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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.
1

A day in the life of a Health Care Aide: Frontline perspectives on when, where, and how information and communication technologies could be helpful

Sekulic, Angela R Unknown Date
No description available.
2

Macroergonomic approach applied to work system modelling in product development contexts

Putkonen, A. (Ari) 08 September 2010 (has links)
Abstract Product development (PD) has an important role as a key competitive factor in business environments. The capacity of designers and other stakeholders to perceive and process product related information is burdened by the increasing complexity of products and the high demands of working life. Therefore, companies need new human-centred perspectives and methods of balancing and enhancing their overall PD processes in order to develop successful products. The main motive for this research arises from the fact that ergonomics design research has been scarce from the process-oriented and systemic methods perspective. It has mainly focused on the methods, such as those needed in user interface design, and the usability and safety testing of products. The purpose of this dissertation is to consider the PD work system from the macroergonomics perspective. Macroergonomics is a top-down sociotechnical systems approach that is concerned with the analysis, design and evaluation of work systems. Nowadays, the individual user context is the dominating source of product requirements, but the designers’ work system has significant influence on its outcome as well. As an open work system, PD covers the use and design contexts of a product, not only at the individual, but also at the social and system levels. In this dissertation, the use and design contexts of products are examined through six individual studies, which were carried out during a demanding PD project of a new simulation game. In this design process, from the initial state to the goal state, macroergonomics was used as the main theoretical guideline. In many companies, PD processes are considered and developed mainly from the project management or technological points of view. However, because of the increasing complexity and systemic nature of products, PD organisations, too, will have to become more participatory, more networked and more systems oriented. As the main findings, this dissertation indicates that the macroergonomic approach can enrich the PD process and its outcomes by emphasising the balance between the technical and social subsystems of PD work system. The emerging complexity of products must be controlled from the entire PD work system, not the individual context of use only. The research introduces a new PD work system model that includes both the design and use contexts of products and demonstrates their analogical sociotechnical structures. The value of this dissertation for the industry is that companies can overcome certain emerging challenges of PD by applying the introduced macroergonomic principles. The findings of the research may encompass the re-designing of the current PD process in a company. Instead of shutting their eyes to the complexity of the surrounding world, companies should consider it as the macroergonomic PD work system and be more aware about the overall product requirements.
3

Loneliness at Home : Staying Connected to Long-distance Family

Watanabe, Misako January 2021 (has links)
It is becoming a problem that the number of people who have loneliness by a physical distance between family members has lately kept increasing. Home is not only about space, but also about where an individual makes memories, feels secured with its familiarity and feels comfortable with his or her family member(s). Individuals, who live alone and feel lonely, have not been getting these senses. The available ways of connection between remote family members are not enough.  The aim of the research is to understand the current condition of the connection between remote family members to map pain points. The purpose is to develop a product that can decrease a sense of loneliness and increase positive emotions through an experience which makes a lonely individual feel a little bit more connected to a long-distance family in everyday life.  Based on the in-depth interviews, eight insights and two kinds of stakeholders, whom the connection should be made between, was revealed. Over forty ideas were created to solve the problem of loneliness based on the defined insights and stakeholders, and the ideas were narrowed down on the criteria of to what extent the idea can satisfy the revealed insights and to what extent the connection created by each idea can last easily between the two stakeholders.  The resulting product called One Home Lamp can provide an emotionally warmer experience to a target user than other similar products do with four main features: 1) a connection which lasts in everyday life in a way that everyone can keep in touch with each other more easily, 2) a better sense of identity which belongs to each family by customization with colour and stickers, 3) a better sense of belongingness towards a family by seeing an imaginal house where you and your family live together, 4) a better sense of touch which is closer to human warmth with the material and soft texture used.  The result is beneficial for modern societies in terms of the fact that it has a great possibility to reduce loneliness, increase positive emotions and improve well-being among lonely individuals which is one of the sustainable development goals to be achieved by 2030 advocated by the United Nations General Assembly.
4

Understanding users in context : an investigation into designers' requirements

Bowerman, Julian January 2014 (has links)
In the future, as world markets become more diverse, designers will be increasingly asked to create products for people dissimilar to themselves. Human issues, such as product pleasure, will also become more important as advances in manufacturing (enabling companies to produce high quality goods more cheaply) will mean companies will look elsewhere to achieve a competitive edge. These changes will affect designers who presently work with little or no user information. This thesis investigates the attributes designers need in resources that offer them an immediate yet broad understanding of users. The research presented in the thesis has a philosophical strand and a design strand. In the design strand, two mock up resources and a prototype resource are developed. These creations are used in the philosophical strand: the mock ups are used to provide focus while collecting opinions from participants and the prototype is evaluated at the end of the research as if it were a real resource. The thesis starts with a literature review; this review reveals that designers need to understand users' physical, psychological and social needs as well as their environments if they are to design appropriate products for them. It explains that designers find much ergonomics information too technical and not visual enough and reveals that no tools or methods exist that offer a broad and instant understanding of users at the start of the design process. Following this, the results from a set of interviews and a focus group are presented. These studies reveal that designers want both personal and general user information that is reliable, video based, contextual and authentic. The results also show that designers want a fast, online resource that allows information to be easily tagged, compared and shared. Next, the thesis describes the development of the prototype resource and its examination using a heuristic inspection. This resource is then evaluated by designers. The evaluation reveals that designers perceived that the resource would be of value to the design process and thought that the videos showing people going about their everyday lives and the virtual tours around people's homes would be particularly useful. The thesis concludes that designers want contextual user information presented as easily navigable video in an Internet based resource. In doing so, it provides an original contribution to knowledge.
5

Committed to Exercise : A qualitative study on the persuasive effect and potential of a gym’s online booking system / Schemalagd träning : En kvalitativ studie av ett gyms digitala bokningssystem och dess effekt på användares träningsvanor och motivation

Löthman, Anna, Liljeblad, Malin January 2021 (has links)
While physical activity has many important benefits on our health and well-being, many people find it hard to establish and maintain long-lasting exercise routines. Technology can be an effective tool to combat this issue by increasing users’ motivation to exercise and encouraging them to make healthier choices. In this qualitative study, we explored the persuasive effect and potential of an online booking system (OBS) implemented in a gym in the South West of United Kingdom to limit the amount of people in the facilities during the Covid-19 pandemic. The purpose of our research was to examine gym members’ experiences of the system, how it had impacted their motivation to exercise, and to explore how their experiences could be used in a digital system aiming to promote regular gym-use and long-lasting exercise routines. Data was collected through semi-structured interviews, carried out with five gym members. The results demonstrate that all informants had ambivalent feelings towards the OBS, with both positive and negative attitudes towards the system. Three key findings were identified. First, the system forced the users to adapt their exercise routines and daily activities in general to its new constraints which, in some instances, reduced their motivation to exercise. Second, the activity of booking and scheduling gym sessions gave the users a sense of commitment and determination, which increased their motivation to adhere to their planned exercise regime. Third, the users experienced the increased familiarity in the gym as a positive outcome of the OBS. Based on the empirical findings, we proposed a set of recommended features and three key components which can be beneficial to include in a digital system aiming to increase gym user’s motivation to exercise, and that could come of use to designers developing interactive systems for gym settings.
6

[en] ANALYSIS OF THE DISCOURSE THAT PRIVILEGES EXPERIENCE AND EMOTION IN ITS CONCERNS ABOUT THE DESIGN PROJECT PROCESS / [pt] ANÁLISE DE DISCURSO QUE PRIVILEGIA A EMOÇÃO E A EXPERIÊNCIA EM SUAS CONSIDERAÇÕES SOBRE O PROCESSO PROJETUAL DE DESIGN

GABRIELA ESTER KALMAN 05 October 2007 (has links)
[pt] Este trabalho realiza uma análise do discurso que privilegia a emoção e a experiência em suas considerações sobre o processo projetual de design. Apresenta enunciados coletados nos contextos de branding, experience design e design & emoção que exemplificam o discurso apontado, recortado nas falas de teóricos e profissionais do design de mainstream e do marketing. O propósito do trabalho é investigar alguns aspectos desse discurso, em especial o modo como ele propõe considerar o sujeito no processo projetual do design, além de apontar algumas implicações do mesmo. / [en] This Analysis of the discourse that privileges experience and emotion in its concerns about the design project process presents some propositions from the branding, experience design and design & emotion contexts that exemplifies this discourse. The propositions were selected from texts from theorists and professionals of mainstream design and marketing. The dissertation aims to examine some aspects of this discourse, especially the way it suggests to consider the subject in the design project process as well as some of its implications.
7

Wristband Design for Pool Safety System : Redesign of Multifunctional Wearables for Drowning Detection

Larsson, Jonas, Carlén, Johan January 2017 (has links)
Every year, people are injured or even drowns in pools all over the world. Even in pools with monitoring lifeguards, accidents happen. One reason for submerge injuries or drownings is that they often are silent, which make incidents hard to detect. Lately, more reliable systems for pool surveillance have entered the market: Technology ranging from camera monitoring systems to wearables that detects if a person lying lifeless in the pool. This to, ensure good safety for bathing visitors around the world and make the work of the lifeguards easier. This master thesis project regards the development of a new wristband for a Pool Safety and Drowning Detection System. This involved studying the system, investigate the involved stakeholders, gather information about the current wristband and analyse the current situation. However, the primary focus for this master thesis project has been to create and design a; “One-size fit all” wristband, based on human measures, a more robust design, and with a higher resistance against wear. The master thesis project is done with Sentag AB as clients together with third party developers. Sentag´s system includes three sizes of wristband, sensors in the water to pick up signals, and a central unit from where the system is operated. When the alarm is triggered the wristband sends a signal in the water which the sensors pick up, and pass the information to the central unit, which notifies the lifeguards. Also, the wristbands contain a RFID tag which allows the user to use the wristband as a key card which can be used for lockers, make payments, and passing gates. Sentag aims to be a leader in high quality drowning detection technology on an international market. They want to improve their product to reach a broader market and prevent accidents. The project has followed a human-centred design process to understand the perspective of the lifeguards who operate the system, and also to better understand the users wearing the wristband. The project was performed in five phases, starting with a Project Plan and Research, followed by Context Immersion, Ideation, and Implementation. The work is based on demands form Sentag and third party consultants and findings from the Context Immersion phase where the team interviewed and observed stakeholders, analysed the system, and investigated materials. The team worked iterative within each phase, meaning the methods were repeated if necessary. In the Ideation phase the creative work was performed, and in Implementation phase were prototypes and evaluations performed to find a final solution. The project resulted in a “one-size fit all” wristband concept, which can be worn by people from three years upwards. The new design consists of several parts, most of which is a soft wristband casing, which protects the technology unit against wear and scratches. It is now possible to replace the bracelet without tools, which previously required and exposed electronics. The work presented in 3D visualizations and 3D printed prototype. / Varje år skadas eller till och med drunknar människor i pooler världen över. Även i poolområden med övervakning händer olyckor. En orsak till detta är att drunkning ofta sker helt ljudlöst, vilket gör att incidenter är mycket svåra att upptäcka. På senare tid har mer tillförlitliga system för poolövervakning kommit in på marknaden. Allt från kameraövervakningssystem och personliga larm som upptäcker om en person ligger livlös i poolen. Detta för att säkerställa en god säkerhet för besökare och göra arbetet som badvakt lättare. Detta examensarbete handlar om utveckling av ett nytt armband för ett säkerhetssystem i poolmiljöer. I arbetet studerades nuvarande poolbevakningssystem, intressenter, information om de aktuella armbanden och arbetet omfattade analysering av nuläget. Huvudfokus under detta projekt har varit att skapa och designa ett armband som passar alla och som baseras på människors kroppsmått. Det nya armbandet skulle vara mer motståndskraftig mot slitage. Detta examensarbete utförs med Sentag AB som klienter tillsammans med tredjepartsutvecklare. I Sentags system ingår tre storlekar av armband, sensorer i vattnet för att plocka upp signaler, och en central enhet där systemet styrs ifrån. När larmet utlöses sänder armbandet en signal i vattnet, som sensorerna plockar upp, sensorerna vidarebefordrar informationen till centralenheten, som meddelar badvakterna. Armbanden innehåller också en RFID-tagg som tillåter användaren att använda armbandet som ett passerkort, nyckel till skåp, göra betalningar, och passera grindar. Sentag strävar efter att vara ledande i högkvalitativa drunkningslarm på en internationell marknad. Nu vill de förbättra sin produkt för att nå en större marknad och förebygga olyckor. Projektet har följt en designprocess som är centrerad kring människan för att förstå badvakternas perspektiv som använder systemet, och även för att bättre förstå användarna som bär armbandet. Projektet genomfördes i flera faser där processen började med en projektplan och litteraturstudie, följt av informationsinsamling, Idégenerering och Implementation. Arbetet bygger på önskningar från Sentag och tredjepartskonsulter och den information som framkom under informationsinsamlingen, där gruppen intervjuade och observerade intressenter, analyserade systemet och sökte efter lämpliga material. Processen var iterativ, vilket innebär att metoder som användes inom faserna repeterades efter behov. I idégenereringsfasen skedde det kreativa arbetet och i implementeringsfasen gjordes prototyper, 3D modeller och utvärderingar för att finna en slutgiltig lösning. Projektet resulterade i ett armband med en storlek som kan bäras av alla. Det kan bäras av personer från tre år och uppåt. Den nya designen består av flera delar, varav huvuddelen är ett mjukt armbandshölje, som skyddar teknikenheten mot slitage och repor. Det är nu möjligt att byta ut armbandet utan verktyg vilket tidigare krävdes samt exponerade elektroniken. Arbetet presenterades i 3D visualiseringar och en 3D printad prototyp.
8

Sensemaking and human-centred design : a practice perspective

Holeman, Isaac January 2017 (has links)
This dissertation explores how people address problems of real human concern in situations of complexity, ambiguity, uniqueness, conflicting values and rapid change. Such circumstances stretch formal and idealistic rules and procedures to the breaking point. And yet, people in a variety of fields work through such difficulties in a pragmatic manner, at times finding ways to assert their humanity. Sensemaking and human- centred design are related activities through which many people approach such work. Through cases in digital innovation, global health care delivery and an unlikely voyage of the Amazon River, this portfolio shows that they are relevant to a wide range of settings. Rather than isolating the components or key variables of such work and taking their measure, this research advances a more holistic view of sensemaking and designing as sociomaterial practices. My research is grounded in performing the phenomenon of study, offering insights from complex practice rather than a spectator’s study of it. This ethnographic approach has yielded theoretical contributions related to designing for the emergence of practices, embodied sensemaking, a more substantive notion of what it means to be ‘human’ centred and more pragmatic ways of investigating sociomaterial practices. By discussing sensemaking and human-centred design as antidotes to failures of imagination in global health and development, this dissertation suggests a distinctive perspective on why these topics matter for the health of poor and marginalized people around the world.
9

Psychosocial inclusivity in design : a definition and dimensions

Lim, Yonghun January 2018 (has links)
Significant changes in demographics, including a growing ageing population and a larger number of people with disabilities, have made inclusive design an increasingly relevant notion in the design of products, services, and environments. However, there is considerable concern that the concept of inclusive design is rather limited in its current definition and applications and has not yet been thoroughly applied. This is possibly due to the conventional understanding and application of inclusive design, mainly rooted in and focused on physical aspects of inclusion, such as accessibility, usefulness, and usability. This limited focus has led various voices in design academia and industry to speak of the need for further consideration of the psychological and social aspects of inclusive design as the next step to facilitate inclusive design, and make impact. In this research, inclusivity on psychological and social levels, is referred to as "psychosocial inclusivity". The concept of psychosocial inclusivity, including a clear definition thereof and its application, is rather limited in the existing literature. Therefore, this PhD research aims to further explore this concept by establishing a clear definition and the dimensions thereof. In order to achieve this, an initial definition and dimensions of the psychosocial inclusivity in design are established through a critical review of existing literature from both social science and design perspectives. The initial definition and dimensions are then developed, refined, and evaluated through four empirical studies: the Delphi study (expert survey); field study I (ethnographic interviews with mobility scheme users); field study II (ethnographic interviews, creative workshop, and observation of older individuals); and an evaluation study (online survey of design academics and professionals). These studies have been designed based on a triangulation approach in order to enhance the reliability and validity of the outcomes. At the end of this research, the definition and dimensions for psychosocial inclusivity in design (Cognitive, Emotional, Social, and Value dimensions) are proposed. The outcomes of this research can enhance the understanding and knowledge of the concept of psychosocial inclusivity in design. Also, the definition and dimensions can be used by design academics and professionals or third parties to consider psychosocial aspects. The dimensions also can be developed as a complete set of framework or toolkit through further research.
10

Intuitive interaction with complex artefacts

Blackler, Alethea Liane January 2006 (has links)
This thesis examines the role of intuition in the way that people operate unfamiliar devices, and the importance of this for designers. Intuition is a type of cognitive processing that is often non-conscious and utilises stored experiential knowledge. Intuitive interaction involves the use of knowledge gained from other products and/or experiences. Therefore, products that people use intuitively are those with features they have encountered before. This position has been supported by two initial experimental studies, which revealed that prior exposure to products employing similar features helped participants to complete set tasks more quickly and intuitively, and that familiar features were intuitively used more often than unfamiliar ones. Participants who had a higher level of familiarity with similar technologies were able to use significantly more of the features intuitively the first time they encountered them, and were significantly quicker at doing the tasks. Those who were less familiar with relevant technologies required more assistance. A third experiment was designed to test four different interface designs on a remote control in order to establish which of two variables - a feature's appearance or its location - was more important in making a design intuitive to use. As with the previous experiments, the findings of Experiment 3 suggested that performance is affected by a person's level of familiarity with similar technologies. Appearance (shape, size and labelling of buttons) seems to be the variable that most affects time spent on a task and intuitive uses. This suggests that the cues that people store in memory about a product's features depend on how the features look, rather than where on the product they are placed. Three principles of intuitive interaction have been developed. A conceptual tool has also been devised to guide designers in their planning for intuitive interaction. Designers can work with these in order to make interfaces intuitive to use, and thus help users to adapt more easily to new products and product types.

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