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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

Life design app : requisitos de um aplicativo para construção de trajetórias de vida

Holanda, Livia Pereira 07 July 2017 (has links)
Dissertação (mestrado)—Universidade de Brasília, Instituto de Artes, Programa de Pós-Graduação em Design, 2017. / Submitted by Raquel Almeida (raquel.df13@gmail.com) on 2017-10-23T16:54:17Z No. of bitstreams: 1 2017_LíviaPereiraHolanda.pdf: 2496484 bytes, checksum: 9535886f78f23f9a1ac264e64cc84821 (MD5) / Approved for entry into archive by Raquel Viana (raquelviana@bce.unb.br) on 2017-10-24T11:31:13Z (GMT) No. of bitstreams: 1 2017_LíviaPereiraHolanda.pdf: 2496484 bytes, checksum: 9535886f78f23f9a1ac264e64cc84821 (MD5) / Made available in DSpace on 2017-10-24T11:31:13Z (GMT). No. of bitstreams: 1 2017_LíviaPereiraHolanda.pdf: 2496484 bytes, checksum: 9535886f78f23f9a1ac264e64cc84821 (MD5) Previous issue date: 2017-10-24 / O objetivo desta dissertação é especificar requisitos de um sistema de apresentação adaptativa de trajetórias de vida de acordo com a abordagem de Life Design. A partir da suposição de que há uma lacuna na abordagem das formas convencionais de orientação, fez-se necessária a análise e busca por alternativas a métodos tradicionais ainda em uso, segundo a base de teóricos da psicologia contemporânea. Com foco na linha de pesquisa da escola de construção da vida, sugerida por Mark Savickas e Maria Eduarda Duarte, esse projeto propõe definir as bases de um sistema informacional, que também faz uso de conhecimentos de hipermídia adaptativa propostos por Peter Brusilovsky, para oferta de direcionamento adequado aos tempos atuais em relação à carreira, à formação profissional e à própria vida. Foram realizadas pesquisas qualitativas e investigações sobre níveis de insatisfação no mercado de trabalho e sentido do trabalho para a vida humana, sobre métodos e ferramentas de orientação de carreira vigentes, sobre gerações e as diferentes características de comportamento dos perfis no mercado de trabalho, bem como sobre design de informação e interação em interfaces adaptativas, contemplando áreas do design e da psicologia. Acredita-se que, por meio do conhecimento gerado por esse projeto, será possível propor alternativas às ferramentas de orientação de carreira e vida vigentes. É possível que a existência de sistemas informacionais adaptativos focados na construção de vida possa contribuir para um direcionamento pertinente ao se falar de profissão e carreira. A pesquisa proposta identificou requisitos para um sistema capaz de viabilizar parâmetros de Life Design e demonstrou, por meio de um exercício, o potencial de desdobramentos que a definição desses requisitos pode gerar. / The purpose of this thesis is to specify the requirements for an adaptive presentation of life trajectories according to the Life Design approach. Starting from the assumption that there is a gap in the way conventional orientation is conducted, it has become necessary to find alternatives to the methods still in use, according to the theorists of contemporary psychology. The modern labor market and current employment dynamics lead us to believe in the updating of the vocational counseling tools that are being used. Focusing on the line of research of the school of life construction, suggested by Maria Eduarda Duarte and Mark Savickas, this project intends to set the base of an informational system, which also uses the adaptive hypermedia knowledge of Peter Brusilovsky, to offer adequate and present-day fit guidance in regard to career, professional training and life itself. Qualitative research and investigations were carried out on the levels of dissatisfaction in the labor market and the meaning of work for human life. Research was also carried on current career guidance methods, on generations and different employment configurations, as well as on information design and interaction in adaptive interfaces, contemplating design and psychology fields. It is believed that, through the insights generated by this project, it will be possible to suggest a change in the current career and life guidance tools. The existence of an adaptive information system focused on the construction of life might contribute to a proper direction when talking about profession and career. The proposed research identified requirements for a system capable of making Life Design parameters feasible. It also showed, by the means of an exercise, the potential developments that the definition of these requirements may achieve.
2

Mynewhome.com.au: Exploring New Ways of Delivering Architecture;- Creating a Design Interface for Sustainable and Affordable Houses

Naumann, Stefan, aue84@gmx.de January 2008 (has links)
Stefan Naumann Master of Architecture Mynewhome.com.au Exploring New Ways of Delivering Architecture;- Creating a Design Interface for Sustainable and Affordable Houses The aim of this research project was to explore new ways of delivering architecture and the engagement of architects in everyday, affordable, sustainable housing in Australia. This dissertation speculates on the possibility of a design system integrated with a design interface, where customers can self-configure or customise their home online with the help of embedded programs and an architect consultancy service. This can be seen as an alternative option for the homebuyer to the volume built, standard house. The design system displayed in this masters research was developed in three testing modes: speculative designs, site specific designs and user experiments. The system consists of modules and components that would have the embedded knowledge of the architect. They are intended to allow non professionals to self-arrange their homes. This was then integrated into a user interface. A construction system which allows prefabrication was then applied, but the main focus of the research was on the delivery of design and client engagement and not on the technicalities, or the realisation of a prefab system. The aim was to combine as much of the quality and advantages of a one off architecturally designed house, in particular, the consideration of user and site needs with the affordability and predictability of a completely pre-designed volume builder house. Digital design, production and marketing have the potential to make this challenge a success. This new digital way of delivering architecture could lead to houses that are more adaptable to different users and site needs than volume builder housing. The knowledge of the architect could be applied to ordinary housing, without the huge financial cost of the one off, architect designed house. The web based interface would allow customer interaction as tested in user experiments. The internet widens the possibility of the clients' involvement in the design process. These new online procurement processes are more instant and accessible and could result in an enlightened purchaser. There is the possibility to educate people, so informed decisions could be made. It could lead to houses with better orientation, engagement with new building materials, prefabrication technologies and the promotion of smaller houses resulting in more sustainable homes that are still reasonable in price. This is a very complex issue in which different experts would have to work together. However, there is a real possibility for a design interface to open up a dialogue between the architect and the general public.
3

Trinca social : o designer como mediador no processo de aprendizagem

André, Janaína Silva 02 October 2015 (has links)
Dissertação (Mestrado em Design)—Universidade de Brasília, Brasília, 2015. / Submitted by Fernanda Percia França (fernandafranca@bce.unb.br) on 2015-12-03T18:42:15Z No. of bitstreams: 1 2015_JanaínaSilvaAndré.pdf: 50632019 bytes, checksum: 4bcb4c915b73124bbf81c641b90b255b (MD5) / Approved for entry into archive by Raquel Viana(raquelviana@bce.unb.br) on 2015-12-17T19:22:20Z (GMT) No. of bitstreams: 1 2015_JanaínaSilvaAndré.pdf: 50632019 bytes, checksum: 4bcb4c915b73124bbf81c641b90b255b (MD5) / Made available in DSpace on 2015-12-17T19:22:20Z (GMT). No. of bitstreams: 1 2015_JanaínaSilvaAndré.pdf: 50632019 bytes, checksum: 4bcb4c915b73124bbf81c641b90b255b (MD5) / Este trabalho é um estudo sobre como o design pode contribuir nos processos de transformação dentro de uma abordagem lúdica em jogos de aprendizagem. Jogos voltados para o ensino, mais conhecidos como jogos pedagógicos, são antigos instrumentos utilizados no processo de aprendizagem de crianças. Atualmente, com o avanço da tecnologia, jogos digitais têm se mostrado uma ferramenta inovadora para a educação. Porém, a tecnologia educacional é uma área em constante transformação e com grande potencial a ser explorado, por isso, existe a necessidade de realizar um estudo acerca de recursos capazes de informar de forma ativa, interativa e, sobretudo, divertida. Embora, os jogos tenham atraído milhões de jogadores, ainda existe um grande desafio em conciliar aprendizagem e diversão. Neste estudo, será investigado o papel do design como ressignificação de contextos em jogos de aprendizagem. A partir de coletas obtidas na aplicação do jogo impresso Trinca Social, criado pela autora em 2013, e sua transposição para o ambiente digital, foram analisados elementos de design concernentes à jogabilidade e à interatividade que estruturam mecanismos de aprendizagem visando a transformação de realidades. Foram comparadas as interações do jogo impresso com as interações realizadas no protótipo digital com a finalidade de entender o design e o objetivo do conhecimento em ambas as versões. Métodos de design participativo foram utilizados para incluir o jogador na etapa de criação do design do jogo. Nas três coletas - jogo impresso, protótipo em papel e protótipo digital - foi possível perceber que o designer é o mediador no processo de aprendizagem na medida em que elabora mecanismos de aprendizagem vinculados a estrutura do jogo. Em cada coleta, foi possível entender o papel do professor como mediador de jogos em sala de aula, o contexto do objeto de conhecimento, as mecânicas de interação favoráveis a aprendizagem para, enfim, entender como o design pode promover a transformação de significados em jogos de aprendizagem. Foi concluído que as versões impressa e digital do jogo têm grande relevância, cada uma em seu contexto, desde que o designer esteja atento aos requisitos básicos que estruturem coerentemente os elementos visuais, as mecânicas de interação e aprendizagem, assim como as habilidades que se pretende trabalhar. O objetivo do trabalho é apresentar soluções projetadas visando a transformação da realidade dentro de uma abordagem lúdica dos jogos de aprendizagem. / This work is a study about the way design can help in transformation processes within a playful approach to learning games. Games for learning, called educational games, are old instruments used in learning process by children. Today, advancement of technology, digital games have proven to be an innovative tool for education. However, the educational technology is still a area which are uselly transformed, so there is a need to conduct a study about resources that can inform in an active and interactive way and, above all, fun. Although the games have attracted millions of players, there is still a great challenge to reconcile learning and fun. In this study, the role of design will be investigated as reframing contexts in learning games. From collections obtained in the application of the printed game Trinca Social, created by the author in 2013, and its transposition into the digital environment, design elements were analyzed concerning the gameplay and interactivity that structure learning mechanisms aimed at transforming realities. The interactions were compared the printed game with the interactions carried out in the digital prototype in order to understand the design and purpose of knowledge in both versions. Participatory design methods were used to include the player on the game creation phases. On the three collects: print game, paper prototype and digital prototype, it was possible to understand that the designer is a mediator on the learning process since he/she Works out the learning mechanisms linked to the game structure. In this study, three samples were used in three different stages of the game: printed game, a paper prototype and a digital game prototype. For each collection, we used different methods of analysis to understand the teacher's role as mediator in the classroom games, the object of knowledge context, the mechanical interaction to finally understand how design can promote the transformation of meanings learning games. It was concluded that the print and the digital versions are very relevant, each one in your own context, since the designer has attention to the basic requirements that structure the visual elements, the interaction and learning mechanics and habilities in a coherent way. The objective is to provide engineered solutions aimed at transforming reality into a playful approach to learning games.
4

An investigation into the cognitive effects of instructional interface visualisations

Akinlofa, Olurotimi Richard January 2013 (has links)
An investigation is conducted into the cognitive effects of using different computer based instructions media in acquisition of specific novel human skills. With recent rapid advances in computing and multimedia instructional delivery, several contemporary research have focussed on the best practices for training and learning delivered via computer based multimedia simulations. More often than not, the aim has been cost minimisation through an optimisation of the instructional delivery process for efficient knowledge acquisition. The outcome of such research effort in general have been largely divergent and inconclusive. The work reported in this thesis utilises a dual prong methodology to provide a novel perspective on the moderating effects of computer based instructional visualisations with a focus on the interaction of interface dynamism with target knowledge domains and trainee cognitive characteristics. The first part of the methodology involves a series of empirical experiments that incrementally measures/compares the cognitive benefits of different levels of instructional interface dynamism for efficient task representation and post-acquisition skilled performance. The first of these experiments utilised a mechanical disassembly task to investigate novel acquisition of procedural motor skills by comparing task comprehension and performance. The other experiments expanded the initial findings to other knowledge domains as well as controlled for potential confounding variables. The integral outcome of these experiments helped to define a novel framework for describing multimodal perception of different computer based instruction types and its moderating effect on post-learning task performance. A parallel computational cognitive modelling effort provided the complementary methodology to investigate cognitive processing associated with different instructional interfaces at a lower level of detail than possible through empirical observations. Novel circumventions of some existing limitations of the selected ACT-R 6.0 cognitive modelling architecture were proposed to achieve the precision required. The ACT-R modifications afforded the representation of human motor movements at an atomic level of detail and with a constant velocity profile as opposed to what is possible with the default manual module. Additional extensions to ACT-R 6.0 also allowed accurate representation of the noise inherent in the recall of spatial locations from declarative memory. The method used for this representation is potentially extendable for application to 3-D spatial representation in ACT-R. These novel propositions are piloted in a proof-of-concept effort followed by application to a more complete, naturally occurring task sequence. The modelling methodology is validated with established human data of skilled task performances. The combination of empirical observations and detailed cognitive modelling afforded novel insights to the hitherto controversial findings on the cognitive benefits of different multimodal instructional presentations. The outcome has implications for training research and development involving computer based simulations.
5

Hipertextualidade, dialogismo e interatividade em ambientes virtuais sob a ótica do design instrucional

Oliveira, Andréia Santiago de 21 August 2018 (has links)
Dissertação (mestrado)—Universidade de Brasília, Instituto de Artes, Programa de Pós-Graduação em Design, 2018. / O desenvolvimento da tecnologia na área educacional surge mediante tantas complexidades e vanguardas da informação e a questão norteadora é o que fazer com tanta informação e como transformá-la em acesso ao conhecimento de saberes difusos e midiáticos, requisitando-se metodologias para atenderem as novas práticas educacionais insertas na era tecnológica e digital. Assim, o Designer Instrucional promove o desenvolvimento das ações educacionais cabendo-lhe analisar a necessidade, projetar a solução, desenvolvê-la, implementá-la e avaliá-la para que se dê novo sentido à prática educativa com o uso da rede mundial. Uma dessas possibilidades é o hipertexto - um conjunto de nós e links que aporta e comporta linguagens como modelo de comunicação não linear, dialógico, participativo e polifônico. A pesquisa objetivou analisar como ocorre a hipertextualidade nos ambientes virtuais para que sejam dialógicos e interativos sob a ótica do Design Instrucional. Especificamente, mapear as características da linguagem hipertextual, mapear o processo do Designer Instrucional na construção de Ambientes Virtuais de Aprendizagem (AVAs), interpretar a relação da linguagem hipertextual com o Designer Instrucional, compreender como ocorre o dialogismo na construção do Hipertexto e compreender como ocorre a interatividade nos ambientes virtuais. A metodologia utilizada foi a revisão sistemática que objetivou reunir estudos semelhantes à temática elegida e reunidos em uma metanálise a qual contribuiu para que se alcançasse os objetivos desta pesquisa. Selecionaram-se 23 trabalhos, como Teses e Dissertações, publicados na Base de Dados do Catálogo de Teses e Dissertações, e 32 Artigos Científicos publicados no Portal de Periódicos da CAPES entre os anos de 2013 a 2017. Os objetivos da pesquisa foram alcançados, mediante os resultados encontrados, os quais possibilitaram mapear as características da linguagem hipertextual e o Designer Instrucional poder utilizá-la no desenvolvimento dos conteúdos ofertados nos AVAs como produtos interativos, fornecendo suporte às atividades cotidianas das pessoas e aperfeiçoar as interações entre o usuário e o produto, sistema ou ambiente. Cabe ao Designer Instrucional desenvolver estratégias de aprendizagens voltadas aos conteúdos tendo participação importante no planejamento e construção dos cursos a distância devendo auxiliar na estruturação do conteúdo, observar o método utilizado, atentar-se ao público alvo e aos objetivos a serem alcançados. Ao identificar as ferramentas e pontencialidades, o Designer Instrucional oferece possibilidades pedagógicas, as quais esse profissional busca valorizá-las para serem utilizadas, ao máximo, em todos os recursos permitidos e articulados às áreas tecnológica e pedagógica, os quais contribuem para o desenvolvimento de todo processo de ensino-aprendizagem. O Designer Instrucional deverá indicar as melhores ferramentas e estratégias a serem utilizadas, para alcançar os objetivos propostos do curso e ter postura multi(inter)disciplinar e competências para atuar em equipes integradas em um mesmo propósito. Observouse que, no campo do Design Instrucional, há poucas pesquisas acerca da relação da Hipertextualidade com o Designer Instrucional, o que se sugere a iniciativa de aprofundamento sobre o tema. / The development of technology, in the educational area, comes through so many complextites and vanguard of the information and the question is what to do with so much information and how to transform it into access to diffuse knowledge of knowing diffuses and mediatics requesting methodologies to meet the new educational practices embedded in the technological and digital era. Thus, Instructional Design promotes the development of educational actions and it is necessary to analyze the need; designing the solution; develop, implement and evaluate it to give new meaning to the educational practice with the use of the global network. One of these possibilities is the hypertext – a set of nodes and links that contributes and supports languages as a model of non-linear communication, dialogical, participative and polyphonic. The research aimed to analyze how hypertextuality in virtual environments that are interactive and dialogic under the perspective of Instrucional Design. Specifically, mapping the characteristics of hypertext language, mapping the process of Instrucional Design in the construction of Virtual Learning Environmentes (AVAS), interpret the relationship of hypertext language with the Instructional Design, understand how the dialogism occurs in the construction of hypertext and understand how the interactivity in virtual environments. The methodology used was the systematic review that aimed to gather similar studies to the theme chosen and gathered in a meta-analysis which contributed to the achievement of the objectives of these research. Selected 23 academic work, as theses and dissertations, published on the basis of data from the Catalog of Theses and Dissertations, and 32 scientific articles published in Portal of Periodicals of Capes between the years of 2013 to 2017. The objectives of the research were achieved through the results found, which made it possible mapping the characteristics of hypertext language and Instructional Design, to be able to use it in the development of contend offered in the AVAS as interactive products providing support to daily activities of people and improve interactions between the user and the product, system or environment. It is up to the Instructional Design to develop content learning strategies having an important participation on the planning and construction of the distance learning courses. It should help in the structuring of content, observe the method used, pay attention to the target audience and the objectives to be achieved. In identifying the tools and potentialities, Instructional Design offers pedagogical possibilities, which this professional seeks to value them to be used, to the maximum, in all the resources allowed and articulated to the technological and pedagogical areas, which contribute to the development of everything teachinglearning process. The Instructional Design should indicate the best tools and strategies that should be used, to achieve the propose course objectives and have multi (inter) disciplinary posture and competencies to work in teams integrated for the same purpose. It was observed that, in the field of Instructional Design, there is little research on the relationship between Hypertextuality and Instructional Design, which suggests the initiative to deepen the subject.
6

We're Not in Kansai Anymore: Designing for Reverse Culture Shock

Prasadh, Smitha 01 May 2011 (has links)
I developed a resource to aid people going through reentry and reverse culture shock after returning from long stays abroad. Based on my experience with the JET Programme, I used North American JET alumni as my case study, but aimed to develop a solution that would be scalable and useful for people in other programs and situations. While JET and other similar programs assist and support participants in the initial journey abroad and during their stay, they tend to not provide much support when the participants return. This is a real issue because culture shock upon returning from an extended trip is stronger and generally unexpected than what’s experienced at the initial departure. Because of the increasing number of people going abroad for extended stays, this highlights a very real need for support, either from the organizing groups or from alumni of those groups and programs. I began my exploratory research with an extensive survey, where I gathered information on people’s situations prior to joining JET, various qualitative and quantative aspects of their time in Japan, and their experiences upon their return. I continued to conduct exploratory research to gather people’s personal experiences, and I worked closely with JET alumni during my generative and evaluative research phases as well. From the beginning, I leaned towards an online solution that would connect JET alumni regardless of distance or location. Though I considered other options, this approach was vindicated by the strong needs for “community” and “shared experiences” voiced by JET alumni throughout all my research. Ultimately I developed a plan for an online platform that enables people to share their experiences through writing and other media, as well as to communicate and connect easily with others. The name of this platform is okaeri, which means both “return” (verb) and “welcome” (greeting) in Japanese. Beyond the site’s structure and function, the key element is the visual-verbal rhetorical strategy throughout the content and layout, which will set an empathetic tone and perpetuate the sense of community that already exists among JET alumni.
7

Development of an integrated interface modelling methodology to support system architecture analysis

Uddin, Amad January 2016 (has links)
This thesis presents the development and validation of a novel interface modelling methodology integrated with a system architectural analysis framework that emphasises the need to manage the integrity of deriving and allocating requirements across multiple levels of abstraction in a structured manner. The state of the art review in this research shows that there is no shared or complete interface definition model that could integrate diverse interaction viewpoints for defining system requirements with complete information. Furthermore, while existing system modelling approaches define system architecture with functions and their allocation to subsystems to meet system requirements, they do not robustly address the importance of considering well-defined interfaces in an integrated manner at each level of systems hierarchy. This results in decomposition and integration issues across the multiple levels of systems hierarchy. Therefore, this thesis develops and validates following: -Interface Analysis Template as a systematic tool that integrates diverse interaction viewpoints for modelling system interfaces with intensive information for deriving requirements. -Coupling Matrix as an architecture analysis framework that not only allocates functions to subsystems to meet requirements but also promotes consistent consideration of well-defined interfaces at each level of design hierarchy. Insights from the validation of developed approach with engineering case studies within an automotive OEM are discussed, reflecting on the effectiveness, efficiency and usability of the methods.
8

Uma nova interface para a inclusão digital na terceira idade

Moro, Gláucio Henrique Matsushita 15 October 2010 (has links)
Made available in DSpace on 2016-04-29T14:22:49Z (GMT). No. of bitstreams: 1 Glaucio Henrique Matsushita Moro.pdf: 3789930 bytes, checksum: 0aa81e3ddd3e12fcaf86dec064f1eec8 (MD5) Previous issue date: 2010-10-15 / This essay discusses the current technology aspect and its simplification through usability techniques aiming to assist the cognitive process of divide people, focused on seniors. Believing that information technology, currently available, is not accurate for certain groups such as elderly community. Based on the hypermedia and network concept of Pierre Lévy and Lúcia Leão; the innovative precepts and poetic interface of Giselle Beiguelman, and reflections on the maturity of Vitória Kachar, develops an argument about the influence of the technology in a panorama of coexistence of different cultural environments. Proposing an interface consistent to the elderly profile, it discusses audience particularities and evaluates their relationship with the existing technological content. Considering Jakob Nielsen s usability recommendations, connects important aspects to develop a project focusing on the elderly audience, identifying the essential elements in a network environment. It analyzes case studies of sites targeted to senior people, classifying them under the criteria of understandability, and operability. Finally, it proposes alternatives for the interface and information architecture for personal computers and mobile devices, designed for the universe of senior people / A presente dissertação aborda o estado da atual tecnologia e a sua simplificação através de técnicas de usabilidade, com objetivo de facilitar o processo cognitivo de pessoas excluídas digitalmente, com um enfoque na terceira idade. Considera que as tecnologias da informação atualmente existentes são inadequadas a determinados grupos socioculturais, como o dos idosos. Tomando por base a os conceitos sobre hipermídia e rede de Pierre Lévy e Lúcia Leão; os preceitos inovadores e poéticos de interface de Giselle Beiguelman; e as reflexões sobre a maturidade de Vitória Kachar; desenvolve uma discussão sobre a influência da tecnologia num panorama de coexistência de mundos culturais distintos. Para propor uma interface condizente com o perfil dos idosos, discute as peculiaridades do público-alvo e analisa o seu relacionamento com o conteúdo tecnológico existente. Considerando recomendações de Jakob Nielsen sobre usabilidade, relaciona aspectos relevantes a serem apreciados no desenvolvimento de um projeto voltado para a terceira idade, identificando os elementos essenciais em um ambiente de navegação. Analisa, então, estudos de caso de sites direcionados à terceira idade, classificando-os sob critérios de inteligibilidade, apreensibilidade e operacionalidade. Por fim, propõe sugestões de interface e de arquitetura da informação para computadores pessoais e para aparelhos de telefonia móvel, projetadas para o universo da terceira idade
9

Towards developing and improving effective interaction design tools

Bonner, John V. H. January 2002 (has links)
This research began by addressing the question: can effective interface design guidelines be produced for use in the design of future consumer product technologies (CPT)? A literature review explored published studies evaluating existing Human- Computer Interaction guidelines to establish their effectiveness in relation to CPT. Through this review, effectiveness was found to be limited but potentially could be improved using user-centred design methods. In response, six short studies were undertaken to produce user-centred CPT guidelines and to evaluate them using two sets of effectiveness criteria: specificity and applicability. These studies supported findings from the HCI literature. Despite improving the specificity and applicability of the CPT guidelines, passive, non-bespoke design guidelines have still been shown to have little impact on interaction design activity. Other links between research and practice needed to be identified. Two further field investigations indicated that, whilst the use of ergonomics methods was limited in commercial design consultancies, certain types of participative methods considering 'situated design in context' might be helpful. A second literature review was conducted to explore the importance of context-based design activity. As an outcome, design tools were proposed using participative design techniques involving games and role playing. Through a second series of five laboratory and field studies, the proposed design tools were developed and iteratively evaluated. It was demonstrated that the design tools could affect interaction design activity, but further work is still required on improving one of the applicability criteria - 'organisational survival'. These findings demonstrated that interaction designers can effectively produce their own design data using the design tools provided that this design activity is situated within the context of an interaction design problem. It has also been shown that if interaction design tools are to be effective they should satisfy all specificity and applicability criteria established in this inquiry.
10

Características da interface dos sites de notícias: um estudo do design e da usabilidade de jornais impressos e eletrônicos

Thomaz, Danielle de Almeida Pacheco [UNESP] 27 October 2009 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:24:09Z (GMT). No. of bitstreams: 0 Previous issue date: 2009-10-27Bitstream added on 2014-06-13T20:31:09Z : No. of bitstreams: 1 thomaz_dap_me_bauru.pdf: 4396945 bytes, checksum: bc7aa023a12bcf3e2f968380bc87dea8 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Este estudo trata das questões relacionadas ao design de interface, usabilidade e técnicas de avaliação de interfaces web. A abordagem teórica inicia-se com o questionamento sobre a popularização dos computadores pessoais e a difusão da internet e seus novos processos communicacionais que fizeram emergir apontamentos sobre a forma de interação entre o ser humano e os sistemas comunicacionais. Também aborda os aspectos de design de interface, ao entender que este corresponde ao primeiro contado do indivíduo com a informação apresentada no site e, por essa razão, ressaltam-se as questões relacionadas à apresentação da informação visual. Para completar a relação entre tecnologia e ser humano, são apresentados dados sobre Interação Humano-Computador (HC), usabilidade e ergonomia cognitiva, e métodos de avaliação de interface, assim como também algumas definições e classificações sobre o jornal impresso e o digital. Deste modo, o estudo apresenta um análise ergonômica e de usabilidade sobre a leitura dos jornais eletrônicos a partir da comparação com os jornais impressos. Como método, adotou-se uma avaliação de percepção do usuário, a partir de um questionário impresso aplicado a um grupo de 41 sujeitos. De modo geral, os resultados indicam que nos jornais analisados há a necessidade de um maior cuidado com os aspectos da representação visual. Neste sentido, entende-se que a pesquisa colaborou com os estudos da área, pois enfatiza a necessidade de se incluir os usuários no desenvolvimento de interfaces web, assim como também em utilizar com maior critério a muldisciplinariedade do suporte e fazer com as áreas de design, usabilidade, ergonomia, tecnologia e comunicação trabalhem em congruência. / The study deals with issues related to interface design, usability and technical evaluation of web interfaces. The theorical approach starts with the questioning of the popularity growth of personal computers and the spread of the Internet with its new communication processes that have emerge notes about the form of interaction between humans and communicational systems. Also covers aspects of interface design, understanding that this is the first contact of the individual with the information presented on the site and, for that reason, issues related to the presentation of visual information are emphasized. To complete the relation between technology and the human being, it presents data about Human-Computer Interaction (HCI), usability and cognitive ergonomics, and methods for interface evaluation, as well as some definitions and classifications on the paper and digital form of the news. Thus, the study presents an ergonomic and usability analysis on the reading of eletronic journal from the comparison with the printed newspaper. As a method, it was adopted an evaluation of the user perception, from a printed questionnaire applied to a group of 41 subjects. Overall, the results indicate that on the analyzed newspaper there is a need for greater care concerning the aspects of visual representation. In this sense, the study helped with the studies in the area, as it emphasizes the need to include users in development process of web interfaces, as well as to use with more discretion the support's multidisciplinarity and make the areas of design, usability, ergonomics, technology and communication to work in congruence.

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