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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.
41

“Seen it, enjoyed it, bye!”: Using and interacting on the Instagram platform from the perspective of autistic users

Lagerqvist, Hanna January 2020 (has links)
Despite the growing interest for autistic users within the field of Human-Computer Interaction (HCI), the research is mostly limited to assistive technology and often neglects autistic users' own perspectives. Exploring autistic users’ experiences of different mainstream technologies that they use may give valuable knowledge. Using Instagram as a case for a qualitative study with 30 autistic adults, this paper contributes with such knowledge and in the process, it challenges preconceptions about autism that are common in HCI-research. Data from interviews and a survey (N=30) is analysed in the context of previous research and design concepts, discussing the implications for design and future research. Findings show that autistic users' needs are often similar to those of users in general, but may be more pronounced, and that if design recommendations are to be useful, researchers need to take the diversity within the autistic population into account more than is currently done.
42

VR-designers arbete med tillgänglighet inom virtuella upplevelser / VR designers work with accessibility within virtual experiences

Krook, Lina, Shinkai, Miho January 2021 (has links)
Virtual Reality (VR) is an extensive field where significant development has been made. A critical aspect of the user experiences is still relatively unexplored, the accessibility. How VR designers can work to make their experiences more accessible becomes an important part regarding the development of the technology and the inclusion of users with disabilities. Today, there is no known, structured study about how VR designers in Sweden work practically with accessibility within virtual experiences. The purpose of this study is therefore to create knowledge about how designers within the VR industry work with accessibility in the design of virtual experiences. In this study we conducted a survey, which focused on factors that influence the work with accessibility in VR, and six deepening interviews. The result of the survey showed differences within occupational groups, where visual VR designers work more with accessibility than other occupational groups. The result of the interviews revealed tendencies that VR designers’ point of view and definition considering accessibility, affected which people with disabilities that were included in their design process. Establishing generic guidelines or tools can support VR designers' work with accessibility, but these do not make the virtual experiences accessible. Some kind of collaborative work between designers and users with disabilities is needed to ensure accessible VR experiences. / Virtuell verklighet (VR) är ett omfattande område där betydande utveckling gjorts. En kritisk aspekt av användarupplevelserna är dock fortfarande relativt outforskad, tillgängligheten. Hur VR-designers kan arbeta med att tillgängliggöra sina upplevelser blir därför en viktig del i teknologins utveckling samt inkludering av användare med nedsatta förmågor. Idag finns det ingen känd, strukturerad studie kring hur VR-designers i Sverige praktiskt arbetar med tillgängligheten inom virtuella upplevelser. Syftet med denna studie är därför att skapa kunskap om hur designers inom VR-branschen arbetar med tillgänglighet i designandet av virtuella upplevelser. I studien kombinerades en enkät, där fokuset var att ta reda på vilka faktorer som påverkar arbetet med VR och tillgänglighet, samt sex fördjupande intervjuer. Enkätresultatet visade skillnader mellan yrkesgrupper, där visuella VR-designers arbetade mer med tillgänglighet än andra yrkesgrupper. I intervjuresultatet sågs tendenser på att VR-designers synsätt och definition kring tillgänglighet påverkade vilka användare med nedsatta förmågor som inkluderades i deras designprocess. Etablering av allmänna riktlinjer eller verktyg kan stödja VR-designers tillgänglighetsarbete, men dessa gör inte virtuella upplevelser tillgängliga. Någon typ av samarbete mellan designers och användare med nedsatta förmågor behövs således för att säkerställa virtuella upplevelsers tillgänglighet.
43

Social housing with interior public spaces : a new typology for the urban context of Pretoria

Heÿdenrÿch, Antonette January 2018 (has links)
The project proposes the investigation into the adaptive re-use of abandoned and unused buildings in the Pretoria CBD to develop social housing that makes use of existing infrastructure, structures, economic activity and transport networks. This is done as a response to the need for social housing in the medium income market. Most developments for this market are built outside city limits and use precious resources and unnecessary new materials. This project focuses on what is currently known as Huis Potgieter, on the UNISA Sunnyside Campus, as a testing ground to develop theories and approaches that can be used in the development of future developments. Throughout the research conducted into the project, the residents have been emphasised as the main design informant, specifically by the regulations set out by the national government. Considering the highly user-centred approach as identified by the regulations, it is appropriate to approach it from an interior design knowledgebase. Looking firstly at the resident’s needs, those in similar housing developments and income markets have identified and emphasised the need and importance of shared public spaces. Other research has confirmed that public spaces are a large contributor to both the social and psychological well-being of the residents. This project focuses on providing public spaces as integrated areas within the building, interspersed between living units, in an effort to provide comfortable, inclusive, and enjoyable public spaces that encourage a sense of place among the residents. A design proposal to integrate interior public spaces into the daily lives of the residents was developed. Various public space theories were collated and synthesised to develop a set of theory-based guidelines for use in this and future social housing projects. The project aims to develop a proposal that considers all users in the development, both in their physical needs (in the form of an inclusive design approach), as well as their social and community needs, by providing public spaces that accommodate a wide range of users and activities. To benefit future studies and to contribute to the field of interior design, a new term, interior public spaces, was developed in order to describe the type of public spaces created. In order to create a strong identity for the building, which the users can relate and respond to in their own attachment and appropriation, the legibility of the intervention is large focus of the project. To increase the legibility of the building, the building identity – KwilaliCity - was developed to reflect strongly in the public areas of the building to create a common ground for all residents. The intervention ensures accessibility to its wide range of residents by introducing a strong inclusive design component, with a focus on wayfinding. Applying the wayfinding and inclusive approach early in the project allows for an integrated resolution that serves to strengthen the design approach. The intention that residents are encouraged to develop an attachment to KwilaliCity and their fellow residents is evident in the encouragement to appropriate specific elements in and around their homes, in order to reflect their identities and give them some control over their housing environment. / Hierdie projek neem voor om die her-gebruik van verlate en ongebruikte geboue in die Pretoria besigheidsdistrik te ondersoek, met die doel om sosiale behuising wat gebruik maak van bestaande infrastruktuur, strukture, ekonomise aktiwiteit en vervoernetwerke. Die projek het vorendag gekom as ‘n reaksie op die nood vir sosiale behuising in die medium-inkomstemark. Ontwikkelings vir hierdie mark word dikwels geplaas buite die stadperke, en gebruik waardevolle hulpbronne en onnodige nuwe material. Die projek fokus op wat tans bekend staan as Huis Potgieter, te vinde op die UNISA Sunnyside-kampus, as ‘n toetsarea waar teorieë en benaderings te ondersoek en wat in toekomstige uitbreidings gebruik kan word. Tydens die navorsing wat afgelê is vir die projek, is die inwoners beklemtoon as die hoof ontwerpinformant, hoofsaaklik deur die regulasies uiteengesit deur die nasionale regering. Met hierdie hoogs gebruiker-geörienteerde benadering, soos geïdentifiseer deur die regulasies, is dit toepaslik om gebruik te maak van die interieurontwerp kennisbasis. Eerstens word daar gekyk na die inwoners se behoeftes. Inwoners in soortgelyke behuising en inkomstemark het die behoefte en belangrikheid van gedeelde openbare ruimtes uitgelig en beklemtoon. Verdere navorsing het bevestig dat openbare ruimtes ‘n groot bydraende faktor is in die sosiale en sielkundige welstand van die inwoners. Die projek fokus op die voorsiening van openbare ruimtes as integreerde areas binne die gebou, verweef tussendeur die leefeenhede, in ‘n poging om gemaklike, toeganklike, en aangename openbare ruimtes te skep wat ‘n gevoel van plek by die inwoners aanwakker. ‘n Ontwerpvoorstel om die interieur openbare ruimtes te integreer met die daaglikse lewens van die inwoners is ontwikkel. Verskeie teorieë wat handel oor openbare ruimtes is versamel en saamgevat om ‘n stel teorie-gebasseerde riglyne te ontwikkel wat gebruik kan word in hierdie en toekomstige sosiale behuisingskemas. Die projek poog om ‘n voorstel te ontwikkel wat alle inwoners in ag neem, beide in hul fisiese behoeftes (in terme van ‘n inklusiewe ontwerpbenadering), sowel as hul sosiale en gemeenskapsbehoeftes deur inwoners van openbare ruimtes te voorsien wat ‘n wye spectrum van gebruikers en aktiwiteite kan akkommodeer Om toekomende interieurontwerpstudies te baat, is ‘n nuwe term, interieuropenbare ruimtes, ontwikkel om die soort openbare ruimtes, soos geskep in hierdie projek, te beskryf. Ten einde ‘n sterk identiteit te ontwikkel vir die gebou, wat die inwoners in staat sal stel om verband te hou en te reageer daarop deur hul aanhegtig en bewilliging, is die leesbaarheid van die ingryping ‘n groot fokus van die projek. Om die leesbaarheid van die gebour te verbeter, is ‘n gebou-identiteit – KwilaliCity – ontwikkel. Dit kom sterk voor in die openbare areas van die gebou om ‘n gelyke grondslag vir alle inwoners te skep. Die ingryping verseker die inklusiwiteit vir die wye reeks inwoners deur ‘n sterk inklusiewe ontwerpkomponent in te bring, wat fokus op die navigasie en leesbaarheid van die ruimtes. Deur hierdie benadering toe te pas vanaf die begin, maak voorsiening vir ‘n geïntegreerde oplossing wat help om die ontwerbenadering te versterk. Die bedoeling is dat inwoners aangemoedig word om aanhegting met KwilaliCity en hul mede-inwoners, en is aangebring in die aanmoediging om spesifieke elemente om hul eenhede te bewillig, in ‘n poging om hul identiteit te weerspieël en bietjie beheer te gee oor hul huislike omgewing. / Mini Dissertation (MInt (Prof))--University of Pretoria, 2018. / Architecture / MInt (Prof) / Unrestricted
44

Mouse inclusivo para idosos : desenvolvimento e avaliação de usabilidade /

Rocha, Rosana Gonçales Oliveira. January 2020 (has links)
Orientador: João Roberto Gomes Faria / Resumo: O presente estudo trata do desenvolvimento de um mouse específico para idosos buscando atender às necessidades desse público em relação a usabilidade e desempenho considerando os declínios e as debilidades motoras decorrentes do envelhecimento. O modelo proposto, em forma de protótipo, foi avaliado em conjunto com outros quatro modelos de mouse, sendo um padrão, dois ergonômicos verticais e um ergonômico horizontal, por meio de testes de coleta e análise de dados de performance (tempo X número de erros), percepção e usabilidade (agradabilidade, estética, complexidade), antropometria das mãos, avaliação socioeconômica e de caracterização da amostra composta de 40 sujeitos, divididos em dois grupos distintos: Grupo de Idosos Experientes (GIE): foram incluídos neste grupo idosos (acima de 60 anos) que estavam adaptados ao uso do computador de mesa e mouse, n=20; Grupo de Idosos Inexperientes (GII): foram incluídos neste grupo idosos (acima de 60 anos) que não tinham nenhuma experiência com o uso de computador de mesa e mouse, n=20. Após a coleta de dados, três idosos do GIE e um idoso do GII foram descartados por não conseguirem concluir a tarefa. Os resultados mostraram que diferentes tipos de mouse interferem no uso e na percepção, bem como o grupo com menores dimensões na mão obteve melhores resultados em relação ao tempo de movimento, ainda que em relação ao número de erros a diferença não tenha sido relevante. Embora com um baixo ângulo de extensão de punho, o que mantém um... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The present study addresses the development of a specific mouse for the elderly seeking to meet the needs of this public regarding usability and performance considering the declines and motor weaknesses resulting from aging. A prototype of the proposed model was evaluated along with four other mouse models, being one standard, two vertical ergonomic and one horizontal ergonomic by means of performance tests – Fitts’ Law test – (time X number of errors), perception and usability (pleasantness, aesthetics, complexity). The sample consisted of 40 subjects divided into two distinct groups: a) Experienced Elderly Group (EEG, n=17); b) Inexperienced Elderly Group (IEG, n=19) who had some or no experience using a desktop and mouse respectively. Results showed the prototype made a positive difference in the average wrist extension angle well below the second best average angle among the other tested models. The results obtained using Fitts’ Law test showed that the proposed mouse model interferes in selection time, movement time and number of errors, considering the mouse design, format, and dimensions. Problems to execute the prototype mouse project, mainly its weight and button which was difficult to click, affected its use and results, causing its performance to be low during its use in both elderly groups (EEG and IEG). There was an exception regarding movement time in the EEG group, where the prototype obtained an average time below one of the models and very close to the time o... (Complete abstract click electronic access below) / Doutor
45

Designing video call spaces with and for adults with learning disabilities : A remote participatory design approach

Maus, Benjamin January 2021 (has links)
Video calls have received growing attention since the beginning of the COVID 19 pandemic, accompanied by technological innovations, such as spatial audio or AI for simulating eye contact. The increased use of video calls in personal and professional environments poses opportunities for evaluating and shaping this technology by going beyond the notion of a single user and including people with different cognitive abilities. This study proposes a remote participatory design process with people with learning disabilities (LD), aiming to investigate considerations for the design of video call platforms. In cooperation with NetzStecker, the Office for Inclusive Media Education based in Münster, Germany, a four-stage research through design process is conducted with a group of adults with LD, including online workshops and mobile device-based diary studies. Perceptions and experiences are explored through the lens of phenomenology and lead to a set of design recommendations around the themes of spatiality and communication. Methodological conclusions discuss the challenges of using the medium of study as the principal medium of research and indicate a potential for proximity chats as design spaces.
46

Outdoor-navigation in public spaces for the elderly visually impaired

Widqvist, Elias January 2019 (has links)
The elderly visually impaired is not only a neglected user group within interaction design but also a large one in our society. Within this user group, I discovered that they do not get enough exercise because of their inability to move in public spaces without feeling unsafe. To feel safe, they would have to use both their rollator and their white cane at the same time; an impossibility. This paradoxical issue brings forth design opportunities of both physical artifacts with combined effectiveness of a white cane and a rollator. Also, it includes an exploration with a user-centered design approach on how haptic feedback could help them navigate. Haptics being the suitable alternative for a non-visual interaction. An add-on attached to the existing rollator with sensors and haptic feedback would enhance the feeling safety of an elderly visually impaired and would enable them to move in public spaces to get their exercise.
47

Integrating Accessibility into Digital Design Processes : A Systemic Approach

Pihavaara, Jasmin January 2020 (has links)
Today's digital products, services and experiences need to be designed with accessibility in mind in order to provide equal opportunities in use and enjoyment for the growing group of users with permanent, temporary and situational impairments. However, the topic still seems to be an afterthought in practice. With the research question 'What are the enablers and inhibitors for integrating accessibility into digital design processes from a systemic perspective?', this thesis aims to identify factors that drive or hinder accessibility efforts among design practitioners in Germany and how these factors may interrelate. Accessibility integration is therefore defined as a system. The research is based on a qualitative study using semi-structured interviews with four UX Designers, two UI Designers and one Chief Creative Officer with varying experiences regarding accessibility in past projects. By conducting a content analysis, the responses are grouped into categories and further visualized in the form of system archetypes to understand systemic behavior. The findings indicate that integration of accessibility into digital design processes is influenced by many enabling and inhibiting factors, of technical, individual, societal, institutional, regulatory, economic and financial as well as cliental and organizational nature, turning the topic into a complex, wicked problem. While economic reasons were a dominant force driving the system's behavior, it appears that the underlying mental models of all actors involved are significantly contributing to the state of accessibility in design practice.
48

Uncovering the obstacles: creating a typology of contextual factors that affect participation

Kirschner, Leon 17 May 2020 (has links)
Increasingly, disability related literature recognizes the environment as an important factor in the participation in roles and in engagement in activities for individuals with disabilities; which would naturally make the environment an important concern for occupational therapists (Hammel et al., 2015). The language and methods to describe and analyze the characteristics of the environment that support or limit client participation in occupations are not as well developed in occupational therapy (Whiteneck & Djickers, 2009). This is an important gap in our practice that must be addressed. Guided by Person-Environment-Occupation Theory (Baptiste, 2017), this project attempted to address this need by developing a typology of terms for contextual factors that affect participation. It was completed with the belief that providing the terminology will increase the attention provided to these factors in practice. Environmental interventions can be more universal, are often less expensive, and change the focus from the individual’s deficits to how society can be more just and inclusive. We created the typology using a scoping review methodology to identify source literature and by searching through the selected literature for the environmental and contextual terms describing factors that impact participation. The resulting typology is divided into four areas with twelve categories of terms and 54 total terms. It aligns with the International Classification of Function (WHO, 2001) and the performance factors in the Occupational Therapy Practice Framework (AOTA, 2014). The typology is designed and meant for use across OT practice areas, in OT education, research and scholarship. This will require wide spread dissemination. A dissemination plan based on Diffusion of Innovations Theory (Rogers ,2010) starts by refining the typology with the guidance of assessment from stakeholders. After this refinement process, the typology will be introduced via outreach to occupational therapy programs, publications, and conference presentations. Widely used, this typology has the potential to expand the scope of occupational therapy and to make our interventions more effective in improving and increasing participation for more people.
49

Accessibility in Social Media : Facebook and the Older Adult

Jeansson Hall, Angie, Al-Hadeethi, Arshed, Gustafsson, Jenny January 2024 (has links)
In recent years, there has been a substantial increase in the percentage of seniors using social media, yet few studies have been conducted to understand the challenges underlying social network utilisation by seniors. By understanding what motivates seniors to use social media, the difficulties they encounter while using them and what would be an inclusive social media from their perspective is paramount for designing inclusive user interfaces that suit this growing population. This study explores the accessibility challenges faced by older adults, specifically those aged over sixty, when using social media platforms by focussing on Facebook as a case study. Through a heuristic evaluation and a user study this research assesses Facebook’s compliance with Web Content Accessibility Guidelines (WCAG) and specific usability issues faced by people over sixty. The focus is on understanding the barriers that hinder effective engagement of older adults on social media platforms. Our findings highlight significant areas where Facebook fails to meet accessibility standards, potentially leading to digital exclusion of the elderly. The study also discusses the broader implications of these findings, emphasising the need for more inclusive design practices in social media platforms to accommodate the diverse needs of older adults. This research seeks to contribute to the field of inclusive design and accessibility by providing insights into how social media platforms can become more accommodating and accessible to older users.
50

The Research and Design of an Inclusive Dishwashing Appliance

Prather, Evin Gamal 03 April 2007 (has links)
No description available.

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