Vetenskapens kommunikation och lärande (CLS) // Communication and Learning in Science (CLS)
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We conduct research and training in language, communication, engineering education research and strategic publishing. We offer tools for scientific communication and support researchers, teachers, students, and managers in choosing teaching methods, publishing methods and information sources. Our library environments create open meeting places for everyone.
Studying at the Department of Communication and Learning in Science.
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Browsar Vetenskapens kommunikation och lärande (CLS) // Communication and Learning in Science (CLS) efter Program "Interaction design and technologies (MPIDE), MSc"
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- PostA Natural User Interface and Touchless Interaction. Approach on Web Browsing(2014) LAFKAS, GEORGIOS; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)The aim of this Master’s Thesis is to explore the principles of Natural Interaction and suggest an implementation of a web browsing application that uses them. The research that takes place is examining the ingredients of Natural User Interfaces and Touchless Interaction with a focus on Gestures and Voice. How can those be combined to control an interface? What are the most important things to mind when designing Natural Interfaces and Interactions? These are questions that this report attempts to answer. The final result of the thesis is a prototype web browser application that works only with gestures and voice. The prototype simulates browsing on a number of created web pages. It is implemented using the Microsoft Kinect for XBox sensor and Kinect SDK v1.7 with all the included tools and interaction controls. The browser is undergoing a usability test and the participants are observed and later interviewed to describe their experience. Based on that, the conclusions drawn are that designing an application that uses a Natural Interface needs to provide short and comfortable Gesture and Speech Vocabularies and Feedback mechanisms that inform the user at every point of the interaction. Furthermore, it is concluded that the design of the content for such an application should be different than the traditional design of a webpage for optimal use while responding to implicit input (contextawareness) adds to the naturalness of the interaction. Finally, the setting for using such an application is recommended to be part of a home entertainment system (e.g. smart TV) or public space installation rather than a desktop computer.
- PostA study of ambient light-independent multi-touch acquisition and interaction methods for in-cell optical touchscreens(2014) Irri, Philip; Lindblad, Julian; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)This thesis describes an in-cell optical touchscreen, a technology that makes use of light sensors embedded in the LCD layer. The advocates claim decreasing production costs in relation to display size, minimal affect on product design, and unlimited multi-touch functionality, as well as the possibility to acquire 3D spacial-temporal coordinates. The users would also be able to interact not only with their ngers but with all kinds of physical objects. This could challenge the well-established capacitive touch method and revolutionize the way we interact with future touchscreen devices. However, there are still many technical difficulties that needs to be solved before this could be a reality. The major obstacles are ambient light vulnerabilities and dependency on what image is displayed on the screen. This thesis investigates these matters using an in-cell optical touchscreen prototype developed at Semiconductor Energy Laboratory. The thesis compares this device with other similar hardware and their way of solving the above stated problems. Furthermore, theory for touchpoint acquisition using image processing are explained, and a new algorithm is proposed. The proposed algorithm utilizes an estimation of the ambient illumination and takes the displayed image into consideration in order to calculate touchpoints. Furthermore, other interaction methods such as nger rotation and height above the screen are investigated. Finally, an empirical evaluation was conducted to evaluate the accuracy and reliability of the proposed algorithm.
- PostAugmented Table Tennis(2015) AMODEO, ANDREA; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)This Master Thesis work is meant to explore which possibilities an augmented ping pong table can enable during the training process and what kind of consequences the introduction of technology would bring in the near future. Table tennis is a sport supported by technology only through reviewing of camera records, providing qualitative information which can be transformed in quantitative through long frame-by-frame processing. The developed system is able to detect the impact positions of the ball on the table and projects versatile visualizations as training scenarios, games and interactive displays directly on the table, thanks to data analysis and a programming environment. During the project execution, a prototype has been used as a mediating tool to gather data from athletes and coaches belonging to a local Swedish table tennis club and a Spanish center of high performances for professional players and coaches. Information has been gathered also from an exhibition in a mall, getting opinions from the passers-by. The research has been carried out within the field of interaction design, by using user centered design and methods such as interviews, focus groups, observations, prototyping and user evaluations. The exploration confirmed the adoption of such technology in table tennis can bring benefits for coaches and athletes all through the training process. Objective data assists the detection of weaknesses and their causes and the evaluation of the applied corrections. The system improves the communication between the coach and the player and the latter‟s self-consciousness. The system can support different kind of skill levels and the technology can assist the training but never substitute the role of the coach. The results have been synthesized in the form of the prototype description and a list of requirements for a further version of the system. The system needs improvements from the reliability and stability points of view and its usage can be extended in the future for other purposes as game industry and sport broadcasting.
- PostAugmenting Suburbia Guidelines for making computer-augmented tabletop games easier to learn(2015) Ljunggren, Sebastian; Lundquist, Andreas; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)The goal of this thesis is to investigate how computer-augmented tabletop games and games in general can become easier to learn. This has been done by designing, implementing and user testing a prototype of a CATG, Augmented Suburbia. This prototype is a CATG-implementation of the tabletop game Suburbia. Based on the experience of creating and user testing Augmented Suburbia, twelve guidelines for how to design CATGs that are easy to learn have been developed. In addition, concepts that show how the guidelines can be used have been designed. In the future, these guidelines need to be validated through actual usage. While the guidelines were created with CATGs in mind, another future direction is to investigate to what extent they are applicable to game design in general.
- PostBetween challenge and solution: STATUSCOPE – a tool for designing status communication in highly automated vehicles(2014) Szymaszek, Agnieszka; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)The task of designing human-machine interfaces for automated driving remains a largely unexplored area. The research on human factors in context of vehicle automation provides insights into a number of aspects that need to be considered. Specific requirements and recommendations can be found as well as proposals for design frameworks. Although extensive knowledge on automated systems exists, its implications for design are not always straightforward. This work thus bridge the gap between current research findings and the request for new design solutions by proposing a tool STATUSCOPE that allows to explore the design space of status communication in highly automated vehicles in a tangible and dynamic form. By exploring the design space of status communication for automated driving via categories, aspects and their properties, the STATUSCOPE tool provides designers with a starting point to approach this challenge. The proposed aid can serve to generate new ideas, make conscious decisions about design as well as analyze existing concepts. It is to be used in a group or individually, and can be especially suitable for teams where designers need to mediate with experts of various fields. Both human-centered and technology-driven development is supported. The design space represented in the STATUSCOPE has been identified by a structured literature review, with use of content analysis methods, and tested with industry experts in workshops. The format of this design support was created in an iterative process in which it has been continuously improved. The benefit of the tool is that it delivers research findings in a format that can be readily used in design-oriented activities, thus transforming the complexity of the subject into a tangible and playful creativity support. This approach not only applies the concept of design space within the automotive domain, but also extends it to a hands-on tool facilitating interaction design.
- PostBuddies on the Road Improving long haul truck drivers’ leisure time(2016) Cuotto, Nadia; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)This thesis consisted of improving long haul truck drivers’ leisure time, when they are in the truck cabs, with the design of an interactive product. The thesis was initiated by Volvo Group Trucks Technology to get to know and understand European long haul truck drivers’ needs when they are not driving but have to stay in the trucks. The methodology was comprised of finding user needs, defining a design challenge in which three concepts were developed, and finally evaluating those alternatives to develop one final concept that fulfills the thesis goal. The design process followed a Human Centered Design (HCD) approach to be able to empathize with the users, and was aligned with the Design thinking model which consists of five different spaces to move within to be able to iterate and refine solutions. The thesis was divided into three main phases, and each culminate with the delivery of a result. The user research involved 70 participants from different European countries and from the data gathered, it was concluded that long haul truck drivers have the needs of: social contact, being able to enjoy their hobbies, disconnect to be able to relax and time efficient tools when they are in the truck cab. From those needs a design challenge related to helping users to disconnect from work was defined. Three concepts, based on the design challenge, were developed, tested and later combined into one. Finally, the concept ’Buddies on the Road’ was developed. It is a tablet application where truck drivers can build a network to interact with others by inviting people nearby to explore places together, challenging friends to exercise and by conversing about a topic of interest. The different activities that are offered that help truck drivers to disconnect from works are: exploring nature, meeting people, changing environment and exercising. In addition, the ’Buddies on the Road’ concept was tested by truck drivers and was later refined. However, it needs further development to improve the design of the graphical interface, the usability considering truck drivers’ safety (if used when driving) and field tests to evaluate it in a real context.
- PostBuilding a scalable social game server(2013) KLAESSON, PETER; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)When building web applications with a broad target group, there is always a possibility that the user count will increase dramatically in a short period of time. Especially when building social application with a potential network effect. In such cases it is important to forestall scalability problems by implementing a scalable design from start. Often the scalability problems emerge at first when it is too late and the application has to be rewritten. Methods, architectures and techniques for building scalable applications are needed as well as methods for verifying scalability before the application is launched. This thesis explores the issue of scalability through the development and testing of an online word game. In the process of doing so, the thesis discusses the definition of scalability, how it is measured and how it is achieved is discussed through a literature study. Further on a scalable architecture is derived from the literature and a complete word game is implemented using the JavaScript based framework node.js. In addition to the server side application, a web browser client is developed to test the server functionality. For server persistence, the NoSQL key value store database Couchbase is used to allow horizontal storage scaling. Player simulations are implemented to mimic real game play to render server load. The simulations record measures such as response time when playing the game at different scaling parameters such as the number of web servers and database nodes in the database cluster at varying number of players. As a result of the implementation, a functional, playable game is completed. The results show some indication of scalability as decreased response time when increasing the number of web server instances. An unidentified problem with the database cluster prevented the simulations going beyond 8000 players as the database cluster becomes the bottleneck. The planned time was not sufficient to solve the unexpected database cluster problem and thus, the final measurements to determine the level of scalability could not be completed. But the conceptual architectural design can be regarded as horizontally scalable with support from the literature.
- PostBuilding Trust in Virtual Teams-Evaluating Online Collaboration from a Human-Centred Design Perspective(2013) CHOWDHURY, SEFAT; SALEH, AZAD; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)This thesis investigates how enabling the social nature of online communication can lead to building trust in virtual team collaboration. This was mostly done by researching previous study results and connecting them to establish a theoretical linkage between rich online communications and high trust. Furthermore, an empirical study was conducted at Volvo Information Technology located at Gothenburg, Sweden in support to the key insights developed. In the working process, firstly, the challenges in virtual work were identified in traditional online collaboration (i.e. via Email, Instant messenger, Video conference etc.), which was followed by a survey to get an idea on the usage of collaboration tools at Volvo IT. The study further extends to understanding the changes in communication behavior of people outside workplace over the last decade and hence the changes that have occurred in users’ mental model and user experience of online communication. Connectivity has become another basic need in modern lifestyle and the online world is catching up with the offline world faster than we ever thought possible. The rich social applications facilitate innovative ways to create and maintain relationships online by allowing people to actively create content and interact with others. This is even more noticeable in relationships where people are geographically dispersed and possess a global mindset. As technology advances, global companies want to benefit more from the online collaboration. With current collaboration tools available, companies like Volvo IT is running online live meetings, training workshops, webinars and so on. However, the non-technical variables of a successful team such as group cohesion and trust etc. have remained as big concerns when it comes to online collaboration. This study argues that traditional online collaboration tools do not encourage online social engagement to support cognitive and psychological needs of the virtual team members who use them on regular basis to coordinate with each other. Social communication is fundamental in creating good relationships and foster group dynamics similar to that of traditional face-to-face work environments. The study also analyses the user experience of Facebook to understand why this and other social networking websites are so successful in creating relationships online that the collaboration strategists are eyeing onto despite the so-called productivity issues. Finally, the thesis also looks into few latest industry trends and movements in the field of enterprise online collaboration by the time of writing it.
- PostChronicle(2013) RUTSTR ÖM, EDVARD; WICKERSTR ÖM, JONAS; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. Grand strategy games are games of high complexity, and player communities based on these games are very focused on sharing stories spawned from the games. The focus of this thesis has been on collecting these stories and showing them, not creating new stories by changing the gameplay rules. The area was explored by developing a digital prototype that was tested on users. The prototype is a chronicle for the game Crusader Kings II, which collects events that happen in the game and show them as icons and ags on a timeline. The development leading up to the prototype and nal concept included literary studies, interviews, questionnaires, persona development, and paper prototyping. The aim of this thesis was to give users an easy way to see their story more clearly. By using the familiar concept of a timeline, users can see what they have accomplished, and get a reminder when they return to a game after a long time.
- PostCollaborating for video: Using video to provoke performance in collaborative design teams(2013) RAATS, KASPAR; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)In this thesis, I investigate the role of video in collaborative process- particularly how it determines the way people act when exposed to presenting to video and how it can be integrated into ongoing work process without being an activity in itself. I explore this through participating in, and reflecting on, a collaborative design process. In this process, video is generated by researchers, users, designers and company stakeholders, and analyzed by me. As an outcome I propose a list of aspects to consider when conducting and using video in time constrained collaborative design processes that can help to establish condensed and engaging videos. In addition to this, I also describe observations made on how video can influence workshop participants. I have come to an understanding that video is not only suitable for documenting activities or communicating information in a rich and compelling way in design processes, but it also enhances collaboration as it tends to provoke performance.
- PostConceptualizing interactive installations to enrich the experience of public library users(2013) Cuello, Amanda; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)The role of public libraries in society is evolving due to the continuous development of new technologies that support the dissemination of knowledge; however, this does not mean that libraries are disappearing. In order to keep providing access to knowledge, among other things, libraries must embrace and integrate both physical and digital space in their identity and in the way users perceive them. The purpose of this Master Thesis has been to explore the opportunities for integration of physical and digital spaces through the design of interactive installations for public libraries. Specifically, the project consisted in the design of a concept for an interactive installation for Hisingen’s Library in Gothenburg using co-design workshops and other activities for user involvement. In addition to the aforementioned design, a series of recommendations for concept design and methods for the design of interactive interventions in libraries has been compiled in order to inform further work in the topic. The concept that was developed served as an example of future possibilities for public libraries in which user participation and integration of physical and digital services improve the way people search and experience content.
- PostCup Builder - Applicability of Gamification when Designing for Behavior Change towards Sustainability in Public Places(2015) Frank, Hanna; Mengual, Myléne; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)Gamification is a widely studied concept and is applied to various contexts such as marketing, healthcare and education. Sustainability is another issue that more and more people claim to be concerned about at home, when buying food and clothes or when travelling. But this principle does not always come into practice, especially out of home, either because individuals are not aware of what impact they can have among the crowd or because it is difficult to change habits. Gamification in the context of sustainability has already been investigated claiming to succeed in increasing people’s awareness about sustainability and in turn decreasing their energy consumption. The studies have however mainly been conducted in familiar environments, such as home or workplaces where people know each other. In the context of public places, such a relation to strangers does not exist and the individual’s sense of responsibility is commonly rather low. These aspects bring along the need to find out what the addition of game elements really affects and how it should be applied to achieve a general change of behavior with this new challenge. This thesis aims to investigate gamification related to behavior change within the frame of the research project TRIBE. Bringing together several European partners, among whom the Interactive Institute Swedish ICT, the focus of this 3 year research program is set on gamification in public buildings to lower energy consumption. The specific context to be explored within this thesis is cafés on the campus and the consequent focus on the consumption of paper cups and reusable cups. A concept of a game has been developed resulting in the implementation of a high-fidelity prototype which has then been tested in a user field study. It was aimed to find out how the application of game elements can encourage people to use more reusable cups. Therefore the design solution consists of two versions, one being a visualization of the general consumption of cups at the café, the second one adding several game elements to it. Additionally, as a result of thorough investigation of former work combined with the findings of this thesis, a set of guidelines has been formulated which intends to support designers and researchers investigating in a similar area.
- PostDesigning a Viral Collaborative Tool: Patterns and Guidelines for Virality-Driven Design(2013) Wendeus, Juan Carlos; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)In the last decade technology has changed the way people behave, allowing them to share more information quick and easy, creating a phenomenon where a piece of information can be spread massively. This effect is known as a viral effect. Thus, when people talk about viral products or services they refer to designs that display a certain marketing strategy, which aims for such a viral propagation among users. However, there is no record of a design perspective to address this issue, i.e. how to design products or services that imbue some sort of inherent virality. Consequently, this thesis aims to explain and exemplify how services or products can be designed to be viral through a collection of patterns and design guidelines. The thesis had two aims: to explore how to design for virality, and to design a viral collaborative tool. Therefore, it provides a collection of patterns, which were collected in an extensive literature study. This collection, together with patterns for collaboration, was used in an iterative design process in order to create several prototypes from low-fidelity to hi-fidelity responding to the second task. Finally, the third task was to perform an evaluation in regard to the first aim: to test guidelines and patterns proposed in the document. Unfortunately, as is mentioned in the discussion, a test was impossible to carry out, since the design was not implemented and some of the outcomes of this research were that virality is quite related with to temporal phenomena and real-life interaction, making it difficult to test a design unless launched in a real environment where the users can decide and spread the word freely without any pressure or vicious information. However, the sponsor company approved of the prototype, and it will possibly be implemented to test its viral approach in the market.
- PostDesigning a virtual receptionist Using contextual information and natural interfaces(2015) Carlsson, Oliver; Ström, Daniel; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)In this thesis, we describe our work in designing and building a virtual receptionist system, called “Amee”, for Interaktionsbyrån’s studio in Gothenburg. Amee’s responsibilities includes welcoming people to the studio and providing services to visitors and employees alike. A significant part of the project concerns how to make the receptionist context-aware and have it interact with the user in a natural human way. To achieve this we built a receptionist system based on a network of microservices that collaborate to create a unique user experience using face recognition and text-to-speech technology. In our work we identify and discuss challenges in building context-aware applications and how publicly available information can be used to enhance the user experience. Going further, we examine how such a system might be received by users through a series of user tests and interviews. Our findings show; that users enjoy being received by Amee, that they have few concerns about privacy in this context, that further study needs to be done in how to manage the quickly increasing complexity of a conversation model. The project contributes to the current body of research as a cursory investigation into the area of designing automated personal service agents for a non-personal context.
- PostDesigning for Reflection(2013) Kun, Peter; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)Researching designing for reflection has been a niche interest of few interaction designers in the past. Reflection, as an individual and informal mental activity is a complicated experience to design for, and no appropriate design method has so far been developed. The thesis summarize the main views on reflection, and the history of reflection in interaction design. Afterwards, the Reflection Design Method is introduced, which can potentially be used during the design process to imbue a design with qualities that motivate reflection. The method consists of two parts: (a) a guiding framework for designers to expand their design processes by providing guidance how to introduce reflective qualities into conceptual designs; (b) a collection of reflective design patterns, which help designers to look for inspiration in their own ideation processes. The nal outcome was reached by following a research through design approach. The starting point of the process was an investigation of earlier studies on reflection, based on which a preliminary framework was created. This framework was then complemented with the outcomes of a qualitative questionnaire, resulting in the first version of the Reflection Design Method. The next iterations of the method integrated the user feedback and the observations from two conducted workshops, and the nal iteration was concluded with an expert review. The Reflection Design Method provides an applied approach to help designers to tackle this otherwise abstract area. The design method can potentially provide alternatives for other, similar design focus areas, such as designing for sustainability or behavioral change.
- PostDesigning Games for Internal Training Is Not Child’s Play Guidelines for Designing Games at Ericsson Packet Core(2015) Panditha, Jennifer; Stråvik, Isak; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)The aim of this project was to investigate how games can be designed for training purposes at Ericsson Packet Core. A set of 37 guidelines, three game concepts and a prototype were created to investigate how games could be used and implemented. The project was carried out in an iterative manner and feedback was received throughout the project. The guidelines are based on an extensive research study performed in the beginning of the project. To test and evaluate the guidelines, game concepts were created. The guidelines and game concepts were developed in parallel during four iterations. A prototype was developed for one of the games to get hands-on experience and to perform tests with learners from the target group. The guidelines, the game concepts and the prototype have been developed and tested in close collaboration with Ericsson Packet Core and Ericsson Global Services. Even though they are still in the early stages of development, they could be used for further development of internal training games at Ericsson.
- PostDesigning Gamification for the Recreational Shopper(2015) Ernest, Anya; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)This master thesis aims to explore how gamification for the recreational shopper can be designed into fashion e-commerce without shifting focus from fashion but instead increase the total experience when interacting with it. The concept of gamification has become something of a buzzword for business developers and is most often used with the aim to make something boring fun. However for the recreational shopper fashion is already fun and the concepts that are developed therefor need to be based on the inner drives of the recreational shopper and with the aim of making fun even more fun. In order to understand what the inner drives of the recreational shoppers are user studies were performed in three different ways: questionnaires, interviews and a service safari. The results from the study were used to create personas and structure them into a version of an effect map. The results from the service safari were also visualized using a customer journey. Based on the effect map and the customer journey concepts were developed and the related to each other in a matrix.
- PostDesigning great developer sites. A study on how to approach creating intuitive and efficient developer resources(2014) CEDERCRANTZ, ARON; ROLANDER, FIONA; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)Developing software has become a wide spread occupation both as employment and for entertainment purposes. There are estimately 18.2 million software developers globally and this number only increases, partly thanks to improved and lowered pricing of technology. We see a trend in developing using others’ existing libraries or platforms and thus also using the pertaining documentation guidelines to access and understand how to go about this approach. The aim of this report was to investigate how developer documentation and guidelines on sites could be improved for the target group of developers. We looked into what characterized developers, current implementations of developer sites and thereby presented a set of recommendations on things to have in mind when designing their interfaces. The report will cover the theoretical approach, the process behind the results and a case study prototype through design driven research. Conclusions in this report will help designers when approaching designing a developer platform site in regards to understanding the users and key points to have in mind. The report will discuss broadly on the dos and don’ts and argue both ways in order to fit a general approach and not merely our case.
- PostDesigning Honeycomb Patterns for Awareness and Collaboration in Applicant Tracking Systems(2016) Lundqvist, Johannes; Weiss, Anna; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)This master thesis investigates how to design applicant tracking systems (ATS) to facilitate awareness, collaboration, and efficiency (ACE). For this purpose, an HCD process has been undertaken, encompassing primary and secondary research, and implementation and evaluation methods. As a result of the investigation the prototype of the Honeycomb ATS has been designed. Based on the prototype, fourteen design patterns that enhance the collaboration and awareness of teams in CSCW applications have been developed and the accompanying ACE pattern model has been established. While these results have been evaluated against each other, and yielded an effective mutual integration, more work needs to be done in the future to test and verify those patterns in a broader context.
- PostDesigning in-vehicle gestural interfaces - Minimising visual distraction(2013) WIKANDER, FRIDA; Andersson, David; Chalmers tekniska högskola / Institutionen för tillämpad informationsteknologi (Chalmers); Chalmers University of Technology / Department of Applied Information Technology (Chalmers)The vehicle industry of today is always striving to introduce new innovations and new concepts are being presented by the week. The eager to always be the leading manufacturer within technology and infotainment may sometimes affect safety. This master thesis aimed to utilise gestural interfaces in order to minimise visual distraction when using in-vehicle infotainment systems. This is especially important due to touchscreens’ lack of tactility. The design process of the thesis has had a human-centered approach and involved potential users in each iteration, assu ha h us s’ c nc p i n and m n al m d l was ak n in consideration when design concepts were developed. During the project, a questionnaire regarding fast access to controls in a vehicle was used as a foundation. The process included a number of iterations to find an intuitive mapping between gestures and features in a vehicle and resulted in two concepts, which both were evaluated further. One of the two concepts was later considered the more promising one to continue development and testing with and was named GABI (Gesture Action Based Infotainment). The concept incorporated an underlying pattern to achieve inner logic and coherency, and thus simplify for users to learn and remember. The GABI prototype was lastly evaluated in a driving context, measuring learnability and experienced workload. Findings from the driving test indicated that the participants were able to learn the system with reasonably few iterations and were generally positive towards using the system. Conclusions from this thesis were that designs using gestures should conform to conventions whenever it is possible to do so. By providing an inner logic, users will learn the system faster and facilitate to make sense of the complex. Having done initial acceptance tests for GABI, more tests are necessary, to measure and compare the distraction and ensure safe interaction for the driver.
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