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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Do design instrucional ao design thinking - desafios e possibilidades para a inovação na educação corporativa na modalidade online: o caso SENACRS

Eufrasio Junior, Nelson Luis 30 April 2015 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2015-11-30T11:46:58Z No. of bitstreams: 1 Nelson Luis Eufrasio Junior_.pdf: 4277163 bytes, checksum: 04f2920b5d9e5a25db99a5307425ff4e (MD5) / Made available in DSpace on 2015-11-30T11:46:58Z (GMT). No. of bitstreams: 1 Nelson Luis Eufrasio Junior_.pdf: 4277163 bytes, checksum: 04f2920b5d9e5a25db99a5307425ff4e (MD5) Previous issue date: 2015-04-30 / Nenhuma / Esta dissertação apresenta um estudo teórico-prático sobre situações que envolvem o processo de criação de materiais educacionais digitais no SENACRS, mais especificamente, desenvolvidos no contexto da equipe de Tecnologias Educacionais. A pesquisa parte da seguinte problemática: como o design thinking pode contribuir para ressignificar os processos de trabalho no contexto da construção de materiais educacionais para a educação online do SENACRS? O objetivo consiste em compreender o DT, bem como investigar sua contribuição, enquanto proposta de inspiração e inovação para ressignificar os processos de trabalho no contexto da construção de materiais educacionais para educação online do SENACRS. Com base neste conceito, bem como o apoio teórico encontrado em diferentes autores, tais como Brown (2011), Pinheiro & Alt (2011), Eboli (2010), Perrenoud (2000), entre outros, explicita-se o processo de criação utilizados pelos profissionais sob a ótica do design. No âmbito metodológico, trata-se de uma pesquisa qualitativa, de natureza aplicada, alicerçada em um estudo de caso coletivo. Como instrumentos e materiais para a produção dos dados, utilizou-se: entrevista semi-estruturada, registros em áudio, fotográfico, observação participante, dinâmicas de grupo. Esses dados foram analisados utilizando-se a Análise Textual Discursiva (GALIAZZI; MORAES, 2011), tendo como subsídio para a interpretação o referencial teórico construído. Os principais resultados da pesquisa apontam que o fato da dissertação ter sido desenvolvida em contexto natural do trabalho realizado pela equipe de Tecnologias Educacionais do SENACRS possibilitou o desenvolvimento de uma cultura de inovação, em que os colaboradores sentem-se inspirados em desenvolver-se profissionalmente em busca de um constante aperfeiçoamento de suas atividades na Instituição. Ao utilizar o Design Thinking como alternativa aos processos outrora existentes na equipe, constatou-se uma melhoria nas relações humanas dos profissionais envolvidos, melhoria na criação dos materiais educacionais digitais, no emprego de metodologias alternativas nos processos de criação, na utilização de pesquisas para subsídio de novos materiais didáticos contemplando elementos de inovação, dando origem ainda a produções científicas oriundas desta pesquisa. / This dissertation presents a theoretical and practical study of situations involving the process of creating digital learning materials in SENACRS, more specifically developed in the context of the team of Educational Technology. The research part of the following problem: how design thinking can help to reframe the work processes in the context of construction of educational materials for e-learning SENACRS? The objective is understand the DT and investigate its contribution, as a proposal for inspiration and innovation to reframe the work processes in the context of the construction of educational materials for e-learning SENACRS. Based on this concept and the theoretical support found in different authors, such as Brown (2011), Pinheiro & Alt (2011), Eboli (2010), Perrenoud (2000), among others, is the explicit creation process used by professionals from the perspective of design. At the methodological level, it’s a qualitative research of an applied nature, based on a collective case study. As instruments and materials for the production of data, we used: semi-structured interviews, audio recordings, photographic, participant observation, group dynamics. These data were analyzed using the Discursive Textual Analysis (GALIAZZI; MORAES, 2011), and as an aid in interpreting the theoretical framework built. The main results of this research indicated that the fact of the dissertation have been developed in the natural context of the work done by the team of Educational Technologies SENACRS enabled the development of a culture of innovation, where employees feel inspired to develop professionally in search for continuous improvement of its activities in the institution. Using Design Thinking as an alternative to existing processes once the team, there was an improvement in human relations professionals involved, improvement in the creation of digital educational materials, employment of alternative methodologies in creation processes, the use of research for grant new teaching materials covering elements of innovation, giving rise still scientific production resulting from this research.
52

[en] SMART HOMES PROJECTS AND DESIGN THINKING: GENERATION AND SELECTION OF CONCEPTIONS BASED ON INNOVATIVE TECHNOLOGICAL SOLUTIONS / [pt] PROJETOS DE CASAS INTELIGENTES E DESIGN THINKING: GERAÇÃO E SELEÇÃO DE CONCEPÇÕES BASEADAS EM SOLUÇÕES TECNOLÓGICAS INOVADORAS

FLAVIO DE OLIVEIRA COELHO MARTINS 21 February 2018 (has links)
[pt] Nas últimas décadas, vários fatores socioeconômicos têm despertado o interesse por pesquisas sobre casas inteligentes e sua relação com os moradores. Dentre esses fatores, destacam-se as mudanças climáticas e a preocupação crescente com questões ambientais; a longevidade da população mundial; o uso eficiente de recursos naturais e de energia; e novas formas de gerenciar a rotina diária e o lazer. Nesse contexto, o objetivo da dissertação é propor e demonstrar um modelo para geração e seleção de concepções de casas inteligentes baseadas em soluções tecnológicas inovadoras, utilizando-se a abordagem de Design Thinking e integrando-se diversas ferramentas de gestão da inovação, incluindo a combinação de métodos multicritério de apoio à decisão. A pesquisa pode ser considerada descritiva, metodológica e participativa. Quanto aos meios de investigação, a metodologia compreendeu pesquisa bibliográfica e documental; modelagem do processo de geração e seleção de concepções de casas inteligentes baseada em Design Thinking; estudo empírico para demonstração da aplicabilidade do modelo no âmbito de um projeto de casa inteligente no Brasil (Projeto NO.V.A.). Destacam-se como principais resultados desta pesquisa um modelo conceitual desenvolvido segundo uma perspectiva mais empática, que permite colocar as pessoas no centro do desenvolvimento dos projetos de casas inteligentes; e a melhor concepção de casa inteligente para o Projeto NO.V.A., proposta segundo a abordagem de Design Thinking, com suporte de uma plataforma digital cooperativa que envolveu cerca de 35 mil pessoas de vários países, e emprego do método híbrido AHP-TOPSIS. / [en] In recent decades, several socioeconomic factors have stimulated research on smart homes and their relationship with their residents. Highlights are climate changes and the growing concern with environmental issues; longevity of the world s population; search for more efficient the use of natural resources and energy; and new habits and ways of managing daily routine and leisure. In this context, the objective of this dissertation is to propose and demonstrate a model for generation and selection of conceptions based on innovative technological solutions, adopting the Design Thinking approach, and integrating several innovation management tools, including crowdsourcing and the combination of multicriteria decision support methods. This research can be classified as descriptive, methodological, and participative. From the bibliographic and documentary review on the central themes of the research, a model based on Design Thinking approach was developed to generate and select the best conceptions of smart homes based on innovative technological solutions. Aiming to demonstrate the applicability of this model in the context of a smart home project in Brazil (NO.V.A. Project), an empirical study was carried out during the applied phase of this research. The main contributions are a conceptual model developed from a more empathic perspective, which allows people to be at the center of the development of smart home projects, and the best smart home conception based on based on innovative technological solutions for NO.VA. Project, as the main output of a Design Thinking process, which included a digital collaborative platform and the use of several innovation management tools, such as a hybrid multiple criteria decision-making method (AHP-TOPSIS).
53

[en] PROFESSOR-DESIGNER OF LEARNING EXPERIENCES: WEAVING AN EPISTEMOLOGY TO INSERT DESIGN IN THE SCHOOL / [pt] O PROFESSOR-DESIGNER DE EXPERIÊNCIAS DE APRENDIZAGEM: TECENDO UMA EPISTEMOLOGIA PARA A INSERÇÃO DO DESIGN NA ESCOLA

BIANCA MARIA REGO MARTINS 28 November 2016 (has links)
[pt] O objeto deste estudo é a Aprendizagem Baseada em Design, pois parto do princípio de que o modo pelo qual os designers abordam os problemas complexos configuram certo tipo de inteligência que pode ser proveitosamente aprendida na escola como forma de melhor preparar os estudantes para os desafios da vida adulta contemporânea. Por este motivo esta investigação imbrica conhecimentos da área do Design e do campo da Educação. Discuto os paradigmas da ciência contemporânea procurando explicitar os domínios do Design como Ciência do Artificial e como campo do saber que possui seus próprios métodos de conhecimentos e procedimentos configurando-se, até mesmo, como certo tipo de inteligência/cognição. Avalio como os designers problematizam seus projetos, conciliando informações variadas e desconexas, conjugando necessidades de diferentes atores, trabalhando em equipe e como este tipo de raciocínio é relevante e vai além do próprio escopo restrito aos projetos de Design. Discuto os paradigmas do contexto educacional emergente que configura-se como um cenário propício à postulação de práticas de aprendizagem integradoras de conhecimentos multidimensionais, flexíveis, emancipadoras, colaborativas, atentas às necessidades do contexto próximo à escola. Ainda, para debater a ideia de que o processo de prototipar soluções de Design favorece a produção de subjetividades e consiste, por isso, em uma relevante estratégia de aprendizagem, debruço-me em um estudo sobre a na noção de cognição inventiva identificando-a como uma abordagem que favorece a percepção de que as dimensões sujeito e objeto, si e mundo são construídas a partir da ação e do conhecimento posto em prática. A partir de então, investigo as aprendizagens ativas - Aprendizagem Baseada em Problemas e Aprendizagem Baseada em Projetos - como propostas pedagógicas em sintonia com a formação de sujeitos com uma vi-são global da realidade, vinculando a aprendizagem a situações e problemas reais, preparando-os para a aprendizagem ao longo da vida. Após, faço uma análise das características da Aprendizagem Baseada em Design e exploro como esse tipo de cognição ou estratégia vem sendo inserida no contexto da Educação Básica, pois em alguns países já existe essa tradição há algumas décadas. Por isso, investigo como distintas culturas incorporaram o design ao currículo, seja como área de conhecimento, seja como estratégia didática. Realizo, então, a pesquisa de campo através de três enfoques diferentes: numa escola que oferece a disciplina Design há mais de 30 anos; participando do planejamento e implementação de uma disciplina de um curso de Pedagogia; e realizando entrevistas com estudantes e professores de Design e Pedagogia. Após o retorno da pesquisa de campo procuro articular os saberes e práticas aprendidos durante a imersão, discutindo as conexões desta investigação com os conceitos de multirreferencialidade, multiplicidade e rizoma; e invenção de conceitos e concepções de problemas. Traço, então, aproximações entre estas noções e o campo da aprendizagem discutindo a relevância do trabalho com problemas de Design durante o processo de aprendizagem escolar. Ainda e fechando um pouco mais o foco na questão da aprendizagem, discuto diferentes abordagens sobre o currículo, sujeito, poder, cultura e sociedade - na intenção de encontrar o lugar da Aprendizagem Baseada em Design numa perspectiva que seja multiculturalista e interessada em valorizar o protagonismo dos sujeitos em relação à construção do conhecimento. Também, e para dar consistência ao discurso do Professor-Designer de experiências de Aprendizagem, teço conexões entre este conceito e oportunidades para trabalhá-lo na Formação Docente, Cotidiano Escolar e na Formação Continuada. A investigação encerra-se com as aproximações a uma Epistemologia para a Aprendizagem Baseada em Design e, assim, procuro argumentar os conceitos norteadores para colocá-la em prática. / [en] This study examines the Design Based Learning assuming that the way of designers address the complex problems configure a certain kind of intelligence that can be usefully learned in school as a way to prepare students for the challenges of the contemporary adult s life. So, this research explores the Design and Education fields. I discuss the paradigms of contemporary science attempting to outline the Design area as an Artificial Science and as a knowledge field that has its own kno-wledges methods and procedures and can be setting up even as a certain kind of intelligence/cognition. After this, I evaluate how designers think their projects, combining varied and disjointed information, combining the needs of different ac-tors, working in teams etc., and how this kind of reasoning is relevant and goes beyond the very limited scope of design projects. I discuss the paradigms of the emerging educational context that is favorable to postulate integrative, multidimen-sional, flexible, emancipatory and collaborative learning practices, focused on the needs of the context near the school. Then, to discuss the idea that the process of prototyping design solutions favors the production of subjectivities and, therefore, is a relevant learning strategy, I study the inventive cognition notion and I identify it as an approach that favors the perception that the subject and object s dimensions / self and world dimensions are constructed by the action and knowledge in practice. Afterwards, I investigate active learning - Problem Based Learning and Projects Based Learning - as pedagogical proposals aligned with the subjects formation with a global vision of reality, linking learning to real situations and problems, preparing for a lifelong learning. Then, I analyse the characteristics of Design Based Learning and explore how this type of cognition and/or strategy has been inserted into the basic education context, because in some countries it is been tradition by a few decades. So I investigate how different cultures have incorporated design in the curriculum, either as a field of knowledge, whether as a teaching strategy. I made, then, an immersive research through three different approaches: in a school that is been offering the Design course for over 30 years; participating in the planning and implementation of a Pedagogy course; and conducting interviews with students and teachers of Design and Education. After the immersion research, I returned trying to articulate the knowledge and practices learned during immersion by discussing the connections of this research with the concepts of multireferentia-lity, multiplicity and rhizome; and concepts invention and problems conceptions. Then I make approaches between these notions and the learning field, discussing the relevance of working with Design problems during the school learning process. After and closing the focus on learning, I discuss differents approaches to the notion of curriculum, subject, power, culture and society - in an attempt to find the place of Design Based Learning in a perspective that is multicultural and interested in enhancing the role of subjects in relation to the construction of the knowledge . Also, and to give consistency to the discourse of the Professor-Designer of learning experiences, I figure connections between this concept and opportunities to work it in Professor Education, School Daily Life and Continuing Education. This research concludes with the approaches to an Epistemology for Design-Based Learning and thus seek to argue the guiding concepts to put it into practice.
54

Contribuições do Desing Thinking para concepção de interfaces de ambientes virtuais de aprendizagem centradas no ser humano / Design Thinking contributions for the conceptions of human centered virtual learning environment interfaces

Carolina Magalhães Costa Cavalcanti 18 August 2015 (has links)
Esta investigação tem o objetivo de apresentar as contribuições do Design Thinking para concepção de interfaces de Ambientes Virtuais de Aprendizagem (AVA) centradas nas necessidades e expectativas do usuário. A literatura aponta que o Design Thinking utiliza a sensibilidade e os métodos dos designers para catalisar a colaboração, a criatividade e a busca por soluções inovadoras pela observação empática e a partir da prototipagem rápida, com análise de diferentes realidades. Assim, partiu-se do pressuposto que a adoção do Design Thinking poderia contribuir para a concepção de interfaces de AVA centradas em fatores humanos, mas que também atendessem a demandas educacionais dos sujeitos envolvidos no ensino e na aprendizagem do Curso de Licenciatura em Ciências (CLC) da Universidade de São Paulo/Universidade Virtual do Estado de São Paulo. A pesquisa, de abordagem qualitativa, foi realizada com 21 estudantes, duas professoras e 16 tutores que participaram de Grupos Focais e entrevistas para discutir, propor soluções e melhorias para as interfaces do AVA do CLC. Pela compreensão de suas necessidades, criou-se um protótipo composto por interfaces alternativas para o AVA investigado. O protótipo foi apresentado para os participantes da investigação que deram novas sugestões para aperfeiçoá-lo. Tais sugestões subsidiaram a elaboração de um segundo protótipo, cujas interfaces foram consideradas inovadoras e de implementação viável por especialistas entrevistados que o avaliaram. Os resultados deste estudo demonstraram que a adoção do Design Thinking apresentou relevantes contribuições para a concepção de interfaces de AVA, tendo em vista que o processo, plano de pensamento (mindsets), métodos e ferramentas da abordagem levaram à criação de interfaces de AVA que atendem às necessidades e expectativas dos seres humanos envolvidos no processo educacional do CLC no que tange à proposta de usabilidade, design gráfico, organização dos conteúdos, ferramentas pedagógicas, de interação/comunicação e de gestão. / This research aims to present Design Thinking contributions for the design and development of Virtual Learning Environment (VLE) interfaces focused on users needs and expectations. Literature suggests that Design Thinking uses the sensitivity and methods of designers for catalyzing collaboration, creativity and the search for innovative solutions through empathic observation, rapid prototyping and analysis on different realities. This study was based on the premise that the adoption of Design Thinking could contribute to the design and development of VLE interfaces centered on human factors, and would also meet the educational needs of those involved in teaching and learning at the undergraduate Teaching Science program (Curso de Licenciatura em Ciências - CLC), offered by the University of São Paulo / Virtual University of São Paulo. The research adopted a qualitative approach, and was carried out with 21 students, two teachers and 16 tutors who took part in focal groups and interviews to discuss, propose solutions and improvements to the programs VLE interfaces. Understanding the participants needs led to the creation of a prototype consisting of alternative interfaces for VLE. The research participants were presented to the prototype and offered suggestions to improve it. Such suggestions supported the development of a second prototype, whose interfaces were considered innovative and feasible for implementation by the experts interviewed. This studys results have shown that the adoption of Design Thinking presented outstanding contributions to the design and development of VLE interfaces, given that the approachs process, mindsets, methods and tools led to the creation of interfaces that meet the needs and expectations of people involved in the educational process at the CLC program in regards to the interfaces usage proposal, graphic design, content organization, educational, interaction/communication and management tools.
55

Proposta de método para aplicação do design thinking em serviços de saúde: o caso do fluxo perioperatório do paciente eletivo

Caulliraux, Adriano Amaral 30 May 2015 (has links)
Submitted by Marcia Silva (marcia@latec.uff.br) on 2015-11-04T16:35:50Z No. of bitstreams: 1 Dissert AdrianoCaulliraux.pdf: 3282267 bytes, checksum: 62cde70726f060c3affc026ed61adb5f (MD5) / Made available in DSpace on 2015-11-04T16:35:50Z (GMT). No. of bitstreams: 1 Dissert AdrianoCaulliraux.pdf: 3282267 bytes, checksum: 62cde70726f060c3affc026ed61adb5f (MD5) Previous issue date: 2015-05-30 / Independente da complexidade do diagnóstico, a necessidade de realizar um procedimento cirúrgico é um fator altamente estressor. Apesar dos medos, anseios, e outros problemas relacionados ao processo perioperatório, não existem estudos que abordem a humanização em sua totalidade. A pesquisa em questão propôs um método com base no Design Thinking para estudar o fluxo perioperatório do paciente eletivo e desenvolver propostas para a humanização do mesmo. Foram realizadas 20 entrevistas com ex-pacientes cirúrgicos, 20 entrevistas com profissionais de saúde envolvidos no perioperatório, 50 horas de observação padronizada em 2 centros cirúrgicos, visitas a 2 hospitais que prestam serviços perioperatórios, revisão da literatura nacional e internacional relacionada, além de momentos de prototipagem e cocriação com os colaboradores envolvidos. Diversos protótipos foram criados, testados e refinados in loco, possibilitando a compreensão das necessidades dos pacientes nos níveis físico, emocional e cognitivo, ao longo das 16 etapas do perioperatório. Com base nas necessidades mapeadas foram propostas 28 diretrizes para humanização do perioperatório, e então realizado um exercício narrativo acerca do fluxo humanizado. Conclui-se que o método foi adequado para o desenvolvimento da pesquisa, visto que as diversas fontes de investigação utilizadas possibilitaram a compreensão holística do fenômeno e a proposição de soluções alinhadas com o cenário atual da área da Saúde. / No matter how complex the diagnosis is, the need to undergo a surgery is stressful. Besides the fear, the anxiety and other feelings related to the perioperative process, there are no studies which totally approach its humanization. This research proposes a method based on Design Thinking to study the perioperatory flow of the elective patient and it also develops proposals to humanize such a process. Twenty interviews were made with former patients, twenty interviews were made with professionals in the health field involved in the perioperative process, fifty hours of pattern observation in two surgery centers were conducted, two hospitals which offer preoperative services were visited, and a review of the national and international literature related to the topic was conducted. In addition, there were prototypes and co-creation moments with the involved cooperators. Various prototypes were created, tested and refined in loco. Thus, it enhanced understanding of patients’ needs in the physical, emotional and cognitive level during sixteen steps of the perioperative process. Based on the needs identified, twenty-eight guidelines for the humanization of the perioperative process were proposed and then, a narrative exercise about the humanized flow was done. In conclusion, the method can be said adequate for the development of the research since various sources of investigation were used allowing a holistic comprehension of the phenomenon and a proposal of solutions aligned with the current Health scenery.
56

User Research im Zukunftsorientiertem Design-Thinking: Eine Ganzheitliche Methode für das Stakeholder-Management in der Service-Optimierung

Mozuni, Mehdi, Ohlhoff, Maren, Glatzel, Gerhard 06 September 2021 (has links)
User Research ist eine wichtige und in vielen Ansätzen die erste Phase eines iterativen Designprozesses. Aber wie kann eine valide User Research für eine in die weite Zukunft gerichtete Produktgestaltung durchgeführt werden? User Research erfordert die Einbindung zukünftiger NutzerInnen oder potentieller KundInnen. Diese können aber überwiegend keine plausible Auskunft über die eigenen Bedürfnisse der (fernen) Zukunft geben. Auch können sie ausgehend vom individuellen Ist-Zustand nicht zwischen realisierbaren und utopischen Produktkonzepten unterscheiden. In diesem Beitrag diskutieren wir die Herausforderungen von User Research speziell für mittel- und langfristige Zielsetzungen und stellen einen Lösungsansatz vor: Wir empfehlen daher den Designprozess mit einem Szenarioverfahren zu initiieren, welcher eine Trendanalyse und eine Expertenbefragung beinhaltet. Aufbauend auf den Ergebnissen aus der Szenarioarbeit werden die NutzerInnen in einer späteren Phase des Designprozesses zur Evaluierung von Nutzungsszenarien eingebunden. Anhand von zwei aktuellen transdisziplinären Projekten „Elektrifizierung von landwirtschaftlichen Betrieben“ und „Sustainable Energy-Efficient Aviation“, in denen der angenommene Status zukünftiger sozialer, wirtschaftlicher und politischer Trends die Perspektive und das Konsumverhalten fiktiver NutzerInnen kontinuierlich prägen wird, zeigen wir, wie wir Nutzerforschung in strategischen Designprozessen mit hoher Vorhersagegüte einsetzen.
57

Digitale Arbeitsumgebungen in der Produktentstehung: Mit Action Design Research Web- Anwendungen zur produktiven Zusammenarbeit entwickeln

Scheele, Stephan, Mau, Daniel, Foullois, David, Mantwill, Frank 07 September 2021 (has links)
Um effektiv auf neue Marktgegebenheiten reagieren zu können, versuchen Industrieunternehmen ihre internen Geschäftsabläufe schlank und effizient zu halten. Dies stößt jedoch an Grenzen, wenn tradierte Unternehmens-IT im Zuge der digitalen Transformation mit neuen Geschäfts- und Bedienfähigkeiten ausgestattet werden soll. Die Integration von Systemen und Daten sowie die prozessuale Steuerung einer sich neu ordnenden IT-Landschaft verlangt nach neuen Konzepten, die die Besonderheit von kooperativen Wertschöpfungsprozessen berücksichtigen. Der Beitrag stellt die Anwendung der Action Design Research für die Konzeption, Entwicklung, Einführung und Auswertung einer IT-Applikation innerhalb eines Anwendungsfalls der Montageplanung der Automobilproduktion heraus. Dazu wird der Ansatz der Conversational Workflows, ein für die Zusammenarbeit in wissensintensiven, kooperativen Industrieprozessen entwickelter Applikationsaufbau, zur Lösung der Problemstellung herangezogen. Mit Hilfe eines auf den Anwendungsfall angepassten Ablaufs der Action Design Research werden in zwei partizipativen ADR-Zyklen sowohl eine MVP-Version als auch eine produktive Variante einer Web-Applikation für die Materialmodulbereitstellung entwickelt und im Praxissystem erlebbar gemacht. Im Ergebnis konnte sich das Konzept der Conversational Workflows als geeignet herausstellen und lässt zusätzlich Raum für kontinuierliche Weiterentwicklungen. Auf methodischer Seite hat sich gezeigt, dass eine Ergänzung der konzeptionellen ADR-Phasen um Design Thinking zu einer verbesserten Artefaktentwicklung beitragen kann.
58

Vad en organisation behöver förstå för att tillämpa Design Sprint i förändring av produkter

Angenuis, Max, Harrysson, Daniel January 2020 (has links)
Organisationer genomgår ständigt förändring för att utveckla nya produkter och för att förbli relevanta på marknaden. Ett tillvägagångssätt som organisationer kan tillämpa för att genomföra förändringar av produkter är metoder inom Design Thinking. En sådan metod kan vara Design Sprint, som ursprungligen skapades för att optimera samarbete i organisationer, för att lösa stora problem och testa nya idéer snabbt. Design Sprint är en relativt ny metod, som är framtagen för produktutveckling. Under de senaste åren har några forskningsstudier publicerats där studierna testar att använda Design Sprint. Det här skapade nyfikenhet kring vad som krävs av organisationer för att tillämpa Design Sprint. Metoden Design Sprint innehåller flera egenskaper som överlappar med många av de förutsättningar som krävs för att genomföra en förändring av en produkt i en organisation. Syftet med studien var att undersöka hur Design Sprint kan tillämpas i förändring av produkter i organisationer. Studien har gjort en djupdykning i ett specifikt fall som sedan har kompletterats med en sekundär datainsamling av ytterligare fallstudier. Studiens resultat visar på att det är möjligt för organisationer att tillämpa Design Sprint som metod i en förändring av produkter, men att det ställer krav på organisationen för att tillämpa metoden. / Organizations continuously undergo change to develop new products and to remain relevant on the market. One approach that organizations can apply when implementing change in products are methods in design thinking. Such a method could be Design Sprint, which originally was created to optimize how organizations cooperate and also to solve problems test new ideas quickly. Design Sprint is a relatively new method, created for product development. Over the past couple of years a few research studies have been published where these studies have tested Design Sprint. The method Design Sprint contains several properties that overlap with several of the requirements to successfully create change of a product in an organisation. The purpose of this study was to examine how Design Sprint might be applied to change products in organizations. The study has made a deep dive into a specific case which then have been supported by secondary data collection of additional case studies. The result of the study shows that it is possible for organizations to apply Design Sprint as a method in change of products, but that there are certain requirements of the organization to do it.
59

Supercharge Your Journey : Mikrointeraktioner till er tjänst / Supercharge Your Journey : Microinteractions at Your Service

Nordenson, Anette, Nordqvist, Sofia January 2022 (has links)
För att klara Parisavtalets mål om att begränsa den globala uppvärmningen till 1,5 grader är transportsektorn en viktig faktor då den svarar för nära en fjärdedel av Europas växthusgasutsläpp. Användningen av energi från förnybara energikällor inom transport har ökat de senaste åren, med Sverige som bäst inom EU. Ökningen av elbilar i Sverige medför dock en belastning på nuvarande laddinfrastruktur. För att hitta laddplats kan bilens inbyggda navigator eller en navigeringstjänst som integreras med bilen via smartphone användas. Dessa alternativ fungerar dock först när resenären sitter i bilen, vilket gör att reseplanering i förväg försvåras. Denna studie undersöker hur planering och långresa med elbil kan underlättas via en tjänst som optimerar alternativa resvägar med stopp för snabbladdning. Studien genomfördes med mixade metoder och lades upp som en adaption av processen i Design Thinking. Genom funktionsanalys av fyra mobiltjänster nåddes insikt om att användare behöver ha god kännedom om fordonstekniska specifikationer för att tjänsterna ska fungera tillförlitligt. Med fokus på en aktivitets minsta beståndsdelar, beskrivna i Activity-centered design, formulerades ett lösningsförslag enligt principer funna i design av mikrointeraktioner. Den föreslagna lösningen i form av en digital prototyp utvärderades av sex deltagare genom en SUS (System Usability Scale)-enkät. Resultatet excellent är inte generaliserbart med tanke på det relativt sett låga deltagarantalet, men kan ändå antyda att elbilsresande kan förenklas via en mikrointeraktion där fordonets registreringsnummer anges för att automatiskt hämta fordonsdata. Sammantaget kan resultaten från studien bidra vid utveckling av tjänster för långresande med elbil riktade till en bredare allmänhet. Flera iterationer av designprocessen med observationer av användare, kvalitativa intervjuer och formativa utvärderingar skulle kunna ge bättre förståelse för användbarheten. / To reach the objectives of the Paris agreement, to limit global warming to 1,5 degrees, the transport sector is a key means by owing responsibility for nearly a quarter of Europe’s greenhouse gas emissions. The use of sustainable sources of energy has increased significantly in the transport sector over the recent years, where Sweden places itself in the lead. Though, the increase of battery electrical vehicles (BEV) in Sweden causes a considerable strain on the present charging infrastructure. To find charging stations; the traveler might use the built-in navigation system in the car, or by integrating a navigation system via a smartphone. Nevertheless, these possibilities are limited to in-car use thus making beforehand route planning difficult. This thesis investigates how planning and conducting a long journey with a BEV could be simplified by a service that optimizes alternative routes with fast charging breaks. The study was conducted using mixed methods and built on an adaptation of the process in Design Thinking. By examining four mobile services via functional analysis, insight was given on the need for the traveler to have thorough knowledge of vehicle specific technical data for the services to perform trustworthy. With focus on an activity’s smallest components, described in Activity-centered design, a solution proposal was formulated according to principles found in design of microinteractions. The suggested solution in the shape of an interactive prototype was evaluated by six participants via a SUS (System Usability Scale)-survey. The result excellent cannot be generalized due to the limited numbers of participants, though it clearly suggests that travel by BEV could be simplified and facilitated by a microinteraction that uses the license plate number to retrieve vehicle specific data. The overall results from the study could support development of services for traveling with BEV, aimed for a broader public. Several iterations of the design process with observation of users, qualitative interviews and formative evaluations could bring deeper understanding for the usability.
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Design of an Application Interface for Clinical Gait-Analysis

Forsström, Robin January 2022 (has links)
A system that enables a cheap and accurate method to objectively measure the gait of patients has been developed at the university hospital of Umeå, and is undergoing clinical testing during the writing of this thesis. Presented in this thesis are the theory, process, and results of the development of a prototype and user interface, used for the analysis and presentation of the data from these gait measurements. Ideally, the physiotherapists conducting the examinations will be able to analyze and edit the data from these measurements themselves. The focus was therefore lain on optimizing the usability and understandability of the prototype for physiotherapists. Because of the optimization of usability for physiotherapists, the development of the prototype was based on the design processes of Design thinking and User centered design. It was an iterative process broken down into three iterations. Each iteration included the development of a prototype that increased in fidelity with each iteration. Tests and interviews were also included and they laid the foundation for the tuning of the prototypes. A final prototype was developed and it consisted of three main parts. In the first part (1) the user inserts information about the examination and patient, as well as retrieves the measurement data from the external measurement device. In the second part (2) the user analyses and edits the data from the measurement, and in the third part the user is shown a summary of the results from the measurement and calculations. Functions that show the correlation between graphs to ease the editing of the data were added to the prototype. Help-pages were also added, which enabled the users to get help when needed during the analysis of the data. The prototype was evaluated by the participants in the user tests using the system usability scale, and the prototype scored an average of 79.58 points (A-) with a median of 83.75 points (A). Which ranks the usability of the prototype as good to excellent. This shows that the usability of the prototype has been optimized for physiotherapists. It has been done by chunking the analysis and editing of the measurement-data in into separate sections and also by adding functions that show the correlation between the different graphs in the prototype. The optimization was also made possible by following established design processes and concepts within user experience and user interface design. / På Umeå universitetssjukhus har ett system för gångmätningar tagits fram som möjliggör för billiga och exakta mätningar. Systemet gör det även möjligt att utföra objektiva bedömningar av patienternas gång. Detta system genomgick klinisktestning under tiden då detta examensarbete genomfördes. I detta examensarbete så presenteras teorin, processen och resultatet av utvecklingen av en prototyp för ett an-vändargränssnitt, som ska användas för analys och bedömning av mätdatat från dessa gångmätningar med det nya mätsystemet. Datat från gångmätningarna ska kunna analyseras och redigeras av de fysioterapeuter som genomför gångmätningarna. Användargränssnittet har därför utformats för att optimera användarvänligheten motfysioterapeuter och underlätta deras förståelse för hur mätdatat ska redigeras och analyseras. Användargränssnittet har tagits fram med hjälp av designprocesserna "Design thinking" och användarcentrerad design. Tre iterationer genomfördes och i varje iteration så utvecklades och förbättrades en prototyp för användargränssnittet. Användartester och intervjuer ingick också i dessa iterationer. En slutgiltig prototyp togs from och bestod av tre huvuddelar. En första del (1) där användaren kan skriva in information om mätningen och patienten, samt hämta data från mätningen från en extern mätenhet. En andra del (2) där användaren kan analysera och redigera data från mätningen, samt en tredje del (3) som visar en summering av resultatet från mätningen och beräkningarna. Funktioner som visade korrelationen mellan grafer för att underlätta redigeringen av data lades till i prototypen. Hjälpsidor lades också till vilket möjliggjorde för användaren att få hjälp vid behov. Prototypens användarvänlighet evaluerades av deltagarna i användartesten medhjälp av en skala som kallas "System Usability Scale". Prototypen fick en snittpoäng på 79.58 (A-) på denna skala, med en median på 83.75 poäng (A). Detta rankar användarvänlighet för denna prototyp som god till utmärkt. Den uppnådda poängen visar att en optimering av användarvänlighet mot fysioterapeuter har lyckats för den framtagna prototypen. Denna optimering av användarvänligheten har uppnåtts genom att dela upp analysen och redigering av mätdatat i flera delar, och genom att addera funktioner som visar korrelationen mellan olika grafer i prototypen. Optimeringen har även kunnat genomföras med hjälp av etablerade designmetoder så som design thinking.

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