A mobile toolkit and customised location server for the creation of cross-referencing location-based services
- Ndakunda, Shange-Ishiwa Tangeni
- Authors: Ndakunda, Shange-Ishiwa Tangeni
- Date: 2013
- Subjects: Location-based services -- Security measures , Mobile communication systems -- Security measures , Digital communications , Java (Computer program language) , Application software -- Development -- Computer programs , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4703 , http://hdl.handle.net/10962/d1013604
- Description: Although there are several Software Development kits and Application Programming Interfaces for client-side location-based services development, they mostly involve the creation of self-referencing location-based services. Self-referencing location-based services include services such as geocoding, reverse geocoding, route management and navigation which focus on satisfying the location-based requirements of a single mobile device. There is a lack of open-source Software Development Kits for the development of client-side location-based services that are cross-referencing. Cross-referencing location-based services are designed for the sharing of location information amongst different entities on a given network. This project was undertaken to assemble, through incremental prototyping, a client-side Java Micro Edition location-based services Software Development Kit and a Mobicents location server to aid mobile network operators and developers alike in the quick creation of the transport and privacy protection of cross-referencing location-based applications on Session Initiation Protocol bearer networks. The privacy of the location information is protected using geolocation policies. Developers do not need to have an understanding of Session Initiation Protocol event signaling specifications or of the XML Configuration Access Protocol to use the tools that we put together. The developed tools are later consolidated using two sample applications, the friend-finder and child-tracker services. Developer guidelines are also provided, to aid in using the provided tools.
- Full Text:
- Date Issued: 2013
- Authors: Ndakunda, Shange-Ishiwa Tangeni
- Date: 2013
- Subjects: Location-based services -- Security measures , Mobile communication systems -- Security measures , Digital communications , Java (Computer program language) , Application software -- Development -- Computer programs , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4703 , http://hdl.handle.net/10962/d1013604
- Description: Although there are several Software Development kits and Application Programming Interfaces for client-side location-based services development, they mostly involve the creation of self-referencing location-based services. Self-referencing location-based services include services such as geocoding, reverse geocoding, route management and navigation which focus on satisfying the location-based requirements of a single mobile device. There is a lack of open-source Software Development Kits for the development of client-side location-based services that are cross-referencing. Cross-referencing location-based services are designed for the sharing of location information amongst different entities on a given network. This project was undertaken to assemble, through incremental prototyping, a client-side Java Micro Edition location-based services Software Development Kit and a Mobicents location server to aid mobile network operators and developers alike in the quick creation of the transport and privacy protection of cross-referencing location-based applications on Session Initiation Protocol bearer networks. The privacy of the location information is protected using geolocation policies. Developers do not need to have an understanding of Session Initiation Protocol event signaling specifications or of the XML Configuration Access Protocol to use the tools that we put together. The developed tools are later consolidated using two sample applications, the friend-finder and child-tracker services. Developer guidelines are also provided, to aid in using the provided tools.
- Full Text:
- Date Issued: 2013
A model for managing user experience
- Authors: Mashapa, Job
- Date: 2013
- Subjects: Technological innovations -- Management , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:9826 , http://hdl.handle.net/10948/d1020765
- Description: New innovative products are being designed while the user interface of existing products is constantly being revamped to give them a new look. All this is an effort to bring a satisfactory interacting experience for the user. However, in most cases users do not feel that they experience that benefit. The introduction of a new product, or the enhancement of the functionality and user interface of an existing product, often faces criticism and brings resistance to the acceptance and usage of the product by the users. Therefore, the change in user interface or introduction of new products does not only affect the business processes but also the lifestyles of the users, as well as their overall user experience. One of the most important components for the success of any product is a positive user experience. User experience refers to the subjective feeling of the user that results from their interaction or intention to interact with a product in order to perform a specific task in a specific environment. When the user interface and functionality of a product match the expectations of the users and make the users effective and efficient, feel safe and attain some level of self-worth from using or possessing the product, their interaction with the product becomes more satisfactory. User experience practitioners are in agreement that a change to the user interface influences the user experience of the people when interacting with the product; hence it affects change in the user experience of the people. A vast body of literature exists on the methods for evaluating user experience as well as on the principles that are aimed at guiding the design of products for a positive user experience. However, there is a lack of a means to manage this change in user experience that results from the changes in the features of the user interface or the product functionalities. This inadequacy opens up the potential for integrating change management principles in order to manage user experience. However, existing change management principles do not address the user experience aspects when managing change. Following the above premise, this study focused on the development of a model for managing user experience: the User Experience Management Model (UXM2). The UXM2 infers its components from the disciplines of user experience and change management. Its uniqueness is seated in its people-centred approach that aims to effect a free-will change in the individuals towards a long-term positive user experience. The proposed model further aims to promote the voluntary acceptance of a product, which is contrary to the mandatory change that is guided by the policies of the organization, as discussed in the study. The UXM2 was developed from a thorough argumentation of literature on user experience and change management. The components that were required for development of the model were identified from literature, and were evaluated for their relevance by means of academic publications in subject domain international conferences. The academic publications underwent double-blind peer review with subject domain experts. The model was evaluated for its relevance and potential applicability through interviews and discussions with subject domain experts. The subject domain experts consist of user experience practitioners and academic professionals in the domain of HCI. The subject domain experts also evaluated the model by means of an evaluation tool comprising of a Likert scale rating of the proposed components and related activities for managing user experience. The target users of the UXM2 are user experience practitioners and product developers who aim to promote a sustainable long-term positive user experience for the people interacting with their products. The UXM2 is aimed at being used for the design of products that are meant for institutional use, personal use, mandatory use and optional use. It is believed that adoption of the UXM2 will promote acceptance of the product by users, with an associated sustainable positive long-term user experience.
- Full Text:
- Date Issued: 2013
- Authors: Mashapa, Job
- Date: 2013
- Subjects: Technological innovations -- Management , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:9826 , http://hdl.handle.net/10948/d1020765
- Description: New innovative products are being designed while the user interface of existing products is constantly being revamped to give them a new look. All this is an effort to bring a satisfactory interacting experience for the user. However, in most cases users do not feel that they experience that benefit. The introduction of a new product, or the enhancement of the functionality and user interface of an existing product, often faces criticism and brings resistance to the acceptance and usage of the product by the users. Therefore, the change in user interface or introduction of new products does not only affect the business processes but also the lifestyles of the users, as well as their overall user experience. One of the most important components for the success of any product is a positive user experience. User experience refers to the subjective feeling of the user that results from their interaction or intention to interact with a product in order to perform a specific task in a specific environment. When the user interface and functionality of a product match the expectations of the users and make the users effective and efficient, feel safe and attain some level of self-worth from using or possessing the product, their interaction with the product becomes more satisfactory. User experience practitioners are in agreement that a change to the user interface influences the user experience of the people when interacting with the product; hence it affects change in the user experience of the people. A vast body of literature exists on the methods for evaluating user experience as well as on the principles that are aimed at guiding the design of products for a positive user experience. However, there is a lack of a means to manage this change in user experience that results from the changes in the features of the user interface or the product functionalities. This inadequacy opens up the potential for integrating change management principles in order to manage user experience. However, existing change management principles do not address the user experience aspects when managing change. Following the above premise, this study focused on the development of a model for managing user experience: the User Experience Management Model (UXM2). The UXM2 infers its components from the disciplines of user experience and change management. Its uniqueness is seated in its people-centred approach that aims to effect a free-will change in the individuals towards a long-term positive user experience. The proposed model further aims to promote the voluntary acceptance of a product, which is contrary to the mandatory change that is guided by the policies of the organization, as discussed in the study. The UXM2 was developed from a thorough argumentation of literature on user experience and change management. The components that were required for development of the model were identified from literature, and were evaluated for their relevance by means of academic publications in subject domain international conferences. The academic publications underwent double-blind peer review with subject domain experts. The model was evaluated for its relevance and potential applicability through interviews and discussions with subject domain experts. The subject domain experts consist of user experience practitioners and academic professionals in the domain of HCI. The subject domain experts also evaluated the model by means of an evaluation tool comprising of a Likert scale rating of the proposed components and related activities for managing user experience. The target users of the UXM2 are user experience practitioners and product developers who aim to promote a sustainable long-term positive user experience for the people interacting with their products. The UXM2 is aimed at being used for the design of products that are meant for institutional use, personal use, mandatory use and optional use. It is believed that adoption of the UXM2 will promote acceptance of the product by users, with an associated sustainable positive long-term user experience.
- Full Text:
- Date Issued: 2013
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