81 research outputs found

    Balancing branding and sales - The content strategist dilemma

    Get PDF
    This research strives to examine the impact of online brand communication on the content strategy of a premium brand in the context of ETON e-commerce store. The secondary purpose of the study provides the insight as to why brand message affects brand content strategy through various communication modes. The research set forth brand perspective to create an in-depth understanding of the mechanisms behind the content strategy and its importance for delivering the desired brand value to the target audience. The methodology of the study includes an overall approach to research analysis structure is based on the customer journey of ETON visitors. Finally a multimodal analysis of the brand color palette, typography and imagery has enabled an in-depth examination of editorial aspects of the brand content strategy. This study clarifies the strong connection between content strategy practices and effective brand message although complex mechanisms behind effective brand communication require a deeper focus on online branding. Branding, e-commerce platform and editorial content strategy practices have devised the key aspects of the successful performance of an online store. The research results have challenged the existing practices of content strategy approach and pointed to a strong contextual relevance for successful online brand communication tactics. Consequently, the study outcome points at a high risk of failed content delivery and ineffective brand message in the absence of data drive approach and in-depth understanding of consumer needs

    Designing usable mobile interfaces for spatial data

    Get PDF
    2010 - 2011This dissertation deals mainly with the discipline of Human-­‐Computer Interaction (HCI), with particular attention on the role that it plays in the domain of modern mobile devices. Mobile devices today offer a crucial support to a plethora of daily activities for nearly everyone. Ranging from checking business mails while traveling, to accessing social networks while in a mall, to carrying out business transactions while out of office, to using all kinds of online public services, mobile devices play the important role to connect people while physically apart. Modern mobile interfaces are therefore expected to improve the user's interaction experience with the surrounding environment and offer different adaptive views of the real world. The goal of this thesis is to enhance the usability of mobile interfaces for spatial data. Spatial data are particular data in which the spatial component plays an important role in clarifying the meaning of the data themselves. Nowadays, this kind of data is totally widespread in mobile applications. Spatial data are present in games, map applications, mobile community applications and office automations. In order to enhance the usability of spatial data interfaces, my research investigates on two major issues: 1. Enhancing the visualization of spatial data on small screens 2. Enhancing the text-­‐input methods I selected the Design Science Research approach to investigate the above research questions. The idea underling this approach is “you build artifact to learn from it”, in other words researchers clarify what is new in their design. The new knowledge carried out from the artifact will be presented in form of interaction design patterns in order to support developers in dealing with issues of mobile interfaces. The thesis is organized as follows. Initially I present the broader context, the research questions and the approaches I used to investigate them. Then the results are split into two main parts. In the first part I present the visualization technique called Framy. The technique is designed to support users in visualizing geographical data on mobile map applications. I also introduce a multimodal extension of Framy obtained by adding sounds and vibrations. After that I present the process that turned the multimodal interface into a means to allow visually impaired users to interact with Framy. Some projects involving the design principles of Framy are shown in order to demonstrate the adaptability of the technique in different contexts. The second part concerns the issue related to text-­‐input methods. In particular I focus on the work done in the area of virtual keyboards for mobile devices. A new kind of virtual keyboard called TaS provides users with an input system more efficient and effective than the traditional QWERTY keyboard. Finally, in the last chapter, the knowledge acquired is formalized in form of interaction design patterns. [edited by author]X n.s

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

    Get PDF

    Redesenho da interface de utilizador da aplicação móvel Us'Em

    Get PDF
    Mestrado em Comunicação MultimédiaThe research presented here aims to design a feasible and adequate mobile application (app) user interface. This mobile app is part of Us'em system, designed to promote self-rehabilitation after stroke. The system is based on wearable, mobile and tracking sensors-based technology. The app works as a feedback tool, communicating Us’em system users about the frequency of their upper limb moves and about their recovery process. The mobile app aims increasing patient’s motivation in using their arm-hand through the day and improving their rehabilitation through self-training at home with continuous feedback. The design of its user interface is of great relevance, because it determines if post stoke patients can use Us’em system. The empirical part begins with interviews, questionnaires and observation of post stroke patients and physical therapists from Portugal and the Netherlands. It provides a better understanding of post stroke rehabilitation process and stroke victims’ characteristics and requirements regarding rehabilitation and mobile devices interaction. The gathered information contributed to the development of a prototype that materializes the defined Us’em app. The prototyping process ran through iterative cycles of design, implementation and evaluation to ascertain the adequacy of Us’em app user interface. The final prototype is the final product of this research project and it was evaluated through usability tests with post stroke patients from both countries aforementioned. Tests to the final prototype show it may be difficult to design a unique solution for all the users due to the wide range of their requirements. However, the core requirements of Us'em mobile app is simplicity: the number of user interface elements, the amount of information and the complexity of iteractions and functionalities of this app should be the lowest as possible. The research also allows to conclude that the user interface designed meets most of user’s requirements and it has a significant impact on the motivation of post stroke patients in moving their impaired arm-hand autonomously.O trabalho de investigação aqui apresentado objetiva o desenvolvimento de uma viável e adequada interface de utilizador de uma aplicação móvel (app). Esta app é um dos componentes do sistema Us’em, desenvolvido para promover a auto reabilitação após acidentes vasculares cerebrais (AVC). O sistema é baseado em tecnologia vestível, móvel e de monitorização através de sensores. A app funciona como uma ferramenta de feedback, informando os utilizadores do sistema Us’em sobre a frequência dos movimentos dos seus membros superiores e sobre o seu processo de recuperação. A app objetiva aumentar a motivação dos pacientes em usar o seu braço ou mão debilitado ao longo do dia e, assim, promover a sua reabilitação através do treino autónomo em casa com feedback contínuo. O desenvolvimento da interface de utilizador é de grande relevância, pois determina se pacientes vítimas de AVC conseguem utilizar o sistema Us’em. O estudo empírico parte da realização de entrevistas, questionários e observação de pacientes vítimas de AVC e fisioterapeutas Portugueses e Holandeses. Este estudo permite uma melhor compreensão do processo de reabilitação e das características e requisitos de vítimas de AVC no que respeita à reabilitação e à interação com dispositivos móveis. A informação recolhida contribuiu para o desenvolvimento de um protótipo que concretizasse a app Us’em definida. O processo de prototipagem ocorreu ao longo de ciclos iterativos de desenvolvimento, implementação e teste de forma a verificar a adequação da interface de utilizador da app Us’em. O protótipo final é o produto final deste projeto de investigação e foi testado através de testes de usabilidade com pacientes vítimas de AVC de ambos os países referidos anteriormente. Os testes ao protótipo final revelam que poderá ser difícil desenvolver uma solução única para todos os utilizadores devido ao conjunto vasto dos seus requisitos. No entanto, o requisito chave da app Us’em é simplicidade: o número de elementos da interface de utilizador, a quantidade de informação e a complexidade das interações e funcionalidades da app deve ser o mais reduzido possível. Esta investigação também permite concluir que a interface de utilizador desenvolvida satisfaz a maior parte dos requisitos dos utilizadores e tem um impacto significativo na motivação de pacientes vítimas de AVC em movimentar o seu braço ou mão desabilitada de forma autónoma

    Visual search and VDUS

    Get PDF
    This wide-ranging study explored various parameters of visual search in relation to computer screen displays. Its ultimate goal was to help identify factors which could result in improvements in commercially available displays within the 'real world’. Those improvements are generally reflected in suggestions for enhancing efficiency of locatabolity of information through an acknowledgement of the visual and cognitive factors involved. The thesis commenced by introducing an ergonomics approach to the presentation of information on VDUs. Memory load and attention were discussed. In the second chapter, literature on general and theoretical aspects of visual search (with particular regard for VDUs) was reviewed. As an experimental starting point, three studies were conducted involving locating a target within arrays of varying configurations. A model concerning visual lobes was proposed. Two text-editing studies were then detailed showing superior user performances where conspicuity and the potential for peripheral vision are enhanced. Relevant eye movement data was combined with a keystroke analysis derived from an automated protocol analyser. Results of a further search task showed icons to be more quickly located within an array than textual material. Precise scan paths were then recorded and analyses suggested greater systematicity of search strategies for complex items. This led on to a relatively 'pure' search study involving materials of varying spatial frequencies. Results were discussed in terms of verbal material generally being of higher spatial frequencies and how the ease of resolution and greater cues available in peripheral vision can result in items being accessed more directly. In the final (relatively applied) study, differences in eye movement indices were found across various fonts used. One main conclusion was that eye movement monitoring was a valuable technique within the visual search/VDU research area in illuminating precise details of performance which otherwise, at best, could only be inferred

    Recent Application in Biometrics

    Get PDF
    In the recent years, a number of recognition and authentication systems based on biometric measurements have been proposed. Algorithms and sensors have been developed to acquire and process many different biometric traits. Moreover, the biometric technology is being used in novel ways, with potential commercial and practical implications to our daily activities. The key objective of the book is to provide a collection of comprehensive references on some recent theoretical development as well as novel applications in biometrics. The topics covered in this book reflect well both aspects of development. They include biometric sample quality, privacy preserving and cancellable biometrics, contactless biometrics, novel and unconventional biometrics, and the technical challenges in implementing the technology in portable devices. The book consists of 15 chapters. It is divided into four sections, namely, biometric applications on mobile platforms, cancelable biometrics, biometric encryption, and other applications. The book was reviewed by editors Dr. Jucheng Yang and Dr. Norman Poh. We deeply appreciate the efforts of our guest editors: Dr. Girija Chetty, Dr. Loris Nanni, Dr. Jianjiang Feng, Dr. Dongsun Park and Dr. Sook Yoon, as well as a number of anonymous reviewers
    corecore