Spelling suggestions: "subject:"[een] INTERACTION DESIGN"" "subject:"[enn] INTERACTION DESIGN""
121 |
Diabetes Management System for a New Type 2 Diabetes Geriatric Cohort: Improve the Interaction of Self-managementJanuary 2017 (has links)
abstract: According to the ADA (American Diabetes Association), diabetes mellitus is one of the chronic diseases with the highest mortality rate. In the US, 25 million are known diabetics, which may double in the next decade, and another seven million are undiagnosed. Among these patients, older adults are a very special group with varying physical capabilities, cognitive functions and life expectancies. Because they run an increased risk for geriatric conditions, Type 2 diabetes treatments for them must be both realistic and systematic. In fact, some researchers have explored older adults’ experiences of diabetes, and how they manage their diabetes with new technological devices. However, little research has focused on their emotional experiences of medical treatment technology, such as mobile applications, tablets, and websites for geriatric diabetes. This study will address both elderly people's experiences and reactions to devices and their children's awareness of diabetes. It aims to find out how to improve the diabetes treatment and create a systematic diabetes mobile application that combines self-initiated and assisted care together. / Dissertation/Thesis / Masters Thesis Design 2017
|
122 |
O design de notícias para tablet e o novo papel do designer / Designing news fortablet: the new roles of the designerRaquel Corrêa Cordeiro 23 September 2014 (has links)
Esta pesquisa traz um panorama do mercado jornalístico para tablet.
Classifica as variações de publicações digitais. Mostra os hábitos de leitura em dispositivos móveis e as formas de negócios. Apresenta como o designer se posiciona nesse fluxo de trabalho. Analisa o caso do jornal O Globo, que, com produtos impressos e digitais, proporcionou entrevistas com designers de diversas mídias. Ainda há a análise de O Globo a Mais, revista exclusivamente digital.
|
123 |
Interface interativa bidimensional em um software para o ensino de geometria descritivaSantos, Sérgio Leandro dos January 2016 (has links)
A Geometria Descritiva (GD) tem por objetivo o estudo e a compreensão de objetos no espaço tridimensional (3D) a partir de suas representações bidimensionais (2D) em um ou mais planos, e vice-versa. No ensino tradicional da GD, os alunos têm dificuldade em transpor a barreira de ordem cognitiva criada no processo de abstração necessário para a compreensão da relação entre as representações bidimensionais e sua correspondência com o objeto tridimensional. A Computação Gráfica e o Design de Interação têm o potencial tecnológico de auxiliar na transposição desta barreira e contribuir para o estudo da Geometria Descritiva melhorando a compreensão espacial. Através do Design de Interação com foco na usabilidade, é possível projetar uma interface para um software de ensino de Geometria Descritiva que relacione as operações nos ambientes 2D e 3D de maneira biunívoca e interativa(em tempo real), compatível com o modo de trabalho gráfico da Geometria Descritiva e suas operações realizadas pelos alunos com o auxílio de instrumentos convencionais do desenho, utilizando para isto a Computação Gráfica. O Objetivo deste trabalho é desenvolver a interface bidimensional do software para o ensino da Geometria Descritiva HyperCAL3D de maneira a permitir a interatividade, mostrando em tempo real as operações descritivas que podem ser feitas tanto no modelo 3D como nas suas representações 2D, sendo visualizadas em ambos ambientes (3D e 2D) simultaneamente para contribuir para o estudo da Geometria Descritiva. Para o desenvolvimento da interface foram investigados os conceitos utilizados na disciplina e os requisitos dos usuários. Foram analisadas as operações realizadas no software, os softwares similares e os modelos conceituais utilizados nas interfaces. Após as intervenções feitas na estrutura de classes e a mudança nas funcionalidades existentes o software foi avaliado por especialistas e pelos usuários (experientes e novatos) em termos de usabilidade. Em uma das avaliações feitas, foi utilizada uma escala S.U.S., onde os usuários classificaram a nova interface como excelente, alcançando 85,41 pontos, bem acima dos 68 pontos de média da escala. / Descriptive Geometry (GD) aims to study and understand objects in three-dimensional space (3D) from their two-dimensional representations (2D) in one or more planes, and vice versa. In traditional GD teaching, students have difficulty transposing the cognitive barrier created in the process of abstraction necessary for understanding the relationship between two-dimensional representations and their correspondence with the three-dimensional object. Computer Graphics and Interaction Design have the technological potential to help transpose this barrier and contribute to the study of Descriptive Geometry in order to improving spatial comprehension. Through Interaction Design with a focus on usability, it is possible to design an interface for Descriptive Geometry teaching software that relates operations in 2D and 3D environments in a biunivocal and interactive (real-time) way, compatible with the graphical work mode of Descriptive Geometry and its operations performed by the students with the aid of conventional instruments of drawing, using for this the Computer Graphics. The objective of this work is to develop the two-dimensional interface of the software HyperCAL3D for the teaching of Descriptive Geometry in order to allow interactivity, showing in real time the descriptive operations that can be done both in the 3D model and in its 2D representations, being visualized in both Environments (3D and 2D) simultaneously to contribute to the study of Descriptive Geometry. For the development of the interface we investigated the concepts used in the discipline and the requirements of the users. The operations performed in the software, the similar software and the conceptual models used in the interfaces were analyzed. After the interventions made in the class structure and the change in the existing functionalities the software was evaluated by experts and users (experienced and novice) in terms of usability. In one of the evaluations made, the S.U.S. scale was used, where users rated the new interface as excellent, reaching 85.41 points, well above the 68 average points of the scale.
|
124 |
Priming Creativity Using Multiple Artistic ObjectsJanuary 2013 (has links)
abstract: As the desire for innovation increases, individuals and companies seek reliable ways to encourage their creative side. There are many office superstitions about how creativity works, but few are based on psychological science and even fewer have been tested empirically. One of the most prevalent superstitions is the use of objects to inspire creativity or even make a creative room. It is important to test this kind of notion so workplaces can find reliable ways to be innovative, but also because psychology lacks a breadth of literature on how environmental cues interact with people to shape their mental state. This experiment seeks to examine those gaps and fill in the next steps needed for examining at how multiple objects prime creativity. Participants completed two creativity tasks: one for idea generation and one that relies on insight problem solving, the Remote Association Task. There were four priming conditions that relied on objects: a zero object condition, a four neutral (office) objects condition, a single artistic object condition, and finally a four artistic objects condition. There were no differences found between groups for either type of task or in mood or artistic experience. The number of years a participant spent in the United States, however, did correlate with mood, idea generation scores, and insight problem scores. This potentially demonstrates that performance on idea generation and insight tasks rely on the tasks created and culture. / Dissertation/Thesis / M.S. Applied Psychology 2013
|
125 |
Emplant - Designing for a human experience in the transhumanist era.Mejia, Hector January 2017 (has links)
Ludwig Wittgenstein, austrian-born philosopher, wrote that “the limits of my language mean the limits of my world. All I know is what I have words for”. We tend to think so highly of our language because we think so highly about ourselves. Yet imagine be- ing able to communicate emotions without words. Words can’t express the visceral nature of our emotions. Words aren’t enough. How can we experience our emotional world, and others, in a more visceral, primitive way? This project proposes the creation of a new sense, using embodied technology, to allow human beings to have a different experience of each other’s emotions, through the study of the long distance relationship scenario. In this human augmentation scenario, design, and specially speculative design have an inherent power to create discussion, awareness and bring attention to how the new developed technologies could affect our existence. This project is meant to ask questions rather than nd a solution. It is meant for ev- eryone who is ready to think about the future of human beings and our evolution as a species. This document presents an overview of the ve (5) months project while detailing the extension of the work and exploration of the product proposed for emotional human augmentation.
|
126 |
What factors are important in developing a successful e-commerce website?Grannas, Jenny January 2007 (has links)
As the internet has become an increasingly growing market for companies, it has also subsequently revolutionized shopping. There are countless different options on the internet for individuals. If a website does not live up to the expectations, there is always another one just a few clicks away. This raises the demands on the retailers, in terms of development and maintenance of their e-commerce websites. In order to succeed, there are many things that have to be considered and addressed. This thesis research discusses some of the most essential questions that may arise during the development of an e-commerce website. The process has been divided into four different sections; graphical design, information design, interaction design, and online trust. Each one of these sectors is important and every website developer should be familiar with them.
|
127 |
Metodologia para o design de interface de ambiente virtual centrado no usuárioPassos, Jaire Ederson January 2010 (has links)
A presente pesquisa objetiva propor uma metodologia que oriente o design de interface de ambiente virtual centrado no usuário que seja sistematizada como processo de desenvolvimento de produto, com princípios de design de interação e considerando aspectos de usabilidade e ergonomia, de modo a favorecer o trabalho do usuário, permitindo a apropriação do conteúdo e a execução das tarefas através das funcionalidades do sistema. Para consecução do trabalho foram investigados: os Elementos da Experiência do Usuário; as ferramentas de processo de desenvolvimento de produto; as técnicas da Engenharia de Software e os conceitos do Design de Interação. A combinação desses estudos deu origem à metodologia proposta nesta pesquisa. Destaca-se que essa metodologia integra a técnica do desdobramento da função qualidade (quality function deployment) a estudos usualmente adotados para o design de interface gráfica. Dessa forma, garantiu-se que as heurísticas de usabilidade encontrassem forte embasamento científico e que os requisitos técnicos refletissem as reais necessidades do usuário. O uso dessa ferramentas de projeto de produto garante, ainda, que a qualidade seja mantida em todas as etapas de design da interface. A aplicabilidade da metodologia foi verificada mediante o projeto de interface do módulo do desenvolvedor (professor/instrutor) do HyperCAL online. / This research aims to propose a methodology to guide the user-centered interface design of virtual environment that is systematized as product development process, with interaction design principles and considering aspects of usability and ergonomics, in order to promote the user's work, allowing the appropriation of content and execution of the tasks through system functionality. To achieve the study were investigated: the Elements of User Experience; the tools of product development process, the techniques of Software Engineering, and the concepts of Interaction Design. The combination of these studies gave rise to the methodology proposed in this research. It is noteworthy that this approach integrates the technique of quality function deployment for studies usually adopted for the interface graphical design. Thus, it was ensured that the usability heuristics had strong scientific basis and that the technical requirements reflect the real needs of the user. Using these tools of product design also guarantees that the quality is maintained at all stages of interface design. The applicability of the methodology was verified through the interface design of the developer's module (professor/instructor) of HyperCAL online.
|
128 |
Design de interação e motivação nos projetos de interface para objetos de aprendizagem para EAD / Interaction design and motivation in interface design for learning objects for distance educationPrevedello, Clarissa Felkl January 2011 (has links)
Este trabalho tem por objetivo estabelecer requisitos para o desenvolvimento de projeto de interfaces para Objetos de Aprendizagem para Educação a Distância (EaD) fundamentados nos princípios do Design de Interação e na Motivação. Para isto, foram investigados: conceitos que envolvem EaD, Objetos de Aprendizagem, Design Instrucional, bem como as metodologias que compreendem o seu desenvolvimento; princípios de Design de Interação que devem ser levados em consideração no desenvolvimento da Interface Gráfica do Usuário; motivação aplicada no Design de Interação de Objetos de Aprendizagem para EaD. Baseados nesta investigação, foram estabelecidos critérios de avaliação de Objetos de Aprendizagem utilizados em EaD, de acordo com os princípios do Design de Interação e Motivação. A partir da relação estabelecida entre as análises de metodologias, trabalho dos projetistas e princípios do Design de Interação e Motivação, formularam-se os requisitos para o desenvolvimento de projeto de interfaces para Objetos de Aprendizagem para EaD fundamentados nos princípios do Design de Interação e na Motivação. / This study aims to establish requirements for the development of interface design for Learning Objects for distance education based on the principles of Interaction Design and Motivation. For this were investigated: concepts that involve distance education, Learning Objects, Instructional Design and the methodologies involving its development, principles of interaction design that must be taken into consideration in the development of Graphical User Interface; motivation applied in Design Interaction of Learning Objects for distance education. Based on that research were established evaluation criteria of learning objects used in distance education in accordance with the principles of Interaction Design and Motivation. From the relationship established between the analysis of methodologies, work of designers and principles of Interaction Design and Motivation are settled the requirements for the development of interface design for Learning Objects for distance education based on the principles of Interaction Design and Motivation.
|
129 |
O design de interação dos equipamentos informatizados: a usabilidade da máquina de auto-atendimento de informações sobre serviços públicos / The interaction design of computerized equipment: the usability of the self-service information machine at the public servicesJane Matie Ishisaki 25 April 2008 (has links)
Os avanços tecnológicos levam a novas formas de relação entre o usuário e o equipamento, e a interface com os artefatos informatizados adquire maior complexidade em suas condições de uso. Em vista das diversas possibilidades que os recursos computadorizados oferecem, a facilidade de uso é um requisito fundamental no projeto desse tipo de equipamento, especialmente para pessoas com dificuldade de acesso aos computadores. Proporcionar a inclusão digital é uma forma de reduzir as diferenças sociais através do acesso à informação e aos serviços digitais, tornando-se um fator a ser considerado pelo projetista. Desenvolver um produto requer a observação de uma variedade de condições, que tendem a tornarem-se cada vez mais complexos com as novas funções e possibilidades de uso que os produtos têm adquirido. A diversidade de formação e características culturais dos usuários apenas reforça a necessidade de uma maior atenção às condições humanas no projeto de equipamentos. O repertório informacional que cada indivíduo adquire ao longo de sua vivência influencia na capacidade de cognição e compreensão das informações, fazendo com que a experiência do usuário interfira na condição de uso do equipamento. A ergonomia, através de seus estudos sobre as relações entre o homem e a máquina, mostra-se uma importante base metodológica para a pesquisa de situações de interação entre o usuário e o artefato. Baseada nos estudos da ergonomia cognitiva, esta pesquisa realiza uma análise da máquina de autoatendimento de informações sobre serviços públicos do Poupatempo, de forma a analisar as condições cognitivas de seu uso, e obter dados que auxiliem no processo de concepção do equipamento informatizado. / Technological advances lead to new forms of relations between the user and equipment, and the interfaces with computerized devices get complexity in their condition of use. Given the numerous possibilities that computerized resources offer, the ease use of the device is a fundamental requirement in designing computerized equipment, especially for people with difficult access to computers. This digital inclusion provides a way to reduce social differences through access to information and digital services. Developing a product requires to consider a variety of factors, which tend to become increasingly complex with new functions incorporated and possibilities of using these products. The variations of the users background and their cultural characteristics only reinforce the need for greater attention to human conditions in designing a computerized equipment. The information repertoire that each person acquires over their experience reflects on the ability to understand and its cognitive associations, making the user experience interfere with the use condition of the equipment. The ergonomics, through its studies of the human-machine relationship shows up as an important methodological basis for the research of the situations of interaction between the user and the device. Based on studies of cognitive ergonomics, this research performs an analysis of the self-service information machine at the public services of Poupatempo in order to analyze the cognitive conditions of use and obtain data that help in designing computerized equipment.
|
130 |
Comunicação, governança e sustentabilidade: como desenhos de interação influenciam o engajamento de empresas com stakeholders / Communication, Governance and Sustainability: how interaction designs influence businesses-stakeholder engagement practicesVivian Paes Barretto Smith 03 December 2015 (has links)
Práticas de responsabilidade social e sustentabilidade são desenvolvidas por empresas como forma de responder às contestações da sociedade. Em especial as de engajamento com stakeholders. No entanto, são baseadas em teorias estratégicas da administração e não garantem resultado satisfatório do ponto de vista das melhorias socioambientais. Com o intuito de avaliar a qualidade dessas práticas para a promoção da sustentabilidade, um estudo multidisciplinar comparado entre teorias de administração e de comunicação apontou para diferentes modelos de engajamento chamados desenhos de interação. Baseado na pensamento comunicacional de Deetz foi possível identificar desenhos de interação - Colaboração, Diálogo e Democracia Generativa - com propensões suscetíveis a sustentabilidade, pois geram criatividade e relações de mútuo benefício aos stakeholders. / Corporate social responsibility and sustainability practices are developed by companies in order to address stakeholder claims. The stakeholder engagement practices are especially interesting. They are based on managerial and strategic theories and have not performed environmentally well lately. In order to evaluate the quality of those practices to promote sustainability, a multidisciplinary study took place. Communication and management theories were compared and different types of engagement, named interaction designs, were identified. Based on Deetz communication theories it was possible to understand specific designs - Collaboration, Dialogue and Generative Democracy - and its propensities to promote sustainability, due to their ability to generate mutual benefits and creativity.
|
Page generated in 0.0625 seconds