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1

Nordahl, Sanna. "Animations Effect on Reading Comprehension in Web-based User Interfaces." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189602.

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When it comes to web-based user interfaces and web design, one of today’s trends is to use informative and storytelling animations. They can be used as tools for communication, simplifying the interaction, or guiding the user’s attention. However, those animations used in a web- based user interface can slow down the interaction and the user flow and become a distraction for the user. Three popular informative and storytelling animations that are used in web design are: background video, animated slideshows, and parallax scrolling. In order to understand what effect these informative animations have on the users’ reading comprehension on websites — four prototypes were created in Adobe Muse. A user study in form of an A/ B testing followed by a questionnaire were conducted, showing that the three different animations affected the reading comprehension negative. While they at the same time also brought an entertaining feeling to the user experience (UX).
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Yang, Xiaomei. "Web based CINDI system : graphical user interface design and implementation." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ64089.pdf.

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3

Olsson, Axel. "SimPad - a drawing-based modeling tablet web application to support science education." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20206.

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With the increase of use with tablet computers comes new ways of interaction butalso new possibilities for learning. This creates a challenge for designers to create aviable interaction design. In this research, a set of interaction design guidelines andinteraction qualities are identi ed. Speci cally when designing natural user interfacesfor drawing-based modeling on tablet devices to support learning. The existingtablet computer manufacturer design guidelines are reviewed. Additionally, a webbasedtablet prototype designed and developed using an iterative design approachconsisting of design and creation coupled with design-based research and interactiondesign. The prototype is evaluated with eight representative end-users at a middleschoolin southern Sweden using a usability evaluation that is recorded with videoand analyzed through a signi cant event analysis. The results show that users enjoyworking with the prototype and they think that it can help them in their learning.The results also shows guidelines and a ordances for interaction design of interfacesfor drawing-based modeling tablet applications. The reasoning behind identifyingguidelines and a ordances is to provide researchers, designers, and others with themeans to minimize problems that may arise in the design of their own drawing-basedmodeling tools for education.
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4

Van, Tonder Bradley Paul. "Adaptive user interfaces for mobile map-based visualisation." Thesis, Nelson Mandela Metropolitan University, 2008. http://hdl.handle.net/10948/866.

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Mobile devices today frequently serve as platforms for the visualisation of map-based data. Despite the obvious advantages, mobile map-based visualisation (MMV) systems are often difficult to design and use. Limited screen space, resource constraints and awkward interaction mechanisms are among the many problems with which designers and users have to contend. Adaptive user interfaces (AUIs), which adapt to the individual user, represent a possible means of addressing the problems of MMV. Adaptive MMV systems are, however, generally designed in an ad-hoc fashion, making the benefits achieved difficult to replicate. In addition, existing models for adaptive MMV systems are either conceptual in nature or only address a subset of the possible input variables and adaptation effects. The primary objective of this research was to develop and evaluate an adaptive MMV system using a model-based approach. The Proteus Model was proposed to support the design of MMV systems which adapt in terms of information, visualisation and user interface in response to the user‟s behaviour, tasks and context. The Proteus Model describes the architectural, interface, data and algorithm design of an adaptive MMV system. A prototype adaptive MMV system, called MediaMaps, was designed and implemented based on the Proteus Model. MediaMaps allows users to capture, location-tag, organise and visualise multimedia on their mobile phones. Information adaptation is performed through the use of an algorithm to assist users in sorting media items into collections based on time and location. Visualisation adaptation is performed by adapting various parameters of the map-based visualisations according to user preferences. Interface adaptation is performed through the use of adaptive lists. An international field study of MediaMaps was conducted in which participants were required to use MediaMaps on their personal mobile phones for a period of three weeks. The results of the field study showed that high levels of accuracy were achieved by both the information and interface adaptations. High levels of user satisfaction were reported, with participants rating all three forms of adaptation as highly useful. The successful implementation of MediaMaps provides practical evidence that the model-based design of adaptive MMV systems is feasible. The positive results of the field study clearly show that the adaptations implemented were highly accurate and that participants found these adaptations to be useful, usable and easy to understand. This research thus provides empirical evidence that the use of AUIs can provide significant benefits for the visualisation of map-based information on mobile devices.
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5

Ahmed, S. M. Zabed. "A user-centered design of a web-based interface to bibliographic databases." Thesis, Loughborough University, 2002. https://dspace.lboro.ac.uk/2134/6893.

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This thesis reports results of a research study into the usefulness of a user-centred approach for designing information retrieval interfaces. The main objective of the research was to examine the usability of an existing Web-based IR system in order to design a user-centred prototype Web interface. A series of usability experiments was carried out with the Web of Science. The first experiment was carried out using both novice and experienced users to see their performance and satisfaction with the interface. A set of search tasks was obtained from a user survey and was used in the study. The results showed that there were no significant differences in the time taken to complete the tasks, and the number of different search terms used between the two search groups. Novice users were significantly more satisfied with the interface than the experienced group. However, the experienced group was significantly more successful, and made fewer errors than the novice users. The second experiment was conducted on novices' learning and retention with the Web of Science using the same equipment, tasks and environment. The results of the original learning phase of the experiment showed that novices could readily pick up interface functionality when a brief training was provided. However, their retention of search skills weakened over time. Their subjective satisfaction with the interface also diminished from learning to retention. These findings suggested that the fundamental difficulties of searching IR systems still remain with the Web-based version. A heuristic evaluation was carried out to find out the usability problems in the Web of Science interface. Three human factors experts evaluate the interface. The heuristic evaluation was very helpful in identifying some interface design issues for Web IR systems. The most fundamental of these was increasing the match between system and the real world. The results of both the usability testing and the heuristic evaluations served as a baseline for designing a prototype Web interface. The prototype was designed based on a conceptual model of users' information seeking. Various usability evaluation methods were used to test the usability of the prototype system. After each round of testing, the interface was modified in accordance with the test findings. A summative evaluation of the prototype interface showed that both novice and experienced users improved their search performance. Comparative analysis with the earlier usability studies also showed significant improvements in performance and satisfaction with the prototype. These results show that user-centred methods can yield better interface design for IR systems.
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6

Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2007.
[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
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7

Gumbo, Sibukele. "Development of a web-based interface for a wireless sensor network monitoring system." Thesis, University of Fort Hare, 2007. http://hdl.handle.net/10353/68.

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In the recent past, wireless sensor technology has undergone advancements in its autonomous data collecting aspects, and has become an area worth investigating in relation to structural monitoring applications. The system described in this thesis aims at acquiring, storing and displaying overhead transmission line related data collected from a wireless sensor network. Open source tools were used in its development and implementation. The inherent linearly aligned topology of transmission line monitoring devices is not without shortcomings; hence analysis of linear node placement, hardware and software components was carried out to determine the feasibility of the system. Their limited data processing capabilities has motivated the development of a post processing wireless sensor application in order to present any collected structural data in an understandable format.
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8

Simecek, Nikol. "Development of a database with web-based user interface for taqman assay design." Thesis, Cranfield University, 2007. http://hdl.handle.net/1826/1773.

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TaqMan RT-PCR (reverse transcription-polymerase chain reaction) is a technique used to measure the relative gene expression in a biological sample and is one of the core technologies used by the Molecular Pathology and Toxicology (MPT) Group at GlaxoSmithKline. Conducting TaqMan experiments is a complex process which involves the design of a TaqMan assay specific to a gene of interest. A wealth of data has been generated during assay design, but systems are not currently available to readily share this data within the MPT group. There is a need for a central data storage repository so that data associated with assay design can be organised efficiently and rapidly accessed. Experiments are conducted within limited timeframes and resource is often limited so this would be of great benefit to the MPT group. This thesis describes the development of a database to house data associated with TaqMan assay design, software to populate the database with minimal user interaction and a web based CGI application for members of the MPT group to query and submit data to the database. Finally, the output from testing the software is provided and discussed.
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9

Frank, Martin Robert. "Model-based user interface design by demonstration and by interview." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9225.

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10

Fox, Jeffrey A. "The effects of a computer-based design aid in the selection of guidelines within the USI design process." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-08042009-040339/.

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11

Sundström, Sofia, and Elinor Thelander. "Designing a user interface for web based project managment in film production." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2403.

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The aim of this thesis project is to create a user interface for a web based film production project management portal. This implies creating a site map and a functionality specification based on the needs of the people working in the film production industry. The project was made on account of The Chimney Pot, a post production company in Stockholm. For the scope of this project, the research was concentrated on the part of film production that concerns The Chimney Pot, i.e. the procedures that take place after a film has been recorded. The research also focused on people working in the area of Stockholm, even if their clients and customers in other areas of Sweden and abroad were indirectly included in order for the project portal to be a usable tool in projects where these people are involved.

Before any visible results can be seen in a web production project, a range of preparation steps needs to be taken. Planning is essential if the final product shall work properly. Extensive research has to be done into the industry. In order to make the product usable, the intended users, their requirements, work procedures and environment need to be examined. Only when there are substantial results and enough knowledge about the industry, the actual implementation can start. The first step is to make a functionality specification, next a site map should be produced and the technical architecture should be specified. These are the areas that are covered in this project, but there are also recommendations about how the further development should be made. Important aspects in the next phase are to create a budget, to put together a development team and to create a graphic user interface. In the whole process the issues of usability need to be considered, i.e. efficiency, flexibility, learnability and satisfaction.

The key requirements for the project portal turned out to be speed and effectiveness. The user interface was designed to be intuitive and to be shallow, which means that the user should be able to perform any task with the least amount of mouse clicks possible. Another intention with the produced user interface is for it to be clearly divided into the four main areas that could be extracted from the user requirements. They are planning, project details, communication and file sharing. Directly after logging on to the project portal, the user should get an overview of all these areas. Other important considerations were security, version control and seamlessness. These issues demand a thorough planning of the technical architecture and this thesis provides some useful tips for the further development of the technical specification.

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12

Bhattacharya, Paromita. "A Case Study of the Effects of a Web Interface Redesign Based on Usability Guidelines." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1320.

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Usability guidelines for user interface (UI) design formulated by Nielsen and other authorities were used to redesign the web interface for a web based distance education course. The website's original UI, as judged by a group of web design professionals, violated standard guidelines for usability, readability, learnability, consistency, efficiency of use and flexibility. The original and redesigned UIs were tested using thinking aloud testing, a user satisfaction survey, and usability inspection. The results of user testing and heuristic evaluation suggest that the use of these guidelines in website redesign had a positive impact on user performance. A more conclusive result would have required a larger sample size and a redesigned testing protocol that varied the order in which participants worked with the old and redesigned interfaces.
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13

Watt, Justin C. "Design and Implementation of a Web-based Financial Information System." Thesis, School of Information and Library Science, 2004. http://hdl.handle.net/1901/71.

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This paper describes the design and initial implementation of a web-based financial information system, intended to replace a Microsoft Access financial database in support of a federally funded, international health project. This system is being reimplemented for the web in order to provide stakeholders across the country (and potentially around the world) access to the project's financial information.
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14

Levine, Jonathan. "Computer based dialogs : theory and design /." Online version of thesis, 1990. http://hdl.handle.net/1850/10590.

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15

Oliveira, Állan César Moreira de. "Model-based design of user interfaces to support situation awareness in maintenance." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/8686.

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Não recebi financiamento
Situation Awareness (SAW) is a cognitive process defined as the perception of elements and events within a time frame, the understanding of their situation and the projection of their status. SAW is a prerequisite for decision-making in dynamic and complex systems and errors in SAW are an acknowledged source of human errors and accidents. Its study is pivotal in many industries, such as aviation, military, oil, gas and rails, and it is being increasingly considered for maintenance, since this activity is deemed critical for every industry. New technologies to support maintenance, such as E-Maintenance, will provide easier access to the desired information to technicians, but the way new technologies lead to improved SAW is influenced by how information is presented in the User Interface (UI), and many UIs for maintenance technicians support their decision-making regarding procedural and technical criteria, but not economical, legal, ethical and political. Therefore, they only allow a partial development of the user SAW, but not the complete comprehension and projection of a situation. These UIs ignore information requirements such as: risks and conditions of the environment; automations; actions and decisions of team members; rules, regulations and policies of enterprises. Therefore, the design and development of UIs to improve SAW in maintenance is compromised by the few solutions in the state of the art for SAW supportive UI design, for model-based design process and for frameworks and reference architectures. Cognizant to this gap, this thesis proposes a solution for the design and development of Situation Awareness support User Interfaces (SASUI) for maintenance work. For that three contributions are proposed: a conceptual framework of Situation Awareness Aspects (FSA) that assists developers in structuring heterogeneous sources of data into a knowledge representation model, to obtain a state oriented view of SAW; a multiagent architecture that instantiates and controls UIs to improve their support of SAW, by using a blend of SAW and UI agents to express the situation (and its projection) of real world entities in the UI; a methodology to create Model-based SAW User Interfaces (MBSAW-UI), in which designers model agents that will assist users in acquiring the SAW necessary for their decision-making process. These contributions follow a Cognitive Engineering approach to guide software developers in the UI design process and also empower domain experts to model their UIs, enabling an End-User Development (EUD) paradigm that facilitate future updates to the system. A study case of a maintenance activity was developed to evaluate these solutions, with two interfaces: a UI designed using MBSAW-UI; a UI designed using solely a Hierarchical Task Analysis. An experiment was performed and showed a 78% increase in SAW with the UI designed to support SAW, which lead to enhanced efficacy (3,85x less errors) and safety (3,87x less errors regarding unsafe behavior).
Consciência Situacional (SAW) é um processo cognitivo definido como a percepção de elementos e eventos em um volume de tempo e espaço, o entendimento da situação atual e a projeção do seu estado futuro. SAW é um pré-requisito para a tomada de decisão em sistemas complexos e dinâmicos, e os problemas em SAW são uma fonte reconhecida de erros humanos e acidentes. O estudo de SAW não só é fundamental em muitos setores (como, por exemplo, aviação, forças armadas, óleo, gás e ferrovias), como vem sendo considerado, de forma crescente, em áreas como a manutenção, que é uma atividade crítica para todas as indústrias. Novas tecnologias para apoio a manutenção, como a E-Manutenção, vão prover melhor acesso a informações desejadas, porém a SAW de um trabalhador que lida com tecnologia está correlacionada a Interface do Usuário (IU) do sistema, e diversas IUs para manutenção apoiam a tomada de decisão considerando critérios procedurais e técnicos, mas não econômicos, legais, éticos e políticos. Portanto elas somente apoiam um desenvolvimento parcial da SAW de seu usuário, mas não a completa compreensão e projeção da situação. Estas interfaces ignoram requisitos de informação como: riscos e condições do ambiente; automações; ações e decisões de colegas de equipe; regras, regulamentos e políticas das empresas. Dessa forma, o design e desenvolvimento de IUs para aprimorar a SAW na manutenção são comprometidos pelas poucas soluções no estado da arte de design de IU para apoio a SAW, de processos de design baseado em modelos e de frameworks e arquiteturas de referência. Ciente desta lacuna, esta tese propõe uma solução para design e desenvolvimento de Interfaces do Usuário que apoiam o estabelecimento de SAW (SASUI) em trabalhos de manutenção. Três contribuições foram geradas: um framework conceitual de aspectos de SAW (FSA) que auxilia desenvolvedores a estruturar fontes de dados heterogêneas em um modelo de representação do conhecimento, para obter uma visão de SAW orientada a estado; uma arquitetura multiagente que instancia e controla IUs para aprimorar o apoio a SAW, usando uma combinação de agentes de SAW e IU que expressam a situação (e projeção) de entidades do mundo real; e, finalmente, uma metodologia para criar IUs para SAW baseada em modelos (MBSAW-UI), na qual designers modelam agentes que irão auxiliar usuários a adquirir a SAW necessária para seu processo de tomada de decisão. Estas contribuições seguem uma abordagem de Engenharia Cognitiva para guiar desenvolvedores de software no processo de design de IU e para permitir especialistas de domínio a modelar suas IUs, habilitando um paradigma de End-User Development (EUD) que facilita futuras atualizações ao sistema. Foi desenvolvido um estudo de caso de uma atividade de manutenção para avaliar as soluções propostas, usando duas interfaces: uma projetada usando a metodologia MBSAWUI; e outra usando somente análise hierárquica de tarefas. Experimentos realizados mostram que as interfaces geradas com a metodologia proposta neste trabalho proporcionaram um aumento de 78% na SAW, o que levou a uma melhor eficácia (3,85x menos erros) e segurança (3,87x menos erros relacionados a comportamentos arriscados).
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16

Van, Tonder Bradley Paul. "Enhanced sensor-based interaction techniques for mobile map-based applications." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1012995.

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Mobile phones are increasingly being equipped with a wide range of sensors which enable a variety of interaction techniques. Sensor-based interaction techniques are particularly promising for domains such as map-based applications, where the user is required to interact with a large information space on the small screen of a mobile phone. Traditional interaction techniques have several shortcomings for interacting with mobile map-based applications. Keypad interaction offers limited control over panning speed and direction. Touch-screen interaction is often a two-handed form of interaction and results in the display being occluded during interaction. Sensor-based interaction provides the potential to address many of these shortcomings, but currently suffers from several limitations. The aim of this research was to propose enhancements to address the shortcomings of sensor-based interaction, with a particular focus on tilt interaction. A comparative study between tilt and keypad interaction was conducted using a prototype mobile map-based application. This user study was conducted in order to identify shortcomings and opportunities for improving tilt interaction techniques in this domain. Several shortcomings, including controllability, mental demand and practicality concerns were highlighted. Several enhanced tilt interaction techniques were proposed to address these shortcomings. These techniques were the use of visual and vibrotactile feedback, attractors, gesture zooming, sensitivity adaptation and dwell-time selection. The results of a comparative user study showed that the proposed techniques achieved several improvements in terms of the problem areas identified earlier. The use of sensor fusion for tilt interaction was compared to an accelerometer-only approach which has been widely applied in existing research. This evaluation was motivated by advances in mobile sensor technology which have led to the widespread adoption of digital compass and gyroscope sensors. The results of a comparative user study between sensor fusion and accelerometer-only implementations of tilt interaction showed several advantages for the use of sensor fusion, particularly in a walking context of use. Modifications to sensitivity adaptation and the use of tilt to perform zooming were also investigated. These modifications were designed to address controllability shortcomings identified in earlier experimental work. The results of a comparison between tilt zooming and Summary gesture zooming indicated that tilt zooming offered better results, both in terms of performance and subjective user ratings. Modifications to the original sensitivity adaptation algorithm were only partly successful. Greater accuracy improvements were achieved for walking tasks, but the use of dynamic dampening factors was found to be confusing. The results of this research were used to propose a framework for mobile tilt interaction. This framework provides an overview of the tilt interaction process and highlights how the enhanced techniques proposed in this research can be integrated into the design of tilt interaction techniques. The framework also proposes an application architecture which was implemented as an Application Programming Interface (API). This API was successfully used in the development of two prototype mobile applications incorporating tilt interaction.
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17

Villaroman, Norman. "Face Tracking User Interfaces Using Vision-Based Consumer Devices." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3941.

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Some individuals have difficulty using standard hand-manipulated input devices such as a mouse and a keyboard effectively. For such users who at the same time have sufficient control over face and head movement, a robust perceptual or vision-based user interface that can track face movement can significantly help them. Using vision-based consumer devices makes such a user interface readily available and allows its use to be non-intrusive. Designing this type of user interface presents some significant challenges particularly with accuracy and usability. This research investigates such problems and proposes solutions to create a usable and robust face tracking user interface using currently available state-of-the-art technology. In particular, the input control in such an interface is divided into its logical components and studied one by one, namely, user input, capture technology, feature retrieval, feature processing, and pointer behavior. Different options for these components are studied and evaluated to see if they contribute to more efficient use of the interface. The evaluation is done using standard tests created for this purpose. The tests were done by a single user. The results can serve as a precursor to a full-scale usability study, various improvements, and eventual deployment for actual use. The primary contributions of this research include a logical organization and evaluation of the input process and its different components in face tracking user interfaces, a common library for computer control that can be used by various face tracking engines, an adaptive pointing input style that makes pointing using natural movement easier, and a test suite that can be used to measure performance of various user interfaces for desktop systems.
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Trent, Stephen James. "The design and evaluation of a computer-based tool to support the construction and wizard-of-oz testing of low fidelity prototypes." Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Spring2009/s_trent_042409.pdf.

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Thesis (M.S. in computer science)--Washington State University, May 2009.
Title from PDF title page (viewed on May 26, 2009). "Department of Electrical Engineering and Computer Science." Includes bibliographical references (p. 66-68).
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19

Santoro, Carmen. "A task model-based approach for the design and evaluation of innovative user interfaces." Toulouse 1, 2004. http://www.theses.fr/2004TOU10054.

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De nos jours, l'avènement de l'Internet sans fil et l'extension rapide des nouvelles technologies sur le marché grand public ont représenté un stimulus important pour proposer un développement de systèmes interactifs capable de supporter une variété grandissante d'utilisateurs, de tâches, de dispositifs et de contextes. Dans cette thèse nous présentons les avantages liés à l'utilisation des modèles de tâches dans les diverses étapes du cycle de vie d'un système interactif. En effet, nous montrons comment ils peuvent jouer un rôle important dans la phase de spécification et du recensement des besoins par exemple, en exigeant une description précise des relations temporelles entre les différentes activités qui devraient être exécutées, ceci évitant ainsi toutes ambigui͏̈tés. En outre, nous décrivons comment les modèles de tâches peuvent être exploités lors du développement du logiciel : au delà d'une pré analyse, ils peuvent fournir des informations précieuses pour la conception des systèmes interactifs en donnant un certain nombre de critères spécifiant comment utiliser les données contenues dans les modèles de tâches dans le but de guider la conception de l'interface. De plus, nous analysons comment ils peuvent être utilisés pour faire des vérifications des propriétés du système modélisé (en le combinant avec d'autres modèles) améliorant ainsi le niveau de confiance envers le système. Enfin, nous montrons les bénéfices qui peuvent être retirés de l'utilisation des modèles de tâches dans la phase d'évaluation
Nowadays, the advent of the wireless Internet and the rapid expanding of novel technologies on the mass market have represented a tremendous stimulus for pushing the development of interactive systems able to encompass support for a larger and larger variety of users, tasks, devices and contexts. In this thesis we present the benefits of using task models in the various steps of the lifecycle of an interactive application. Indeed, we show how they can play an important role in the requirements elicitation phase for example, by requiring precise definition of temporal relationships between the different activities that should be performed, so avoiding any ambiguities. Furthermore, we describe how task models may be exploited in software development beyond early analysis as they can provide valuable information for the design of interactive applications through a number of criteria specifying how to use the data contained in task models to drive the design of the user interface. Additionally, we analyse how they can be used for verification purposes, in order to check some properties of the modelled system (in combination with other models), so improving the level of confidence towards the system, which can be relevant especially in safety-critical contexts. Lastly, we show the benefits that can be gained from using task models in the usability evaluation phase, through a systematic analysis of the impact that the deviations from an expected task plan could have on the quality of the overall system
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Pons, Tomás Patricia. "Towards Intelligent Playful Environments for Animals based on Natural User Interfaces." Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/113075.

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El estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas tienen el potencial de proveer estimulación mental y física a los animales en diferentes contextos, pudiendo ayudar a mejorar su bienestar. Mientras nos embarcamos en la era de la Internet de las Cosas, las actividades de juego tecnológicas actuales para animales todavía no han explorado el desarrollo de soluciones pervasivas que podrían proveerles de más adaptación a sus preferencias a la vez que ofrecer estímulos tecnológicos más variados. En su lugar, estas actividades están normalmente basadas en interacciones digitales en lugar de explorar dispositivos tangibles o aumentar las interacciones con otro tipo de estímulos. Además, estas actividades de juego están ya predefinidas y no cambian con el tiempo, y requieren que un humano provea el dispositivo o la tecnología al animal. Si los humanos pudiesen centrarse más en su participación como jugadores de un sistema interactivo para animales en lugar de estar pendientes de sujetar un dispositivo para el animal o de mantener el sistema ejecutándose, esto podría ayudar a crear lazos más fuertes entre especies y promover mejores relaciones con los animales. Asimismo, la estimulación mental y física de los animales son aspectos importantes que podrían fomentarse si los sistemas de juego diseñados para ellos pudieran ofrecer un variado rango de respuestas, adaptarse a los comportamientos del animal y evitar que se acostumbre al sistema y pierda el interés. Por tanto, esta tesis propone el diseño y desarrollo de entornos tecnológicos de juego basados en Interfaces Naturales de Usuario que puedan adaptarse y reaccionar a las interacciones naturales de los animales. Estos entornos pervasivos permitirían a los animales jugar por si mismos o con una persona, ofreciendo actividades de juego más dinámicas y atractivas capaces de adaptarse con el tiempo.
L'estudi de la interacció dels animals amb la tecnologia i el desenvolupament de sistemes tecnològics centrats en l'animal està guanyant cada vegada més atenció des de l'aparició de l'àrea d'Animal Computer Interaction (ACI) . ACI persegueix millorar el benestar dels animals en diferents entorns a través del desenvolupament de tecnologia adequada per a ells amb un enfocament centrat en l'animal. Entre totes les línies d'investigació que ACI està explorant, hi ha hagut prou interès en la interacció dels animals amb la tecnologia basada en el joc. Les activitats de joc tecnològiques tenen el potencial de proveir estimulació mental i física als animals en diferents contextos, podent ajudar a millorar el seu benestar. Mentre ens embarquem en l'era de la Internet de les Coses, les activitats de joc tecnològiques actuals per a animals encara no han explorat el desenvolupament de solucions pervasives que podrien proveir-los de més adaptació a les seues preferències al mateix temps que oferir estímuls tecnològics més variats. En el seu lloc, estes activitats estan normalment basades en interaccions digitals en compte d'explorar dispositius tangibles o augmentar les interaccions amb estímuls de diferent tipus. A més, aquestes activitats de joc estan ja predefinides i no canvien amb el temps, mentre requereixen que un humà proveïsca el dispositiu o la tecnologia a l'animal. Si els humans pogueren centrar-se més en la seua participació com a jugadors actius d'un sistema interactiu per a animals en compte d'estar pendents de subjectar un dispositiu per a l'animal o de mantenir el sistema executant-se, açò podria ajudar a crear llaços més forts entre espècies i promoure millors relacions amb els animals. Així mateix, l'estimulació mental i física dels animals són aspectes importants que podrien fomentar-se si els sistemes de joc dissenyats per a ells pogueren oferir un rang variat de respostes, adaptar-se als comportaments de l'animal i evitar que aquest s'acostume al sistema i perda l'interès. Per tant, esta tesi proposa el disseny i desenvolupament d'entorns tecnològics de joc basats en Interfícies Naturals d'Usuari que puguen adaptar-se i reaccionar a les interaccions naturals dels animals. Aquestos escenaris pervasius podrien permetre als animals jugar per si mateixos o amb una persona, oferint activitats de joc més dinàmiques i atractives que siguen capaces d'adaptar-se amb el temps.
The study of animals' interactions with technology and the development of animal-centered technological systems is gaining attention since the emergence of the research area of Animal Computer Interaction (ACI). ACI aims to improve animals' welfare and wellbeing in several scenarios by developing suitable technology for the animal following an animal-centered approach. Among all the research lines ACI is exploring, there has been significant interest in animals' playful interactions with technology. Technologically mediated playful activities have the potential to provide mental and physical stimulation for animals in different environmental contexts, which could in turn help to improve their wellbeing. As we embark in the era of the Internet of Things, current technological playful activities for animals have not yet explored the development of pervasive solutions that could provide animals with more adaptation to their preferences as well as offering varied technological stimuli. Instead, playful technology for animals is usually based on digital interactions rather than exploring tangible devices or augmenting the interactions with different stimuli. In addition, these playful activities are already predefined and do not change over time, while they require that a human has to be the one providing the device or technology to the animal. If humans could focus more on their participation as active players of an interactive system aimed for animals instead of being concerned about holding a device for the animal or keep the system running, this might help to create stronger bonds between species and foster better relationships with animals. Moreover, animals' mental and physical stimulation are important aspects that could be fostered if the playful systems designed for animals could offer a varied range of outputs, be tailored to the animal's behaviors and prevented the animal to get used to the system and lose interest. Therefore, this thesis proposes the design and development of technological playful environments based on Natural User Interfaces that could adapt and react to the animals' natural interactions. These pervasive scenarios would allow animals to play by themselves or with a human, providing more engaging and dynamic playful activities that are capable of adapting over time.
Pons Tomás, P. (2018). Towards Intelligent Playful Environments for Animals based on Natural User Interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/113075
TESIS
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21

Cowley, Niel Lester Orr. "An investigation into the use of guidelines and patterns in the interaction design process." Thesis, Nelson Mandela Metropolitan University, 2009. http://hdl.handle.net/10948/1062.

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Design guidelines are used in interaction design (IxD) for physical design and for evaluating the usability of designs and interactive products. Guidelines are widely used for physical design and evaluation, but have a number of problems. IxD patterns have been proposed as an alternative to guidelines, as they are claimed to have several advantages over guidelines. A small number of empirical studies provide evidence that patterns are beneficial when used in IxD. Additional research on the usefulness of IxD patterns is required. The primary research question investigated in this thesis was thus: How useful are IxD patterns as physical design and evaluation aids in IxD, as compared to design guidelines? The role of guidelines and patterns as design and evaluation aids in IxD was investigated and a comparison of guidelines and patterns, based on a set of guideline and pattern properties, was conducted. The concept of pattern and guideline usefulness was explored and a research agenda for guidelines and patterns was identified, together with a set of research questions for an empirical study. The empirical study of the use of patterns for evaluation, redesign and new design, as compared to guidelines, was conducted at the Nelson Mandela Metropolitan University in 2004. The participants were a purposive sample of post-graduate Computing students, who were regarded as novice interaction designers. Two equivalent groups were formed, one that used patterns and one that used guidelines. Patterns were found to be as useful as guidelines when used as evaluation aids. Guidelines and patterns were identified as effective tools for identifying and explaining usability issues and design features. Best-effort matched sets of guidelines and patterns produced substantially different result sets when used to identify issues and features, with fairly low overlap. A substantial evaluator effect was observed for the use of guidelines and patterns for evaluation, and the results obtained were similar to those obtained by Molich et al. in their Comparative Usability Evaluation (CUE) studies. There was no statistically significant difference between the effectiveness of guidelines and patterns for evaluation. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for evaluation. Guidelines and patterns were found to be used in similar ways for evaluation. Patterns were found to be more effective than guidelines for redesign. Patterns were found to be as useful as guidelines when used for new design. There was no statistically significant difference between the effectiveness of guidelines and patterns for new design. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for redesign and new design. Guidelines and patterns were found to be used in similar ways for design. There was no statistically significant difference between the perceived usefulness of the format, content, ease of learning, and usefulness as personal and shared design languages, of guidelines and patterns. Both participant groups were equally agreeable to using guidelines and patterns in the future. The perceived usefulness of pattern collections was found to depend on the usability of the collection interface and the content quality of the patterns. The results of the empirical study thus provided empirical evidence that patterns were as useful as guidelines for evaluation and new design, and were perceived as positively as guidelines were. Patterns were found to be superior to guidelines for redesign. Patterns can therefore be used with a measure of confidence as early stage design aids for physical design and evaluation in the future. In addition to these findings, a number of opportunities for further research were identified.
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22

Voida, Stephen. "Exploring user interface challenges in supporting activity-based knowledge work practices." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24721.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Abowd, Gregory D.; Committee Member: Edwards, W. Keith; Committee Member: MacIntyre, Blair; Committee Member: Moran, Thomas P.
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23

Hinson, Kenneth Paul. "A foundation for translating user interaction designs into OSF/Motif-based software." Thesis, Virginia Tech, 1994. http://hdl.handle.net/10919/40635.

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The user interface development process occurs in a behavioral domain and in a constructional domain. The development process in the behavioral domain focuses on the "look and feel" of the user interface and its behavior in response to user actions. The development process in the constructional domain focuses on developing software to implement the user interface. Although one may attempt to design a user interface from a constructional view, it is important to concentrate design efforts in the behavioral domain to improve software usability.

User Action Notation (UAN) is a useful technique for representing user interaction designs in the behavioral domain. Primary abstractions in UAN-expressed designs are user tasks. Information about interface objects is encapsulated in user task descriptions and scenarios. Primary abstractions in a GUI such as Motifâ ¢ are interface objects. Motif implements objects' behavior and appearance using system functions that are encapsulated within pre-defined object classes. Therefore, user interaction developers and software developers must communicate well to translate UAN-expressed interaction designs into Motif-based software designs. Translation is not trivial since it is a translation between two significantly different domains.

This thesis contributes to understanding of the user interface development process by developing a foundation to assist translation of user interaction designs into Motif-based software designs. This thesis develops the foundation as follows: 1. Adapt UAN for use with Motif. 2. Summarize Motif concepts about objects and object relationships. 3. Develop new approaches for discussing objects and object relationships. 4. Develop a partial translation guide containing VAN descriptions of selected Motif abstractions.
Master of Science

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Eskandari, Naddaf Neda. "Observability based techniques to analyze and design user-interfaces : situation-awareness and displayed information." Thesis, University of British Columbia, 2015. http://hdl.handle.net/2429/54721.

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For continuous-time LTI systems under human control and under shared control, this thesis studies techniques to determine whether or not a given user-interface provides the information required to accomplish a certain task. It is well known that attaining Situation Awareness (SA) is essential to the safe operation of the systems involving human-automation interaction. Hence, through two different approaches, the work in this thesis evaluates and designs user-interfaces based on the satisfaction of SA requirements by the user. In the first approach, observability-based conditions under which a user-interface provides the user with adequate information to accomplish a given task are identified. The user is considered to be a special type of observer, with capabilities corresponding to different levels of knowledge regarding the input and output derivatives. Through this approach, the ``user-observable/user-predictable'' subspaces for systems under shared control are defined and formulated. In addition, state estimation is considered to incorporate a processing delay. Hence, the ``delay-incorporating user-observable/user-predictable'' subspaces are formulated and are compared with the space spanned by the combination of the states which create the task. If the task subspace does not lie in the relevant space, then the user-interface is incorrect, meaning that the user cannot accomplish the desired task with the given user-interface. In the second approach, to determine the required information to be displayed, a model of attaining SA for the users is proposed. In this model, the user is modeled as an extended delayed functional estimator. Then, the information needed for such an estimator to make correct estimations as well as the desired expansion of the functional of the states to let the user precisely reconstruct and accurately predict the desired task is determined. Additionally, it is considered that in practice, to attain the situation awareness, the estimation of the task states does not necessarily need to be precise but can be bounded within certain margins. Hence, the model of the user attaining SA is also modified as a ``bounded-error delayed functional observation/prediction''. Such an observer/predictor has to exist for a system with a given user-interface, otherwise, the safety of the operation may be compromised.
Applied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
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25

Parra, González Luis Otto. "gestUI: a model-driven method for including gesture-based interaction in user interfaces." Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/89090.

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The research reported and discussed in this thesis represents a novel approach to define custom gestures and to include gesture-based interaction in user interfaces of the software systems with the aim of help to solve the problems found in the related literature about the development of gesture-based user interfaces. The research is conducted according to Design Science methodology that is based on the design and investigation of artefacts in a context. In this thesis, the new artefact is the model-driven method to include gesture-based interaction in user interfaces. This methodology considers two cycles: the main cycle is an engineering cycle where we design a model-driven method to include interaction based on gestures. The second cycle is the research cycle, we define two research cycles: the first research cycle corresponds to the validation of the proposed method with an empirical evaluation and the second cycle corresponds to the technical action research to validate the method in an industrial context. Additionally, Design Science provides us the clues on how to conduct the research, be rigorous, and put in practice scientific rules. Besides Design Science has been a key issue for organising our research, we acknowledge the application of this framework since it has helps us to report clearly our findings. The thesis presents a theoretical framework introducing concepts related with the research performed, followed by a state of the art where we know about the related work in three areas: Human-computer Interaction, Model-driven paradigm in Human-Computer Interaction and Empirical Software Engineering. The design and implementation of gestUI is presented following the Model-driven Paradigm and the Model-View-Controller design pattern. Then, we performed two evaluations of gestUI: (i) an empirical evaluation based on ISO 25062-2006 to evaluate usability considering effectiveness, efficiency and satisfaction. Satisfaction is measured with perceived ease of use, perceived usefulness and intention of use, and (ii) a technical action research to evaluate user experience and usability. We use Model Evaluation Method, User Experience Questionnaire and Microsoft Reaction cards as guides to perform the aforementioned evaluations. The contributions of our thesis, limitations of the tool support and the approach are discussed and further work are presented.
La investigación reportada y discutida en esta tesis representa un método nuevo para definir gestos personalizados y para incluir interacción basada en gestos en interfaces de usuario de sistemas software con el objetivo de ayudar a resolver los problemas encontrados en la literatura relacionada respecto al desarrollo de interfaces basadas en gestos de usuarios. Este trabajo de investigación ha sido realizado de acuerdo a la metodología Ciencia del Diseño, que está basada en el diseño e investigación de artefactos en un contexto. En esta tesis, el nuevo artefacto es el método dirigido por modelos para incluir interacción basada en gestos en interfaces de usuario. Esta metodología considera dos ciclos: el ciclo principal, denominado ciclo de ingeniería, donde se ha diseñado un método dirigido por modelos para incluir interacción basada en gestos. El segundo ciclo es el ciclo de investigación, donde se definen dos ciclos de este tipo. El primero corresponde a la validación del método propuesto con una evaluación empírica y el segundo ciclo corresponde a un Technical Action Research para validar el método en un contexto industrial. Adicionalmente, Ciencia del Diseño provee las claves sobre como conducir la investigación, sobre cómo ser riguroso y poner en práctica reglas científicas. Además, Ciencia del Diseño ha sido un recurso clave para organizar la investigación realizada en esta tesis. Nosotros reconocemos la aplicación de este marco de trabajo puesto que nos ayuda a reportar claramente nuestros hallazgos. Esta tesis presenta un marco teórico introduciendo conceptos relacionados con la investigación realizada, seguido por un estado del arte donde conocemos acerca del trabajo relacionado en tres áreas: Interacción Humano-Ordenador, paradigma dirigido por modelos en Interacción Humano-Ordenador e Ingeniería de Software Empírica. El diseño e implementación de gestUI es presentado siguiendo el paradigma dirigido por modelos y el patrón de diseño Modelo-Vista-Controlador. Luego, nosotros hemos realizado dos evaluaciones de gestUI: (i) una evaluación empírica basada en ISO 25062-2006 para evaluar la usabilidad considerando efectividad, eficiencia y satisfacción. Satisfacción es medida por medio de la facilidad de uso percibida, utilidad percibida e intención de uso; y, (ii) un Technical Action Research para evaluar la experiencia del usuario y la usabilidad. Nosotros hemos usado Model Evaluation Method, User Experience Questionnaire y Microsoft Reaction Cards como guías para realizar las evaluaciones antes mencionadas. Las contribuciones de nuestra tesis, limitaciones del método y de la herramienta de soporte, así como el trabajo futuro son discutidas y presentadas.
La investigació reportada i discutida en aquesta tesi representa un mètode per definir gests personalitzats i per incloure interacció basada en gests en interfícies d'usuari de sistemes de programari. L'objectiu és ajudar a resoldre els problemes trobats en la literatura relacionada al desenvolupament d'interfícies basades en gests d'usuaris. Aquest treball d'investigació ha sigut realitzat d'acord a la metodologia Ciència del Diseny, que està basada en el disseny i investigació d'artefactes en un context. En aquesta tesi, el nou artefacte és el mètode dirigit per models per incloure interacció basada en gests en interfícies d'usuari. Aquesta metodologia es considerada en dos cicles: el cicle principal, denominat cicle d'enginyeria, on es dissenya un mètode dirigit per models per incloure interacció basada en gestos. El segon cicle és el cicle de la investigació, on es defineixen dos cicles d'aquest tipus. El primer es correspon a la validació del mètode proposat amb una avaluació empírica i el segon cicle es correspon a un Technical Action Research per validar el mètode en un context industrial. Addicionalment, Ciència del Disseny proveeix les claus sobre com conduir la investigació, sobre com ser rigorós i ficar en pràctica regles científiques. A més a més, Ciència del Disseny ha sigut un recurs clau per organitzar la investigació realitzada en aquesta tesi. Nosaltres reconeixem l'aplicació d'aquest marc de treball donat que ens ajuda a reportar clarament les nostres troballes. Aquesta tesi presenta un marc teòric introduint conceptes relacionats amb la investigació realitzada, seguit per un estat del art on coneixem a prop el treball realitzat en tres àrees: Interacció Humà-Ordinador, paradigma dirigit per models en la Interacció Humà-Ordinador i Enginyeria del Programari Empírica. El disseny i implementació de gestUI es presenta mitjançant el paradigma dirigit per models i el patró de disseny Model-Vista-Controlador. Després, nosaltres hem realitzat dos avaluacions de gestUI: (i) una avaluació empírica basada en ISO 25062-2006 per avaluar la usabilitat considerant efectivitat, eficiència i satisfacció. Satisfacció es mesura mitjançant la facilitat d'ús percebuda, utilitat percebuda i intenció d'ús; (ii) un Technical Action Research per avaluar l'experiència del usuari i la usabilitat. Nosaltres hem usat Model Evaluation Method, User Experience Questionnaire i Microsoft Reaction Cards com guies per realitzar les avaluacions mencionades. Les contribucions de la nostra tesi, limitacions del mètode i de la ferramenta de suport així com el treball futur són discutides i presentades.
Parra González, LO. (2017). gestUI: a model-driven method for including gesture-based interaction in user interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/89090
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26

Nilsson, Christoffer. "Designing and Implementing a Mobile Web-based Math Game with Good and Stable Performance." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138740.

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Designing games, especially for mobile devices, requires that developers think through their design of content, both logically and visually. The user interaction tools differs a lot between desktop and mobiles, and does often need to be considered during the development. When the game is also meant to be played through a web browser in some way, advantages and limitations by having that layer, should be taken into account as well, as it restricts access to file system, but at same time provides its own storage functionality. As game development in general is rather complex, this thesis focus is to give an example of a mobile web game, which could be extended and adjusted regarding some specific topics. It also shows that game development frameworks like Phaser, are very useful. The game is developed in Javascript, with the aforementioned Phaser framework. Some results found, shows that Canvas is still superior to WebGL for mobile devices. Atlases do help even for smaller amount of images, although not by very much, and that choosing an appropriate game level generation algorithm as well as its implementation can greatly affect performance, but that there might be trade-off between speed and functionality.
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27

Turner, Sherri Guilliams. "A Case Study Using Scenario-Based Design Tools and Techniques in the Formative Evaluation Stage of Instructional Design: Prototype Evaluation and Redesign of a Web-Enhanced Course Interface." Diss., Virginia Tech, 1998. http://hdl.handle.net/10919/30022.

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A Case Study Using Scenario-based Design Tools and Techniques in the Formative Evaluation Stage of Instructional Design: Prototype Evaluation and Redesign of a Web-Enhanced Course Interface. The main purpose of this study was to augment the formative evaluation process of instructional design through the incorporation of scenario-based design tools and strategies that focus on interface design. The test population was students from undergraduate "human development" courses at Virginia Tech, approximately 250 students. One prototype of a course web interface was tested and revised based on data collected during the formative evaluation process. The scenario data provided rationale for redesign considerations.
Ph. D.
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28

Annebäck, Jesper. "Streamlining Search User Interfaces on the Smartphone : An Experimental Study of Comparing Different GUI Versions of Karolinska Institutet's Search Solution." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-163044.

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The presentation of the search result information has become more important ever since the rapid development and use of smartphones. This thesis investigated what makes search engine result pages efficient and effective on the smartphone screen. For this thesis an experimental study of Karolinska Institutet’s search solution was executed. Three different versions of Karolinska Institutet’s search engine result pages were developed, by researching potential features that would improve the effectiveness and efficiency. The developed versions were compared to the original search engine result pages through experiments with students from Karolinska Institutet. The quantitative results showed no statistical significance of improvement in effectiveness or efficiency. The qualitative results indicated that categories and summary texts are preferable features in a search GUI in a smartphone. Thus the results were indecisive, the author reflects and provides ideas on how to achieve clearer results.
Hur man presenterar sökresultat har blivit allt viktigare i och med dagens av smarttelefoner. Det här arbetet undersökte vad som gör sökresultatssidor effektiva när man använder en smarttelefon. I arbetet utfördes en experimentell studie av Karolinska Institutets söklösning. Tre olika versioner av Karolinska Institutets smarttelefonsgränssnitt utvecklades genom att undersöka potentiella \emph{features} (funktioner, egenskaper) som förbättrar effektiviteten. De olika utvecklade versionerna jämfördes mot det original som Karolinska Institutet använder idag. Detta gjordes genom experiment med studenter från Karolinska Institutet. De kvantitativa resultaten kunde inte visa på någon statistisk signifikant effektivitetsförbättring. De kvalitativa resultaten pekade på att kategorisering och summeringstexter är föredragna features i ett sökgränssnitt i smarttelefonen.
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29

Bueno, Graziele Athanasio 1984. "O impacto das tecnologias nos padrões de projeto da interação para a Web." [s.n.], 2011. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275727.

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Orientador: Hans Kurt Edmund Liesenberg
Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-19T09:42:31Z (GMT). No. of bitstreams: 1 Bueno_GrazieleAthanasio_M.pdf: 3564814 bytes, checksum: a0e18fae6577f1306578b7e5a6601454 (MD5) Previous issue date: 2011
Resumo: A área da Ciência da Computação denominada Interação Humano-Computador (IHC) tem evoluído tecnologicamente ao longo dos anos e as mudanças podem ser vistas nas interfaces e nas formas de interação entre as pessoas e as aplicações. Ao mesmo tempo, o conceito de padrões de projeto passou a ser utilizado no projeto da interação entre o ser humano e o computador, como uma forma de documentar a experiência e o conhecimento na construção de interfaces de usuário, orientando a criação de novas aplicações. Diante deste cenário de mudanças nas tecnologias da Computação e do uso crescente dos padrões de projeto em IHC, é apresentado, nesta dissertação, um estudo sobre como as mudanças tecnológicas podem impactar o ciclo de vida dos padrões de projeto da interação, considerando especificamente o contexto da Web para desktop. Com base na análise dos padrões e das tecnologias, é apresentada uma proposta de alteração de uma classificação de padrões existente para que ela passe a considerar a questão da dependência destes em relação à tecnologia
Abstract: The area of Computer Science known as Human-Computer Interaction (HCI) has evolved technologically over the years and changes can be seen in the interfaces and ways of interaction between people and applications. At the same time, the concept of design patterns has been used in the construction of interaction between human beings and computers, as a way to document experience and knowledge of building user interfaces in order to guide the development of new applications. In the light of the scenario of changes in Computing technologies and the increasing use of design patterns in HCI, this dissertation presents a study of how technological changes can impact the life cycle of interaction design patterns, considering specifically the context of the Web for desktop. Based on the analysis of patterns and technologies, this study proposes a change in an existing pattern classification that takes into account the relation between these patterns and technology
Mestrado
Ciência da Computação
Mestre em Ciência da Computação
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30

Dillon, Andrew, and Cliff McKnight. "Never mind the theory, feel the data: Observations on the design of hypertext-based user interfaces." Berlin: Springer-Verlag, 1995. http://hdl.handle.net/10150/106012.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. and McKnight, C. (1995) Never mind the theory, feel the data: Observations on the design of Hypertext-based User Interfaces, In W. Schuler, J. Hannemann and N. Streitz (eds.) Designing User Interfaces for Hypermedia, Berlin: Springer-Verlag, 117-125. Introduction: In the present paper we will seek to place the design of hypermedia-based user interfaces in the appropriate context of user-centred system design. In so doing we will outline what we believe to be the major methodological issues. As this will indicate, we view hypermedia design as essentially no different from any other kind interface design in terms of process and problem. Hence the methodological issues for hypermedia interfaces need to be seen as design problems rather than cognitive scientific ones. In this vein, we argue for a data-driven approach to design that seeks theoretical insight at the methodological and process level of design rather than the user level.
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31

Yaici, Karim. "Model-based approach for the design and generation of adaptive user interfaces on resource-constrained devices." Thesis, University of Surrey, 2010. http://epubs.surrey.ac.uk/843259/.

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While mobile computing devices have gained importance in recent years, thanks to their increased functionality and affordability, their diversity in hardware and software characteristics remains an obstacle to the provision of a common user experience across these heterogeneous systems. Furthermore, current user interfaces (UI's) running on these devices are developed with the assumption that the context in which they will be used is constant over time, including the profile of the user, the platform on which the user carries her tasks, and the environment in which the interaction takes place. Traditional software design techniques are not adequate to support multiple contexts, since they require a partial or complete re-write of the user interface to match the characteristics of each device and the software running on it. This in turn necessitates additional time and resources. This situation is further complicated by the need of the user interface to accommodate varying contexts such as the user profile and environmental conditions. Consequently, there is a need to develop a new software methodology that is flexible enough to take into account contextual aspects early on the design phase, and enables the separation of the interaction aspects from implementation concerns. One way to effectively achieve this is to use abstraction. To this end, we propose a model-based approach for adaptive user interface design and generation for resource-constrained devices. This approach consists in using a selected number of models which describe the UI at different levels of abstraction with specific terms and syntax. By focusing on the interaction aspects, it becomes possible to eliminate the need to rely on context-specific interaction capabilities, such as hardware and software, in the early stages of user interface development. It also becomes possible to enable context-adaptation at runtime, after the UI models have been defined. These models are specified using standard-based notations, and are then transformed and mapped to result in adaptive and adaptable user interfaces. A methodology to translate user requirements into a set of UI models is also introduced. Finally, a demonstrator application has been implemented to provide a practical example of how to apply these concepts and use semi-automatic processes developed as part of our research work. Key words: Context-aware User Interfaces, HCI, Model-based User Interface Development, UML, XML.
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Trost, Heidi M. "Emphasizing the user in the usability study : investigating activity theory and website navigation /." Online version of thesis, 2008. http://hdl.handle.net/1850/5900.

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陳栢灝 and Pak-ho Plato Chan. "Development of a usability inventory for Chinese webpages." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B30158126.

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Superti, Pantoja Luiza. "Play-based design: participatory design method for developing technologies with 3 and 4 year-old children." Diss., University of Iowa, 2019. https://ir.uiowa.edu/etd/7033.

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Young children in the United States are widely using technology at ages 3 and 4, but to date there are no well documented participatory design methods for including this age group in the development of technologies. A few attempts at using methods designed for older children were unsuccessful. To address this gap in methods, this research developed Play-based Design, a novel participatory design method inspired by make-believe play in the style of Tools of the Mind, an evidence-based preschool curriculum. Play-based Design first sets the context for play and design through stories. It then enables children to plan play by selecting roles and contribute their ideas as they act and speak during make-believe play activities in which they interact with other children, voice agents, adult facilitators, and generic props. This research includes four sets of design sessions with 3-4 year old children. The first provided the design of StoryCarnival a web-based app to set up Tools of the Mind style play. The second set of design sessions led my research team through the development of voice agents to support Tools of the Mind style play as it happens. These two sets of sessions provided inspiration and insight for using StoryCarnival combined with voice agents to support design activities for technologies with physical and social components. The last two sets of sessions gave me an opportunity to understand whether Play-based Design could be applied to obtain design requirements from children for technology unrelated to make-believe play by focusing on obtaining ideas for Internet-of-Things applications in the home. The research presented in this dissertation required an interdisciplinary journey through child development theories, storytelling for children, graphic design, qualitative methods, software development, and related approaches from the literature. Participant observations, group discussions, and video analysis were used to collect and analyze data. Results from the last two sets of design sessions focused on obtaining ideas for Internet-of-Things technologies to provide evidence that Play-based Design can enable 3-4 year old children to contribute their ideas to the design of technologies. More specifically, in this dissertation, I provide supporting evidence for my thesis statement: “When applied to participatory design sessions with young children, Play-based Design can: (1) allow young children to express their ideas through make-believe play, which is a developmentally appropriate activity; (2) enable children to act out design ideas or verbally express them by conversing with researchers or voice agents; (3) support fluid communication between adult researchers and children; and (4) inform the design of technologies that facilitate activities that have social and physical components (e.g. tangible user interfaces, voice agents, IoT).”
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Láng, Lili, and Paula Dana Pudane. "Deceptive Interfaces : A case study on Amazon’s account deletion navigation and its effects on user experience." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43646.

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Tintarev, Nava. "Explaining recommendations." Thesis, Available from the University of Aberdeen Library and Historic Collections Digital Resources, 2009. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?application=DIGITOOL-3&owner=resourcediscovery&custom_att_2=simple_viewer&pid=59438.

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Larsson, Ingrid. "Interface Design – a User-Centered Design Process : A qualitative study how to improve the Usability of a web-based consumer tool that measuring the quality of streamed videos." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169644.

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The purpose of this examination is to study how to create a user-friendly interface to a new non-released website. The research has been done in collaboration with the research institute Acreo and a project named Streamingkollen; a consumer tool that aims to improve the customer’s quality of experience (QoE) of streamed videos by measuring the video streaming quality.     In this study the focus has consequently been placed on the users of the service, in order to optimize their experience of the website and the interface.    In order to achieve a high level of usability, a user centered design process has been used. A user analysis, a heuristic evaluation and user tests on prototypes have been used as methods in the design process and the development of the interface.    The result from the user tests shows that the major reason why the user disliked, felt frustrated or couldn’t manage the service was when the design of the site was not consistent and minimal, when words, phrases and concepts on the site were not familiar and communicated in the same language as the users and when they lacked informative feedback of the operations made on the site.    The user-centered development in the study gave good results; many of the potential usability problems were identified and avoided.
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Providência, António Bernardo. "Metodologia de personalização de productos baseada em design centrado no utilizador. Methodology to design customized product based on user centered design." Doctoral thesis, Universitat de Girona, 2012. http://hdl.handle.net/10803/84045.

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This PHD is about design as a tool of interaction based in information systems, allowing not only to understand the relationship of design with the user, as also, based on User Centered Design, to create a methodology that solves real problems derived from its personal needs. In the case study, the work was based on People with Special Needs, which by their limitations spend much of their day sitting and consequently end up suffering from pressure ulcers. From the research methodology resulted an approach that in a first stage relates psychophysical data acquisition and processing derived from information systems, in an approximation to semiotics. In a second stage an application has been developed in LabView for the integration and processing of data relating to acquisition of user data and data regarding the characteristics of materials and prototyping processes. The result is a file that can be interpreted by CAD systems. The third and final phase, based on the interpretation of the data in the CAD system, allows exporting the information to a CAM system and consequently the production of a customized product through rapid manufacturing technology. The work developed resulted in an integrated system called "Core System" divided by modules that allows management of all information in real time regardless of the inputs of each of its sub-modules, allowing each of these changes to be reflected in the final result. The application is the result of research work that relates the different multidisciplinary areas, building, based on correlations and data validation by specialized technicians, information processing models.
Este trabajo aborda el papel como herramienta de interacción basada en los sistemas de información permitiendo no sólo entender mejor la relación del diseño con el usuario y, basándose en el Diseño Centrado en el Usuario, crear una metodología que solucionase problemas reales resultado de una necesidad personal. En el caso de estudio el trabajo se basó en personas con necesidades especiales, que por sus limitaciones pasan gran parte del día sentados, y por eso con el tiempo sufren de úlceras por presión. De la metodología de investigación resultó un enfoque que en una primera etapa relaciona la adquisición y procesamiento de datos psicofísicos en una aproximación a la semiótica partiendo de sistemas de información.
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Holm, Anders, and Kullström Christoffer Sundberg. "User Responsive User Experience Design: Building a Conceptual Framework." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-1036.

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To a large extent, business-customer interactions are acted out on digital meeting places. When the possibilities for businesses to engage in face-to-face interactions decrease, relationship building and customer service becomes more of a challenge. Digital services are easily duplicated by competitors and with standardization of interfaces and products, customers tend to switch more frequently between providers. One area where the creation and maintenance of loyal customers appears to be highly relevant is the domain of e-banking. Studies have shown that by personalizing the experience for the user, customer loyalty can be enhanced. Existing methods of interface adaptation shifts the responsibility for the resulting user experience design from the designer to either the user or the system. However, research shows that handing over responsibility for the design to the user can damage the user experience. Furthermore, we argue that as long as computers cannot translate the meaning of what a human communicates, and understand the motivation that lies behind her actions, human designers and researchers need to own the responsibility for designing user experiences. Responsive web design differ from the concept of user responsiveness in the way that it is not truly responsive to the user but to the technical device that is used. Following a design science research methodology, this paper presents the development of a conceptual framework for user responsive user experience design (URUXD) that aims to strengthen the bond between user and provider by enabling a more relevant and personalized user experience. The conceptual framework introduces a way to design user responsive information systems that could be useful in domains where the user audience is large and diverse, as in the case of e-banking. A personalized user experience is enabled by transcending the current use of personas as design tools to also involve them in categorizing real-time users through the use of personas as mapping tools. Multiple persona sets are incorporated in the framework which gives the user experience designer the possibility of designing a holistic user experience for each persona set. The framework thus enables the incorporation of multiple GUI designs in an information system that is user responsive, without the risk of violating usability principles.
Interaktionen mellan företag och kund sker nuförtiden oftast på digitala mötesplatser. När möjligheten för företag att träffa kunden öga mot öga minskar blir det en utmaning att skapa nära affärsrelationer och förmedla bra kundservice. Med konkurrenter som enkelt kopierar digitala tjänster och med en standardisering av gränssnitt och tjänster tenderar kunder att oftare byta leverantör. Inom e-banking framstår därför skapande och upprätthållande av lojala kunder som högst relevant. Genom att personifiera användarupplevelsen kan kundlojaliteten förbättras. Befintliga metoder för gränssnittsadaption lämnar över ansvaret för den resulterande designen från designern till antingen användaren eller systemet. Men, om ansvaret för designen tilldelas användaren kan resultatet bli i en skadad användarupplevelse. Så länge datorer inte kan översätta meningen bakom vad en människa kommunicerar eller skapa en förståelse för en användares bakomliggande motivation till varför hen utför handlingar, måste mänskliga designers inneha ansvaret för designen av användarupplevelsen. Vidare skiljer sig responsiv webbdesign från konceptet användarresponsivitet i meningen att responsiv webbdesign inte är direkt responsiv mot användaren utan snarare mot den tekniska apparat som används. Genom att följa en design science forskningsmetodik utvecklades ett konceptuellt ramverk för design av användarresponsiva användarupplevelser (user responsive user experience design (URUXD)). Målet var att stärka bandet mellan användare och leverantör genom att möjliggöra en mer relevant och personifierad användarupplevelse. Det konceptuella ramverket introducerar ett sätt att designa användarresponsiva informationssystem vilket kan vara användbart i domäner där användargruppen är stor och heterogen, vilket är fallet för e-banking. En personifierad användarupplevelse möjliggörs genom att utöka det befintliga användningsområdet för designverktyget personas till att även inkludera dem som mappningssverktyg för att kategorisera användare i realtid. Multipla persona sets införlivas i ramverket vilket skapar möjlighet för designern att skapa en holistisk användarupplevelse för varje enskilt persona set. Det konceptuella ramverket möjliggör därigenom för multipla gränssnittdesigns för ett informationssystem som därmed blir användarresponsivt, utan att underminera principer för användbarhet.
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Sousa, Lirisnei Gomes de. "Gera??o de interfaces de usu?rio de sistemas Web para m?ltiplos dispositivos com o uso de componentes de IU." Universidade Federal do Rio Grande do Norte, 2007. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18120.

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Made available in DSpace on 2014-12-17T15:48:13Z (GMT). No. of bitstreams: 1 LirisneiGS.pdf: 852828 bytes, checksum: d8e0d9662bced4742e1d852cf03d78a8 (MD5) Previous issue date: 2007-08-20
Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior
This work presents an User Interface (UI) prototypes generation process to the softwares that has a Web browser as a plataform. This process uses UI components more complex than HTML elements. To described this components more complex this work suggest to use the XICL (eXtensinble User Interface Components Language). XICL is a language, based on XML syntax, to describe UI Components and IUs. XICL promotes extensibility and reusability in the User Interface development process. We have developed two compiler. The first one compiles IMML (Interactive Message Modeling Language) code and generates XICL code. The second one compiles XICL code and generates DHTML code
Este trabalho apresenta um processo de gera??o de prot?tipos de Interfaces de Usu?rio (IU) para software que tem como plataforma operacional um navegador Web. Este processo faz o uso de componentes de interface de usu?rio mais complexos que os elementos HTML. Para descrever estes componentes mais complexos este trabalho sugere o uso da linguagem XICL (eXtensible User Interface Components Language). A XICL ? uma linguagem, baseada em XML, para a descri??o de componentes de IU e de IUs. A XICL permite reusabilidade e extensibilidade no desenvolvimento de interfaces de usu?rios. Foram desenvolvidos dois compiladores, um que gera c?digo XICL a partir de c?digo IMML (Interactive Message Modeling Language) e outro que a partir de XICL gera DHTML
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Howard, Dawne E. "The Finding Aid Container List Optimization Survey: Recommendations for Web Usability." Thesis, School of Information and Library Science, 2006. http://hdl.handle.net/1901/340.

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This paper examines the results of a usability study for finding aids from the Special Collections Research Center at North Carolina State University. In 2005, the Special Collections Research Center reformatted its finding aids so that the container information, typically located on the left-hand side of the document, moved to the right-hand side of the document. The study tested the effectiveness of this change, and determined that traditional finding aids performed better. The analysis of the study’s results is followed by a discussion about Web usability guidelines for online finding aids.
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Törnros, Tobias, Johan Nilsson, and Mattias Robertsson. "Adaptiva gränssnitt: Desktop-first vs Mobile-first : En jämförelse av två strategier för att skapa adaptiva gränssnitt för webben." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90051.

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In recent years the development of mobile devices has made great progress and today they account for a large proportion of the internet usage. This trend poses new demands on web developers as more companies and product owners want to customize their services and products for this new market. In this study we examine the pros and cons of the strategies desktop-first and mobile-first in the development of adaptive interfaces for the web. The study aims to create guidelines for situations in which each strategy fits well. The purpose of the study is to create an understanding of how these strategies can help developers and product owners to develop adaptive interfaces based on different goals and objectives. The study was conducted through the development of two high-fidelity prototypes for the redesign of an existing website. A literature review was also performed to create a deeper understanding of the subject. Our conclusion showed that mobile-first was preferable when building a website from scratch. However, there are cases when desktop-first may be preferable, for example, in the redesign of an existing website where the foundation is already finished. Furthermore, the study has led us to the realization that there are many purposes of different websites making the subject complex. Therefore, the developer should always make an evaluation of the product owner's goals and objectives in order to choose the right strategy.
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Theron, Annatjie. "Websites are capable of reflecting a particular human temperament : fact or fad?" Diss., Pretoria : [s.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-09012008-115812.

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Jönsson, Lanevska Alla. ""Tekniken ska vara vacker" : användarupplevelsen av mobila webbsidors estetik." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-15260.

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Uppsatsen syftar att bidra till debatten om estetikens roll inom MDI genom att undersöka hur gränssnittets visuella estetik påverkar användarupplevelsen av mobila webbsidor. Som teoretisk utgångspunkt användes Tractinskys analysmodell med uppdelning av den upplevda estetiken i en klassisk och en uttrycksfull dimension. En jämförelse mellan sju webbsidor tillhörande e-handelsföretag inom modebranschen gjordes i studiens kvantitativa del. Jämförelsen gjordes även mellan företagens ordinarie webbsidor och mobilsidor. Sidorna med mest kontrasterande egenskaper användes som underlag för den kvalitativa intervjudelstudien. Studiens resultat visar att Tractinskys modell är ett användbart verktyg för beskrivning och analys av mobila enheters upplevda estetik. Mobilsidors upplevda estetik äger aspekter tillhörande den klassiska och den uttrycksfulla dimensionen. Estetiken har inverkan på såväl mobilsidans upplevda användbarhet som interaktionens meningsfullhet. Struktur och visuell balans är nödvändiga förutsättningar för användarens acceptans av en mobilsida. Personlig, engagerande och professionell design minskar de initialt höga trösklarna för ovana användare och påverkar det fortsatta användarbeteendet. De meningsskapande aspekterna så som identifikation och inspiration möjliggör en rikare användarupplevelse och bygger användarens relation till artefakten.
This study contributes to the debate on the role of aesthetics within HCI by examining the effects of visual aesthetics on user-experience of mobile websites. Tractinsky's model of users' perception consisting of two dimensions termed classical and expressive aesthetics was used as a theoretical basis. A quantitative sub-study compared seven mobile and desktop sites belonging to e-commerce fashion retailers. The sites with the most contrasting characteristics were used as cases for qualitative study. The results demonstrate usefulness of Tractinsky's model for analysis of mobile websites' perceived aesthetics. Perceived aesthetics of mobile GUI includes both classical and expressive elements. Aesthetics impacts on both perceived usability of the mobile website and meaningfulness of the interaction. Structure and visual balance are essential for user acceptance of mobile websites. Personal, engaging and professional design increases acceptance of mobile technology and impinges on the continued user behavior. The meaning-making aspects of aesthetics such as identification and inspiration enrich user-experience and deepen users' relationship to the artifact.
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Bernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.

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With the improvement of multimedia technologies such as broadband-enabled HDTV, video on demand and internet TV, the computer and the TV are merging to become a single device. Moreover the previously cited technologies as well as DVD or Blu-ray can provide menu navigation and interactive content. The growing interest in video conferencing led to the integration of the webcam in different devices such as laptop, cell phones and even the TV set. Our approach is to directly use an embedded webcam to remotely control a TV set using hand gestures. Using specific gestures, a user is able to control the TV. A dedicated interface can then be used to select a TV channel, adjust volume or browse videos from an online streaming server. This approach leads to several challenges. The first is the use of a simple webcam which leads to a vision based system. From the single webcam, we need to recognize the hand and identify its gesture or trajectory. A TV set is usually installed in a living room which implies constraints such as a potentially moving background and luminance change. These issues will be further discussed as well as the methods developed to resolve them. Video browsing is one example of the use of gesture recognition. To illustrate another application, we developed a simple game controlled by hand gestures. The emergence of 3D TVs is allowing the development of 3D video conferencing. Therefore we also consider the use of a stereo camera to recognize hand gesture.
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Strydom, Adriaan. "Requirements of customer interface design in South African business-to-consumer electronic commerce." Thesis, Stellenbosch : Stellenbosch University, 2003. http://hdl.handle.net/10019.1/53574.

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Thesis (MBA)--Stellenbosch University, 2003.
ENGLISH ABSTRACT: The effective application of the requirements of customer interface design is critical for the success of business-to-consumer electronic commerce ventures. The challenging environment experienced by South African-based business-to-consumer electronic commerce compounds the importance of offering Web sites with high usability and a conventional shopping experience. The first main objective of this study is to determine the requirements of customer interface design in business-to-consumer electronic commerce and is achieved through the review of the relevant literature. The second main objective is to measure the application of customer interface design within South African business-to-consumer electronic commerce. A thematic model (or framework) that represents the thirteen main requirements is developed. The model identifies the themes as transmission speed, page layout and structure, navigation, writing style, multimedia, customer support, customisation and personalisation, community, information, perceptions, trust and security, commerce, and the absence of errors. The model is used to subjectively measure the effective application of customer interface design in a test group of fifty South African-based Web sites. The third main objective is to present the results. Requirements that are effectively applied by most of the Web sites include the themes of transmission speed, page layout and structure, writing style, multimedia, trust and security and the absence of errors. The themes of navigation, customisation and personalisation, information, perceptions and commerce are evident, but applied less effectively. Although some sites do provide the theme of customer support, the overall result shows that it is generally not effectively applied. Community is the least effectively applied of all the requirements presented in the thematic model. Possible reasons for the results are offered, but further research is necessary to determine the underlying reasons for lack of the community theme. The relevance and the value of the study lies in the conceptualisation of customer interface design in South African business-to-consumer electronic commerce and the foundation presented for future research.
AFRIKAANSE OPSOMMING: Die effektiewe toepassing van klant-koppelvlak ontwerp vereistes is noodsaaklik om die sukses van besigheid-tot-verbruiker elektroniese handel ondememings te verseker. Die uitdagende omgewing vir besigheid-tot-verbruiker elektroniese handel in Suid-Afrika beklemtoon die belangrikheid van webtuistes om gebruikersvriendelik te wees en 'n konvensionele inkopie-ervaring te bied. Die studieprojek se eerste doelwit is om die vereistes van klant-koppelvlak ontwerp in besigheid-tot-verbruiker elektroniese handel te bepaal. Hierdie doelwit word bereik deur 'n oorsig van die relevante literatuur. Die tweede doelwit is om die toepassing van klant-koppelvlak ontwerp in SuidAfrikaanse besigheid-tot-verbruiker elektroniese handel te meet. 'n Tematiese model, wat dertien hoofvereistes saamvat, is ontwerp om meting te fasiliteer. Die model identifiseer die temas van deursendingspoed, bladuitleg en -struktuur, navigasie, skryfstyl, multimedia, klantediens, aanpassing en verpersoonliking, gemeenskap, informasie, persepsies, vertroue en sekerheid, handel, en foutloosheid. Die model is gebruik om die effektiewe toepassing van klant-koppelvlak ontwerp ten opsigte van vyftig Suid-Afrikaanse webtuistes te meet. Die derde doelwit is om die resultate te analiseer en te interpreteer. Vereistes wat meestal effektief toegepas word, is die temas van deursendingspoed, bladuitleg en - struktuur, skryfstyl, multimedia, vertroue en sekerheid, en foutloosheid. Die temas van navigasie, aanpassing en verpersoonliking, informasie, persepsies en handel is teenwoordig, maar minder effektief toegepas. Alhoewel sommige webtuistes die tema van klantediens bied, dui die verwerkte resultate daarop dat dit in die algemeen nie effektief toegepas word nie. Van al die vereistes, soos in die tematiese model saamgevat, is gemeenskap die swakste toegepas. Moontlike redes vir die resultaat word aangebied, maar verdere navorsing is nodig om die onderliggende redes vas te stel. Die toepaslikheid en waarde van die navorsing is gelee in die konseptualisering van klant-koppelvlak ontwerp in die Suid-Afrikaanse besigheid-tot-verbruiker elektroniese handel, sowel as die grondslag wat dit vir verdere navorsing bied.
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Reeder, Elaine M. "Student Perceptions and Sense of Self-efficacy Regarding Interface Design and Consistency in an Online Learning Environment." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404572/.

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The purpose of this exploratory study was to investigate student perceptions of the design and consistency of the online learning environment in relation to motivation, satisfaction, and self-efficacy. Through surveys, think-aloud observation sessions, and reflection interviews, data were collected concerning student perspectives of design and consistency in the online learning environment. SPSS was used to process the survey data and a multi-step process was used to code the observations and interviews. Nine categories emerged from the analysis: (1) frustration; (2) excitement; (3) feeling of being lost; (4) confusion; (5) disgust; (6) positivity; (7); anxiety; (8) understanding; (9) action. The findings are discussed and recommendations for future research are provided to inform future development of online courses.
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48

Kerr, Simon. "Visual based finger interactions for mobile phones." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1006621.

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Vision based technology such as motion detection has long been limited to the domain of powerful processor intensive systems such as desktop PCs and specialist hardware solutions. With the advent of much faster mobile phone processors and memory, a plethora of feature rich software and hardware is being deployed onto the mobile platform, most notably onto high powered devices called smart phones. Interaction interfaces such as touchscreens allow for improved usability but obscure the phone’s screen. Since the majority of smart phones are equipped with cameras, it has become feasible to combine their powerful processors, large memory capacity and the camera to support new ways of interacting with the phone which do not obscure the screen. However, it is not clear whether or not these processor intensive visual interactions can in fact be run at an acceptable speed on current mobile handsets or whether they will offer the user a better experience than the current number pad and direction keys present on the majority of mobile phones. A vision based finger interaction technique is proposed which uses the back of device camera to track the user’s finger. This allows the user to interact with the mobile phone with mouse based movements, gestures and steering based interactions. A simple colour thresholding algorithm was implemented in Java, Python and C++. Various benchmarks and tests conducted on a Nokia N95 smart phone revealed that on current hardware and with current programming environments only native C++ yields results plausible for real time interactions (a key requirement for vision based interactions). It is also shown that different lighting levels and background environments affects the accuracy of the system with background and finger contrast playing a large role. Finally a user study was conducted to ascertain the overall user’s satisfaction between keypad interactions and the finger interaction techniques concluding that the new finger interaction technique is well suited to steering based interactions and in time, mouse style movements. Simple navigation is better suited to the directional keypad.
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Pastushenko, Olena. "Webová aplikace pro návrh informačních dashboardů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363847.

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Tato práce popisuje analýzu a návrh webové aplikace určené pro tvorbu informačních dashboardů. Nejdůležitějším úkolem je nejen vizualizovat data prostřednictvím grafů, ale také zvýšit použitelnost konečného produktu a umožnit programátorům rychle přidávat nové widgety. Vizualizační nástroje pro prezentaci dat jsou analyzovány jak z historického, tak i z moderního hlediska. Velká pozornost je věnována tomu, jak lidský mozek vnímá informace. Nástroje pro tvorbu grafů (zejména knihovny jazyka JavaScript) jsou analyzovány, z čehož plyne potřeba vyvinout nástroj nový. Součástí diplomové práce je open-source knihovna pro tvorbu grafů založená na knihovnách Vue.js a D3.js. Vývoj samotné aplikace je pak popsán jako iterativní proces, včetně návrhu prototypu a několika fází testování a hodnocení použitelnosti. Výsledná aplikace vyhovuje všem počátečním požadavkům a umožňuje vytvořit nový dashboard založený na vlastním gridovém systémů nebo pomocí jedné z předdefinovaných šablon.
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De, Oliveira Clarissa C. "Experience Programming: an exploration of hybrid tangible-virtual block based programming interaction." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22279.

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In less than a century, programming languages have assumed many forms in adapting to system’s needs and capacities, of which our cognitive systems are a part. One variation, tailored specifically for the cognitive processes in children’s education of computational concepts, and nowadays successful among novice adult learners too, is that of visual block based programming. From the pool of available block based programming environments, Scratch is the most popular for users, and therefore becomes a good topic for researchers interested in contemporary educational discussions, including that of coding as a curricular activity in schools. Although inspired by the educational philosophy of using abstract physical blocks in foundational learning, the mainly visual interface of Scratch is made for keyboard and mouse mediated interaction with the digital content on-screen, producing audio-visual feedback. This research is a case study of Scratch, where the shortcomings found in interactions with its environment motivate the investigation of a potential hybrid technology – tangible and visual – for enhanced learning of foundational concepts in block based programming. The investigation is characterized by progressive cycles of conceptual design, supported by prototyping and testing. The results from its design process present the benefits and challenges of this hybrid concept to inform and inspire the development of new technologies for learning, as well as it should inspire designers of Tangible User Interfaces (TUIs) for learning and the educational community of computing to challenge the current ways of learning. The work here presented is concerned with acknowledging and building onto strengths of existing technologies, rather than substituting them with disruptive ideas.
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