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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.
11

Conflict and ambiguity in information systems development

Barnes, Raymond J. January 2005 (has links)
Thesis (Ph. D.)--State University of New York at Binghamton, Department of Systems Science and Industrial Engineering, 2005. / Includes bibliographical references (leaves 255-272).
12

An analysis of knowledge work and its implications for the design of information artefacts

Lees, David Yeung January 1997 (has links)
No description available.
13

Promoting common ground in a clinical setting| The impact of designing for the secondary user experience

Tunnell, Harry D., IV 01 November 2016 (has links)
<p> Primary users can create a user experience (UX) for others&mdash;secondary users&mdash;when interacting with a system in public. Common ground occurs when people have certain knowledge in common and each knows that they have this shared understanding. This research investigates how designing for a secondary UX improves common ground during a patient-provider first encounter. During formative work, patients and providers participated in telephonic interviews and answered online questionnaires so that their respective information requirements for clinical encounters could be understood. The outcome of the formative work was a smartphone application prototype to be used as the treatment in an experimental study. In a mixed methods study, with a patient role-player using the prototype during a simulated clinical encounter with 12 providers, the impact of the prototype upon secondary user satisfaction and common ground was assessed. The main finding was that the prototype was capable of positively impacting secondary user satisfaction and facilitating common ground in certain instances. Combining the notions of human-computer interaction design, common ground, and smartphone technology improved the efficiency and effectiveness of providers during the simulated face-to-face first encounter with a patient. The investigation substantiated the notion that properly designed interactive systems have the potential to provide a satisfactory secondary UX and facilitate common ground.</p>
14

A study of the differences in learning styles between students who select a traditional versus a technology-enhanced course delivery method

Haynes, Aisha S. 25 June 2013 (has links)
<p> Students possess various learning styles and do not respond equally to the same instructional methods. College students today are often uninterested in their current traditional course design. The purpose of this study was to determine if differences exist in learning styles between students who select a traditional course delivery method versus a technology-enhanced course delivery method. Participants included 113 males and 195 females who were enrolled in a College of Business Principles of Marketing course for non-business majors at a large university in the southeast. The students who were enrolled in the course completed an online questionnaire including the Grasha-Reichmann Student Learning Style Scale (GRSLSS) and demographic questions. The GRSLSS consists of six learning styles: competitive, collaborative, avoidant, participant, dependent, and independent. A causal-comparative research design was used to identify a cause-effect relationship between the two groups of students. </p><p> Data analyses included a factorial multivariate analysis of variance (MANOVA) and analyses of variances (ANOVAs). Results from this study indicated a significant difference in course delivery methods and gender across all learning styles and no interactions between course delivery methods and gender. ANOVAs revealed a significant difference between the independent, avoidant, dependent, and participant learning styles between students who enrolled in the traditional and technology-enhanced course delivery methods. Students who enrolled in the traditional course delivery method had more of a dependent and participant learning style and students who enrolled in the technology-enhanced course delivery method had more of an independent and avoidant learning style. Males who enrolled in the course had more of a competitive learning style than females - regardless of the course delivery method. These findings are relevant for a better understanding of why students select a particular course delivery method.</p>
15

The use of external design expertise by newly industrialised countries with particular reference to the operations of British automotive design consultancies

Er, Ozlem January 1995 (has links)
No description available.
16

Graphic Design Students' Development of Adaptive Expertise in Ideation Strategies

Kuo, Shih-Ping 23 September 2018 (has links)
<p> This exploratory study uses the convergent design of mixed methods to integrate adaptive expertise theory to study how individual student participant from graphic design or non-graphic-design majors to solve a novel ideation problem in graphic design. Adaptive expertise includes six dimensions: metacognition, flexibility, dynamic knowledge, ability to welcome challenges, efficiency and deep understanding of the domain knowledge, and multiple perspectives. Those are desired qualities for a learner to stand out in the global market that are constantly changing with complex challenges. Thirty undergraduate students participated in this study. This study aims to answer four questions: types of graphic design tool and strategies selection and reasoning, similarities and differences among four participant groups, influences of participants&rsquo; performance from the prior-experiences, and other potential preconceptions and situations to their reasoning. Four results are identified. Frist, 11 rationales contributed to participants to make their tool usage decision and strategies. Second, participant with more varieties of prior experiences in graphic design would potentially have significantly higher confidence level in their adaptive expertise. Third, participants who performed better in this study, obtained more thorough reflection in design thinking. This result shows that this task requires domain-dependent expertise. Forth, participants&rsquo; performance found affected by several non-cognitive preconceptions such as uncertain challenges, adapting in the new work space, and stress management. Future studies need to increase the number of participants to potentially increase statistical significance of the results, and to identify the relationship among factors that affect participants&rsquo; performance and exhibition of adaptive expertise. Implications of this study suggests the need to expose learners to diverse types of graphic design experiences and novel tasks/contexts. </p><p>
17

Effective online lectures| Improving practice through design and pedagogy

Bese, Terry Lane 12 March 2016 (has links)
<p> The purpose of this research project was to improve the practice of using online lectures at a small private university. Using action research methodology, the researcher worked with a group of five university instructors to refine the use of online lectures through design and pedagogical practice. Beginning with a template or guide based on the literature, the instructors developed online lectures connected with a student activity. Following the principles of the TPACK framework, instructors were urged to develop student activities that worked best for their specific content as well as their desired student outcomes. Two cycles of implementation, analysis, and modification were used to refine the template and the student activities.</p><p> Data were gathered from the students who viewed the online lectures and from the faculty through focus group meetings after each cycle. Analysis of both the students&rsquo; experience and the instructors&rsquo; experience led to minor changes in the template but more significant changes to the associated student activities.</p><p> Findings suggest that the effective use of online lectures depends largely on the student activity included with the lecture; in other words, pedagogy is at least as important as design. Other factors, such as practice and experience with developing online lectures are needed to develop the instructors&rsquo; expertise with both technical issues as well as pedagogical issues. Although the online lecture template and suggested activities list were honed to a degree of effectiveness, it will take an ongoing process of analysis and modification to keep this tool relevant in the coming years.</p>
18

An exploratory factor analysis and reliability analysis of the student online learning readiness (SOLR) instrument

Yu, Taeho 27 May 2015 (has links)
<p> The purpose of this study was to develop an effective instrument to measure student readiness in online learning with reliable predictors of online learning success factors such as learning outcomes and learner satisfaction. The validity and reliability of the Student Online Learning Readiness (SOLR) instrument were tested using Exploratory Factor Analysis (EFA) and reliability analysis. Twenty items from three competencies, i.e. social competencies, communication competencies, and technical competencies, were designated for the initial instrument based on the Student Online Learning Readiness (SOLR) Model as a new conceptual model. An exploratory factor analysis (EFA) revealed that four factor-structures of the instrument of student readiness in online learning explained 66.69% of the variance in the pattern of relationships among the items. All four factors had high reliabilities (all at or above Cronbach's alpha> .823). Twenty items remained in the final questionnaire after deleting one item which cross-loaded on multiple factors (social competencies with classmates: five items, social competencies with instructor: five items, communication competencies: four items, and technical competencies: six items). The four-factor structure of the Student Online Learning Readiness (SOLR) has been confirmed through this study. Educators can use the Student Online Learning Readiness (SOLR) instrument in order to discover a better understanding of the level of freshmen college students' online learning readiness by measuring their social, communication, and technical competencies. In addition, this study was looking at two factors of social integration in Tinto's SIM and has introduced the Student Online Learning Readiness (SOLR) conceptual model with the purpose to extend Tinto's social integration to online learning environment. </p>
19

An evaluation of the potential order and priority of research methods, design methods and design heuristics within an Assistive Technology new product development process

Torrens, George January 2015 (has links)
This commentary reflects on a series of published research articles, 1996-2013, that form a PhD thesis by publication. The articles offer evidence of research into best practice relating to Assistive Technology (AT) product design as a specialist section of Industrial Design (ID). The aim of the research has been to provide AT product developers with a methodology that ordered and prioritised the application of proven research methods, design methods and design heuristics; as well as, to highlight the fundamental concepts that underpin the methodology. This commentary provides a review of the methods applied and discussion of their efficacy within each case study. The series of articles, evaluated at a meta-analysis level in the second part of the commentary, address the following research questions: 1) What is the optimum order and priority of conventional design methods, heuristics and research methods when applied within a new product development process for assistive technology products?, 2) Through a meta-analysis of case studies, are there key aspects that underpin an optimum AT-ID process? From the review, 61 research methods, design methods and heuristics were defined. An order of methods and heuristics identified some methods that were used throughout all phases of a NPD process that included literature review, benchmarking, mixed methods and participatory research. The methods and heuristics used in all phases highlighted a user-centred approach and the close collaboration with end users and stakeholders. There was also a focus of methods and heuristics around phase 2 of the 5 design process phases defined by Martin and Hannington. The critical review also highlighted key underpinning aspects that helped optimise an Industrial Design approach to ID-AT NPD. These were 1) creating a format for dialogue within the constraints of perception and 2) previous experience and the application of ethically sound protocols for the whole process. Lastly the change of terminology and attitudes of those working the Assistive Technology industry highlighted the need for more research into social acceptance of all aspects of Assistive Technology and the perception of disability from those living with impairment and by UK society as a whole.
20

Embedding novel and surprising elements in touch-screen games for children with autism : creating experiences 'worth communicating about'

Alcorn, Alyssa Marie January 2016 (has links)
Relative infrequency of communication initiation, particularly initiations that involve attention-sharing or other social purposes, appears to negatively impact the later-life outcomes of children with autism. Strategies to improve or encourage initiation skills in autism are hampered by the need for the behaviour to be spontaneous (i.e. unprompted by a partner). One potential approach that addresses the spontaneity issue is to extrinsically motivate initiations by changing aspects of the child’s environment such that they merit, or even demand, initiating a communication. Detecting subjectively inconsistent (i.e. discrepant) aspects in game-like virtual contexts appears to be something that inherently interests young children with autism, and can motivate them to initiate spontaneous, positive communications. Initial evidence for discrepancy as a communicative motivator came from a study which re-analysed video data from an existing autism and technology project (ECHOES), illustrating that a heterogeneous group of children all reacted frequently and socially to naturally occurring (i.e. unintentional, non-designed) discrepant aspects within ECHOES. A set of high-level design principles was developed in order to capture “lessons learned” from ECHOES that might facilitate re-creation of a similar pattern of spontaneous, positive initiation around discrepancy. A second, proof-of-concept study implemented these design principles in a set of three new touch-screen games (Andy’s Garden) that sought to establish, and then deliberately violate, child expectations (i.e. provide discrepancy-detection opportunities: DDOs). Children reacted socially and positively to the new games and DDOs. The results of this study allow us to answer its overall questions affirmatively: it is possible to motivate children’s communication–specifically, their initiation–by including deliberately-designed DDOs in a set of games. These findings are the first step towards determining whether discrepancy-detection opportunities may form a component of a future technology-based communication skills intervention, capable of changing children’s initiation behaviour outside of a game context.

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