Essays about: "användarupplevelse"

Showing result 26 - 30 of 213 essays containing the word användarupplevelse.

  1. 26. A Holistic Framework for Analyzing the Reliability of IoT Devices

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Leonardo Manca; [2023]
    Keywords : Canvas Learning Management System; Docker containers; Performance tuning Performance tuning; Internet of Things IoT ; Reliability; Failure rate; Availability; Comprehensive framework; IoT architecture; Failure modes; Reliability Block Diagram RBD ; Prestandajustering; Sakernas internet IoT ; Tillförlitlighet; Felfrekvens; Tillgänglighet; Heltäckande ramverk; IoT-arkitektur; Felfunktioner; Till-förlitlighetsblockdiagram RBD Canvas Lärplattform; Dockerbehållare; Prestandajustering;

    Abstract : In the rapidly evolving landscape of the Internet of Things (IoT), ensuring consistency and reliability becomes a top priority for a seamless user experience. In many instances, reliability is assessed through Quality of Service (QoS) metrics, sidelining traditional reliability metrics that thrive on time-dependent failure rates. READ MORE

  2. 27. A study investigating the factors that causes delays in construction equipment projects in UX/HMI area

    University essay from KTH/Väg- och spårfordon samt konceptuell fordonsdesign

    Author : Shivalika Shivalika; [2023]
    Keywords : Construction equipment projects; delays; User Experience UX ; Human-Machine Interface HMI ; Volvo Construction Equipment; qualitative analysis; quantitative analysis; project management; communication; collaboration; Produktutvecklingsprojekt; arbetsmaskiner; förseningar; användarupplevelse UX ; människa-maskin-gränssnitt HMI ; Volvo Construction Equipment; kvalitativ analys; kvantitativ analys; projektledning; kommunikation; samarbete;

    Abstract : This research study investigates the factors contributing to delays in construction equipment projects, specifically in the User Experience (UX) and Human-Machine Interface (HMI) area, with a particular focus on projects conducted at the company Volvo Construction Equipment. The study incorporates a literature review, a mixed-methods approach combining qualitative and quantitative analysis, and in-depth discussions. READ MORE

  3. 28. Usability Of Training Applications Without Social Features

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Kristian Franzén; [2023]
    Keywords : Training application; Social interaction; User experience; Web application; Träningsapplikation; Social samspel; Användarupplevelse; Webbapplikation;

    Abstract : There are currently a lot of training applications on the market where users can share their progress or compare their achievements with other users. It is hard to find a training application without the option of sharing one’s progress. READ MORE

  4. 29. Development of a Web Interface for the Dynamic Visualization of Evaluation Test Results to Improve the Follow-up for French Elite Athletes

    University essay from KTH/Medicinteknik och hälsosystem

    Author : Lucas Minet; [2023]
    Keywords : Web Interface; Scientific Support for Performance; Athlete Follow-up; Evaluation Tests; Dashboards; Webbgränssnitt; Vetenskapligt stöd för prestationer; Uppföljning av idrottsutövare; Utvärderingstester; Instrumentpaneler.;

    Abstract : Currently, the SEP laboratory has developed a system to automatically generate PDF reports summarizing the results of evaluation tests. This system works well in production but has several limitations. READ MORE

  5. 30. Effects of Head-Coupled Perspective on User Experience in a First-Person Shooter Game

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Nathanael Remstedt; Filip Unger; [2023]
    Keywords : Head-Coupled Perspective; User Experience; Game Experience Questionnaire; Video Games; Huvudkopplat Perspektiv; Användarupplevelse; Frågeformulär om Spelupplevelse; Datorspel;

    Abstract : Background. Head-tracking enables the use of head movements as a form of input for video games. Some games allow the player to use their head to orient the in-game camera. However, the movement of the in-game camera is seldom proportional to the movement of the player. READ MORE