Matching Items (8)
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Description

This project examines methods of evaluating the quality of digital UI/UX design including the McKinsey Design Index, heuristics, and design principles.

ContributorsLewis, Janae Ann (Author) / Byrne, Jared (Thesis director) / Roumina, Kavous (Committee member) / Department of Information Systems (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook

The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook design techniques to discover how applicable published interface design concepts are in practice. Four variations of a software package were deployed to end users. Each variation contained different design techniques. Surveyed users responded positively to interface design practices that were consistent and easy to learn. This followed textbook expectations. Users however responded poorly to customization options, an important feature according to textbook material. The study made conservative changes to the four interface variations provided to end-users. A more liberal approach may have yielded additional results.
ContributorsSmith, Andrew David (Author) / Nakamura, Mutsumi (Thesis director) / Gottesman, Aaron (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2014-05
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Description
Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices

Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices are beginning to make use of multiple different input types, and will likely continue to do so. With this happening, users need to be able to interact with single applications through a variety of ways without having to change the design or suffer a loss of functionality. This is important because having only one user interface, UI, across all input types is makes it easier for the user to learn and keeps all interactions consistent across the application. Some of the main input types in use today are touch screens, mice, microphones, and keyboards; all seen in Figure 1 below. Current design methods tend to focus on how well the users are able to learn and use a computing system. It is good to focus on those aspects, but it is important to address the issues that come along with using different input types, or in this case, multiple input types. UI design for touch screens, mice, microphones, and keyboards each requires satisfying a different set of needs. Due to this trend in single devices being used in many different input configurations, a "fully functional" UI design will need to address the needs of multiple input configurations. In this work, clashing concerns are described for the primary input sources for computers and suggests methodologies and techniques for designing a single UI that is reasonable for all of the input configurations.
ContributorsJohnson, David Bradley (Author) / Calliss, Debra (Thesis director) / Wilkerson, Kelly (Committee member) / Walker, Erin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
What is a habit, anyway? As it turns out, habits, both good and bad, are huge drivers of the long term direction of an individual’s life. We spend around 45% of our time on habitual behavior, or automatic actions--actions that slip under the radar of normal conscious decision-making processes. Habits

What is a habit, anyway? As it turns out, habits, both good and bad, are huge drivers of the long term direction of an individual’s life. We spend around 45% of our time on habitual behavior, or automatic actions--actions that slip under the radar of normal conscious decision-making processes. Habits are a way for the human brain to conserve energy by reacting in the same way to certain circumstances that generated positive outcomes in the past.
The habit loop underlies this whole process. First, someone has a craving--food, happiness, stress relief, anything. Next, they experience a cue in the environment--a sight, sound, smell, or piece of information that prompts them to act. Then they perform the routine, which is the most visible part of a habit. Finally, they are rewarded, whether the reward is good for them in the long run or not. We perform habits all the time without realizing it, so having even slightly more awareness and control of our habits can have a disproportionate benefit for our personal improvement.
In its earliest iterations, “habit trackers” were paper tools for measuring and motivating daily progress. Many competitors are still paper, like journals and calendars. Others are apps with the same functionality. In my competitive analysis, I chose to focus on competitors that included a behavioral change component along with habit tracking.
ContributorsLewis, Catharine Ruby (Author) / Shin, Dosun (Thesis director) / Feil, Magnus (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world,

I analyzed a non-profit's educational content website called SolarSPELL and proposed to redesign its interface. SolarSPELL is a solar-powered, offline site that can be accessed without wifi. It looks and behaves exactly like a real website. SolarSPELL is used by children and community members in developing countries across the world, including Africa and the Pacific Islands. The original site was not intuitive or easy to use, which deterred users with low technical literacy, lowering its effectiveness and defeating its purpose of providing educational materials to schools in the community, because users were less likely to use it to access educational content. The website was not responsive, meaning that it did not resize well to fit tablet and mobile devices. I redesigned the site's UX based on user feedback and expert advice to create wireframes that improved the site's layout and user flow to make it more intuitive. I pulled user comments from past surveys on the site and designed solutions to each of the user's complaints. I implemented a filter system and a universal search bar to improve the process of finding specific pieces of content. I designed prototypes using Adobe Illustrator to create the visual side of the interface. I designed my wireframes and prototypes with responsiveness in mind, creating versions for desktop, mobile and tablet. I also illustrated banners for the East Africa and Native American versions of the site, featuring landscape and wildlife from the respective regions. This interface redesign will be coded into a working site and distributed to communities around the world.
ContributorsThielen, Bethany Meishal (Author) / Hosman, Laura (Thesis director) / Ralston, Laurel (Committee member) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Society is developing at an exponential rate and engineers have become the pioneers of great technical breakthroughs; however, these revolutionary products can only become usable for the public if it is designed with the users in mind. User experience (UX) is the pinnacle of creating value for the user and

Society is developing at an exponential rate and engineers have become the pioneers of great technical breakthroughs; however, these revolutionary products can only become usable for the public if it is designed with the users in mind. User experience (UX) is the pinnacle of creating value for the user and an emphasis on UX can greatly increase company accessibility and legacy. One way to do this is through interactive chatbots that are available at all hours. Chatbots are becoming more mainstream for businesses' websites to improve the user experience by giving instantaneous relief to customers with pressing questions. Especially for new initiatives, providing chatbots that are constantly available to educate potential users on the company will drive more traffic. The motivation behind this project was to create the best fitting chatbot, namely AishaBot, for the start-up Aisha Comfortable Coliving Inc. whose fun personality and educational tone speaks to the company demographic. After understanding the demographic, dialogues were written for the chatbot with a specific tone and sentiment to engage the users. In order to assess the effectiveness of the dialogue, 15 female participants were recruited to partake in the study, assessing their overall experience with the purpose of gaining feedback and refining the chatbot. Participants were asked to complete 5 tasks and the majority completed 95% of the tasks successfully, resulting in an overall positive user experience. The participants communicated with and received the tone of the dialogues very well from AishaBot. Along with this, a better understanding was gained on how to alter key words and how the participants from different age ranges went about asking their questions.
ContributorsSalahudeen, Afsana (Author) / Ngov, Justin (Co-author) / Elena Chavez-Echeagaray, Maria (Thesis director) / ElSherbiny, Aisha (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12
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Description

For the purpose of exploring alternative uses for Rolplay’s image processing technology, I have developed a scavenger hunt application that utilizes object detection technology. This concept has been chosen out of three different application concepts that have been created during the first semester of the project. The application runs on

For the purpose of exploring alternative uses for Rolplay’s image processing technology, I have developed a scavenger hunt application that utilizes object detection technology. This concept has been chosen out of three different application concepts that have been created during the first semester of the project. The application runs on Android devices and is written in Java. This application contains a camera display window and a button that the user may press to open the list of items. The list will display each item in the list and whether it has been detected from the camera stream. In addition, the list has a refresh button that will generate a new list of items after it is pressed. This is to allow users to either continue searching for items after every item in the current list has been found. or create a new list entirely if they wish to start over. The application will also detect low light status and display a message prompting the user to turn on their flashlight if low light is detected. During the development process, additional modifications have been made according to feedback from users that have tested the app.

ContributorsGuo, Lingfeng (Author) / Meuth, Ryan (Thesis director) / Perea, Fernando (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description

Inspired by "A Work-Centered Approach to System User-Evaluation" by Roth (2021) and UX design principles, this thesis project aims to determine the usability levels of the ASU Class Search System to locate pain points and provide appropriate recommendations. The ASU class search system allows students to complete the necessary tasks,

Inspired by "A Work-Centered Approach to System User-Evaluation" by Roth (2021) and UX design principles, this thesis project aims to determine the usability levels of the ASU Class Search System to locate pain points and provide appropriate recommendations. The ASU class search system allows students to complete the necessary tasks, but the user experience is frustrating due to unnecessary scrolling, clicking, and searching. The user evaluation confirms that some improvements could be made to the class search system to improve its utility and usability. The main improvements suggested in this work address filter and navigation inconsistencies, an overwhelming amount of scroll real estate, minor design inconsistencies, minor jargon and content inconsistencies, scroll stoppers, and guide support.

ContributorsRoty, Laura (Author) / Stambler, Mollie (Thesis director) / Breaux, Kassidy (Committee member) / Barrett, The Honors College (Contributor) / Human Systems Engineering (Contributor)
Created2023-05