Dissertations / Theses on the topic 'Web-based user interfaces – Design'
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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.
Full textYang, 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.
Full textOlsson, 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.
Full textVan, Tonder Bradley Paul. "Adaptive user interfaces for mobile map-based visualisation." Thesis, Nelson Mandela Metropolitan University, 2008. http://hdl.handle.net/10948/866.
Full textAhmed, 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.
Full textPark, 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.
Full text[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).
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.
Full textSimecek, Nikol. "Development of a database with web-based user interface for taqman assay design." Thesis, Cranfield University, 2007. http://hdl.handle.net/1826/1773.
Full textFrank, Martin Robert. "Model-based user interface design by demonstration and by interview." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9225.
Full textFox, 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/.
Full textSundström, 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.
Full textThe 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.
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.
Full textWatt, 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.
Full textLevine, Jonathan. "Computer based dialogs : theory and design /." Online version of thesis, 1990. http://hdl.handle.net/1850/10590.
Full textOliveira, 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).
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.
Full textVillaroman, Norman. "Face Tracking User Interfaces Using Vision-Based Consumer Devices." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3941.
Full textTrent, 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.
Full textTitle from PDF title page (viewed on May 26, 2009). "Department of Electrical Engineering and Computer Science." Includes bibliographical references (p. 66-68).
Santoro, Carmen. "A task model-based approach for the design and evaluation of innovative user interfaces." Toulouse 1, 2004. http://www.theses.fr/2004TOU10054.
Full textNowadays, 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
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.
Full textL'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
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.
Full textVoida, 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.
Full textCommittee Chair: Mynatt, Elizabeth D.; Committee Member: Abowd, Gregory D.; Committee Member: Edwards, W. Keith; Committee Member: MacIntyre, Blair; Committee Member: Moran, Thomas P.
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.
Full textUser 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
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.
Full textApplied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
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.
Full textLa 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
TESIS
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.
Full textTurner, 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.
Full textPh. D.
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.
Full textHur 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.
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.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação
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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
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.
Full textYaici, 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/.
Full textTrost, 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.
Full text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.
Full textSuperti, 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.
Full textLáng, 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.
Full textTintarev, 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.
Full textLarsson, 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.
Full textProvidência, 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.
Full textEste 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.
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.
Full textInteraktionen 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.
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.
Full textCoordena??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
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.
Full textTörnros, 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.
Full textTheron, 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.
Full textJönsson, 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.
Full textThis 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.
Bernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.
Full textStrydom, 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.
Full textENGLISH 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.
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/.
Full textKerr, Simon. "Visual based finger interactions for mobile phones." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1006621.
Full textPastushenko, 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.
Full textDe, 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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