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Presenting Structured, RSS-Fed New Media Streams Within A Portable Media Player: A Category Or Source Organizational DecisionTravis Joseph Bryant 11 April 2006 (has links)
The RSS protocol allows, among other uses, for portable media player devices to download files automatically from the internet. Although text RSS feed on portable media devices is currently limited, it is possible that text feeds will become a ubiquitous feature on future PDA/media crossover devices. With the increasing usage of video-enabled portable media players, video content on these devices will also gain strength in the consumer market. Through qualitative interviews this pilot study hopes to investigate usage of new media streams on portable devices, with additional focus on RSS feeds, content categorization and interface category customization. Do users prefer to display their content and RSS feeds by a descriptive category, or by the website from which the feed was retrieved? In this study we hope to gain insight into which style users prefer, if any.
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Design and Implementation of a Web-based Financial Information SystemJustin C Watt 2004 April 1900 (has links)
This paper describes the design and initial implementation of a web-based financial information system, intended to replace a Microsoft Access financial database in support of a federally funded, international health project. This system is being reimplemented for the web in order to provide stakeholders across the country (and potentially around the world) access to the project's financial information.
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Age-related cognitive decline and navigation in electronic environmentsSjölinder, Marie January 2006 (has links)
The older population is increasing, as is life expectancy. Technical devices are becoming more widespread and used for many everyday tasks. Knowledge about new technology is important to remain as an active and independent part of the society. However, if an old user group should have equal access to this technology, new demands will be placed on the design of interfaces and devices. With respect to old users it is and will be important to develop technical devices and interfaces that take the age-related decline in physical and cognitive abilities into account. The aim of this work was to investigate to what extent the age-related cognitive decline affects performance on different computer-related tasks and the use of different interfaces. With respect to the use of computer interfaces, two studies were conducted. In the first study, the information was presented with a hierarchical structure. In the second study the information was presented as a 3D-environment, and it was also investigated how an overview map could support navigation. The third study examined the age-related cognitive decline in the use of a small mobile phone display with a hierarchical information structure. The results from the studies showed that the most pronounced age-related difference was found in the use of the 3D-environment. Within this environment, prior experience was found to have the largest impact on performance. Regarding the hierarchical information structures, prior experience seemed to have a larger impact on performance of easy tasks, while age and cognitive abilities had a larger impact on performance of more complex tasks. With respect to navigation aids, the overview map in the 3D-environment did not reduce the age-differences; however, it contributed to a better perceived orientation and reduced the feeling of being lost.
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Interface update from older adult users’ perspectiveCantar, Andreia, Åström, Eri January 2013 (has links)
Is it unavoidable fact that the interface of a program will change when the program is updated. It is a well-known problem that such changes lead to usability issues, even if the new interface in itself is usable. In increasingly digitalized society where using computers and the Internet is no longer a matter of interest, but a necessity to manage everyday life, it is important that older generation is included in the rapid development. Older adults generally suffer from physical, motor and cognitive decline that can create barrier to using computers. Changing interface can be particularly problematic for this age group, and a smooth transition from the old interface to the new one is needed. Fifteen older and five younger computer users were recruited, to study how a drastically modified computer interface influences older adults as computer users. Internet Explorer 10 for Windows 8 was used as testing software for the case study where the participants were asked to conduct a series of tasks to observe the effects of first time experience with the new interface. The attitudes and the emotions towards the new interface, as well as the difficulties encountered during the first time use were studied in the thesis. The result showed the clear difference between the younger and older participants. Older participants generally had a more positive attitude towards the new browser, even though they encountered more difficulties during the test. The younger participants managed to complete the tasks with less assistance, but were skeptical towards the new interface. Despite the differences in the emotional reactions, both groups were reluctant to update to the new interface, which was shown to be particularly problematic for older participants. The result of the study indicates that an interface that undergoes major restructuring is most likely to be problematic for senior computer users. Thus, there is a need for a bridging strategy between the old and the new interface.
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Design and Evaluation of an Improved Patient Information Management System for Emergency Department PhysiciansYu, Erin 29 August 2011 (has links)
Designing a software interface for healthcare requires thorough domain knowledge, and effective user research and benchmark analysis. This thesis examines the requirements for an improved patient information management system for emergency medicine and describes the iterative process of designing and evaluating the system. I conducted observational study of Emergency Department (ED) physicians’ workflow and information needs, from which I derived a set of functional requirements, created scenarios, performed hierarchical task analysis, and developed a preliminary user model for the patient information management system. Based on these, I developed an interface prototype and evaluated the design with a sample of ED physicians. I review the user testing and design iterations carried out and report on the design improvements made based on the user feedback.
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Design and Evaluation of an Improved Patient Information Management System for Emergency Department PhysiciansYu, Erin 29 August 2011 (has links)
Designing a software interface for healthcare requires thorough domain knowledge, and effective user research and benchmark analysis. This thesis examines the requirements for an improved patient information management system for emergency medicine and describes the iterative process of designing and evaluating the system. I conducted observational study of Emergency Department (ED) physicians’ workflow and information needs, from which I derived a set of functional requirements, created scenarios, performed hierarchical task analysis, and developed a preliminary user model for the patient information management system. Based on these, I developed an interface prototype and evaluated the design with a sample of ED physicians. I review the user testing and design iterations carried out and report on the design improvements made based on the user feedback.
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Memorality: The Future of Our Digital SelvesMyra, Jess January 2013 (has links)
Digital Immortality or Not?The aim of this thesis was to explore how we might be stewards for our post-life digital self after physical death, and to provide a new interaction experience in the form of a tangible, digital, or service design solution. Prior to the project kick-off secondary research, including academic research papers, analogous services, and existing projects, was distilled to form topical questions. These questions were then presented in many casual topical conversations and revealed that although post-life digital asset management awareness is increasing, little consideration exists on how to reflect legacies into the future long after death. A second stage of primary research included multiple on-site investigations, paired with in-person interviews and a quantitative online survey. Insights and understandings then lead to initial concepts that were tested to address distinctive qualities between tangible and digital design solutions. The main findings included that although people want to be remembered long after they die, current methods of tangible and digital content management can not sufficiently support the reflection of legacies long into the future. In conclusion, this thesis argues that to become part of an everlasting legacy, the interaction experience can leverage commonalities and shared moments from life events captured in digital media. These points of connections rely on associated metadata (i.e. keyword tags, date stamps, geolocation) to align relevant moments that transcend time and generations. The solution proposed here harnesses the benefits that both digital and tangible media afford and are presented as a tablet interface with an associated tangible token used as a connection key.
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Effects of Decision Support Tools on Cardiac Telephone Consultation ProcessEnomoto, Yukari January 2006 (has links)
The Nursing Coordinators (NCs) at the University of Ottawa Heart Institute (UOHI) fields phone calls from patients who have been discharged and are undergoing home care procedures at a daily basis. The project described in this thesis aims to provide tools for the Personal Digital Assistant (PDA) that the NCs can use during the phone calls. The Cognitive Work Analysis (CWA) and Ecological Interface Design (EID) approach are used to identify the information requirements to design the system. Major challenges of the telephone consultation process that are additionally identified by literature review and interviewing the NCs included visibility of patients, individual differences, and lack of standardized procedures. A combination of decision trees and visualization techniques is proposed to aid the process. Implementation of decision trees would help unload mental workload especially accesses to "knowledge in the head" as well as facilitate expert knowledge transfer to less experienced nurses. Visualization tools display integration of multiple-cues from patients in an abstract nature and can be accessed by users at any point of decision process. <br /><br /> Preliminary experiment with static images showed that visualization tools helped the decision makers more when the judgement tasks were more complex. The effects of different types of decision support on the cardiac nurses in simulated telephone consultation processes were examined. The system improved the performance of the decision makers and induced different types of strategic behaviours: a standardized checklist, OLDCAR, induced more through assessment, the decision algorithms induced efficient and more detailed recommendation, and the semantic network symptom map induced information gathering more relevant to diagnosis. <br /><br /> The research also explored methodologies to examine multi-layered decision process, where many decision makers with varying expertise are involved in modeling the strategic behaviours. This type of process can be applicable when the primary decision makers do not monitor the work domain, but can be alerted when something goes wrong.
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Is a big button interfaceenough for elderly users? : Towards user interface guidelines for elderly usersPhiriyapokanon, Tanid January 2011 (has links)
In the world today, the portion of aging people grows continuously. Due to successfulof healthcare services, people are living longer and the number of newborn isdecreasing. This can imply that the population of young and working people isdecreasing in many countries. This leads to the mean value incrementing of the meanworld population’s age value in the whole world. It has become more and moreimportant to consideration human factors of elderly people in many businesses.Software companies have to consider design of software concerning of usability forageing people. Currently, most of the software is designed to support younger users.To support elderly users, we have to consider more on age-related differences. Thisthesis presents a literature survey, and related theories used in designing graphic userinterface for ageing people. Besides, criteria for designing software for older users arealso discussed and suggested as guidelines for future studies and development. Thepurpose is to improve older users’ potential in using information technologies, and topotentially allow older users to gain more benefit from using of computer software.A case study for software design for elderly users was implemented to verifysuggested guideline and gain deeper design understanding. The elderly volunteerswere involved in design evaluation process. The results from case study have showneffectiveness of the design guideline approach.
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Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns / Patterns of Touch : An analysis of touch games for iPad based on interface patternsLindgren, Kristian, Svejderud, Jimmy January 2011 (has links)
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store’s “What’s Hot”. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well. The grouping and positioning of buttons on the other hand was illogical and at times frustrating. We came to a conclusion that the focus on the visual apperance of the games had consequences on other aspects that were perhaps more important to the interface. Furthermore, we noticed a distinct lack of interface in both menus and during gameplay. We deduced this was since the game developers chose to use the technical aspects of touch, rather than implement more interface such as buttons or similiar. / I denna uppsats använde vi oss av teori från gränssnittdesign och applicerade den i en analys av touchspel. För att kunna utnyttja patterns optimalt, valde vi ut fem stycken av dem och anpassade dessa för att passa syftet av vår uppsats. Urvalet av spel valdes genom att hämta de åtta spel som visades under App Stores ”What’s Hot”-lista. Resultaten visade bland annat att spelen hade ett tydligt fokus på att ha ett trevligt utseende vilket de också lyckades med relativt väl. Grupperingen av knappar var dock ologisk och stundtals frustrerande. Vi kom fram till att fokuset på den visuella aspekten av gränssnitten hade konsekvenser på andra aspekter som möjligtvis är viktigare för gränssnittet. Utöver detta noterade vi även att det var en klar brist på gränsnitt i spelen, både i menyer och under spelandet. Detta beror enligt oss på att spelutvecklarna valde att utnyttja de tekniska aspekterna av touch, snarare än att implementera mer gränssnitt såsom knappar eller liknande. / C-uppsats för Medieteknik
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