e melhoria, de forma contínua, deste projeto.
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