Examensarbeten för masterexamen // Master Theses
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- PostAccessible Analytic Dashboards(2023) Lidman, Marcus; Nyberg, Julia; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Wiberg, Mikael; Björk, StaffanIn order for everyone to be able to consume content, it is vital to consider accessibility. With this in mind and in collaboration with a visual analytics company, the purpose of this thesis was to answer the following research question: “What should data visualisation authors consider when building dashboards and applications with the intent to produce more accessible experiences for users?”. This was accomplished by conducting a prestudy and iterative design process consisting of five phases: empathise, define, ideate, prototype and test. The process resulted in 15 Guidelines for Authors and 42 Requirements for Development of Visual Analytics Platforms, that were iterated throughout the project. The Guidelines for Authors are meant to help authors make accessible choices when building visual analytics dashboards. The Requirements for Development of Visual Analytics Platforms however, are meant to inform, and enable the author to make those choices. Moreover, they also provide several aspects that are essential to the accessibility of visual analytics platforms, that cannot be affected by the author. These requirements are meant to be used for those who design and develop visual analytics platforms. Eight of the requirements were also chosen for design. The solution to these acts as examples of how those requirements could be fulfilled.
- PostDesigning a Categorisation User Interface(2023) Grahn, Johanna; Tulldahl, Linnéa; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Björk, Staffan; Eriksson, ThommyBenify’s platform hosts nearly 10,000 benefits and deals. However, users have encountered difficulties in navigating and finding the benefits they are looking for. The objective of this project is to examine and redesign the representation of benefits and deals, ensuring consistency and addressing user needs. Simultaneously, the design aims to achieve AA-level accessibility according to the WCAG guidelines, accommodating the diverse requirements of users. This thesis aims to answer the research question "What should be considered when designing a categorisation interface?" To attempt this, a literature review was conducted on previous findings for universal design and accessibility, information architecture and categorisation. The following stages followed the double diamond design process to gather data on user expectations of categorisation, possible usability problems and the creation of wireframes for web and mobile versions of the application. Throughout an iterative design process, the created wireframes explored key points such as accessible navigation and user expectations for categorisation. The thesis resulted in eight guidelines to develop effective categorisation and accessible navigation, which aims to provide a better user experience.
- PostDesigning an accessible indoor navigation application - Guidelines of how to apply universal design when designing an indoor navigation application to help users with wayfinding(2021) PALMGREN SÖDERSTRÖM, LINNEA; ZELMERLÖW SIGANDER, MOLLY; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Björk, Staffan; Eriksson, ThommyNavigating within large buildings, such as a hospital, can be stressful and timeconsuming, leading to a bad user experience, causing anxiety and frustration due to missed appointments. Therefore, applications for indoor navigation have recently been catching attention. In the designing of a wayfinding system for a hospital environment it is important that the application is easy to use, effective, accessible, and intuitive as the ambition is to simplify the wayfinding to allow the user to access information and help individual navigation. This thesis explores how to develop an accessible design supporting wayfinding within a complex environment, such as a hospital. With the purpose to investigate how an indoor wayfinding application can be designed to be accessible, with all users in mind, with the aim to fill the gap of the existing research regarding this subject. To attempt this, a pre-study was conducted to research previous literature within the subject of accessible and universal design, and by designing and testing an indoor navigation application for Danderyds hospital with users, with and without disabilities. Through an iterative design process, the application explored key factors and solutions to support for indoor navigation. The conducted usability testings involved both remote asynchronous and synchronous usability testing online, and synchronous usability testing on smartphones. The outcome of this thesis resulted in nine guidelines of how to design for an indoor navigation application with a universal design approach.
- PostDesigning an activity application for people with cognitive disabilities: What should be considered when designing a UI for people with cognitive disabilities?(2020) Janebäck, Johanna; Jonsson, Ella; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Björk, Staffan; Eriksson, ThommyThis master thesis project treats the topic of user interface and user experience design, developed for people with cognitive impairment. The project has been carried out at the request of the non-profit association Grunden in Göteborg. Grunden has requested a user study and prototype of a smartphone application interface for an application that is to promote independence in everyday life for the target group. The application will be used by the target group to find activities to attend, and thereby increasing their opportunity to be independent and to take charge of their own everyday life. The research question of this project is: What should be considered when designing a UI for people with cognitive disability? To answer this question, a literature study was firstly conducted. From this study, general accessibility guidelines were found along with methods and knowledge about how to best work with this particular target group. After the literature study, initial interviews were held at Grunden with several people of the target group. Following these interviews, a thematic analysis was made to pinpoint themes and important aspects found in the interviews. Some questions arose after the analysis, and more interviews were held to answer them. The questions were rather specific and regarded the expected and desired functionality of the application. All data gathered up to this point was compiled in to a requirement specification. Using the requirements specification, an initial prototype of the application was made using Figma. This prototype was then tested with several people of the target group. Any issues or opinions expressed by or seen in the target group during the tests was then remedied or adapted in the prototype. The project continued this way for approximately seven weeks, creating many iterations of the prototype. During some tests, a specific function was tested, and other tests treated the prototype as a whole. During tests and interviews, it became increasingly clear what works better in terms of UI design for this target group. Some important factors include using simple language, follow WCAG or corresponding accessibility guidelines, make navigation sequential and avoid giving to much information on a single page. For future work, it is recommended that researchers or designers evaluate the concept with more people of the target group, preferably people outside of the association Grunden, since all of the interviewees and testers have been members of Grunden.
- PostDesigning an assistive & accessible schedule(2023) Lawrence, Jonathan; Solibi, Thomas; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Chalmers University of Technology / Department of Computer Science and Engineering; Wiberg, Mikael; Ljungblad, SaraThis master thesis project aims to focus on the topic of designing an accessible schedule for people with intellectual disabilities. This project was carried out at the request of Grunden Media. Grunden Media has requested a prototype and accompanying usability study to determine what should be considered when designing a smartphone application schedule. The user group are the participants at Grunden who will use the application to view their daily schedules. The research question for this thesis is: What are the best practices when designing a digital schedule for people with varying cognitive and motor skills? Both literature studies and interviews were conducted with employees and participants at Grunden Media throughout the design process to gather insights and evaluate the designed prototypes and provide an answer to the research question. The research and evaluation resulted in the presented best practices to consider when designing for intellectual disabilities. These include following guidelines such as WCAG, learning from people with disabilities by involving them in the process and providing alternatives to avoid exclusion when possible.
- PostDesigning the Navigation to E-services - Improving the Accessibility and Usability to Report a Crime or Loss at the Swedish Police Authority’s Website(2021) ALBREKTSON, MAJA; XIA, CAROLINE; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Björk, Staffan; Ljungblad, SaraIn the fast-paced digital world, authorities and organizations are moving towards developing and providing digital services on the internet. Regarding the Swedish Police Authority, citizens can use e-services to report crimes or losses. However, the authority has acknowledged that multiple citizens use the wrong e-service for their case and sometimes have trouble finding the correct one. The thesis aimed to explore how the web navigation to the e-services can be improved to help the citizens find the correct service for their circumstances. The investigation of the topic is based on a user-centered design process where 14 methods have been executed. The methods included data gathering, development of requirements and exploration of a potential design concept. The results are presented in 15 design guidelines about improving the navigation to e-services regarding usability and accessibility. Furthermore, a design concept is presented that exemplifies how the guidelines can be explicitly applied to the Swedish Police Authority’s website.
- PostImproving Accessibility for Shooter Games An explorative study of the possibility to systematically improve the accessibility for shooter games(2020) Olsson, Tommy; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Björk, Staffan; Heron, MichaelPlaying video games is an activity enjoyed by many for the diverse experiences that they offer. For players with disabilities, playing games comes with additional barriers that prevent them from enjoying the game. For someone who is deaf, a barrier can mean the inability to hear spoken dialogue and other background sounds essential to the game. Game accessibility is about removing those barriers. While progress has been made within game accessibility research, games still include unnecessary barriers. Games are usually not inaccessible by design but rather because of an information gap between game developers and the accessibility needs and solutions discovered in existing research. To address the information gap, this research explores how accessibility can be improved for shooter games by developing a heuristic tool applicable to examine the accessibility of shooter games systematically. The tool was evaluated by applying it on four games and by conducting a user test with people who are hard of hearing. Furthermore, the research explored the possibility of incorporating the tool in a game development process. The result adds to the knowledge of examining accessibility features systematically and the experienced issues in shooter games of players who are hard of hearing. Additional research is required to examine the validity, content, and usefulness of the tool.