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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.
181

Problem solving, confidence and frustration when carrying out familiar tasks on non-familiar mobile devices

Attard, C., Mountain, Gail, Romano, D.M. 22 March 2016 (has links)
No / Smart mobile devices, which are hand-held electronic devices with an advanced operating system (such as the Android platform) connected via a wireless protocol, have become an integral and essential part of our everyday life, and support both social and workplace activities. However, adopting mobile technology within the workplace setting can give rise to challenges that impact user behaviour and performance. A study was carried out amongst 90 participants located in two countries, using internet connectivity as a case study. Confidence and frustration have previously been connected with technology competence, but this was not applied to a workplace scenario during problem-solving, when users are assigned an unfamiliar smart mobile device. This research focuses on identifying the link between workplace users' levels of confidence and frustration when seeking to independently solve problems whilst completing familiar tasks on new smart mobile devices. A detailed video analysis of users' attitudes and behaviour during problem-solving was conducted, emphasising a correlation between attitudes and behaviour towards completing a task.
182

A Comparative Analysis of Data Collection Systems Used in Radiography Educational Programs and the Role Mobile Electronic Devices Play

Garner, Robin S 01 December 2015 (has links)
Each radiography program has a system to collect important data from didactic and clinical settings in order to accurately assess the progress and success of students, provide the needed student intervention, and provide accreditation agencies with appropriate documentation that demonstrates student success in reaching program learning outcomes. The purpose of this research study was to determine the method of data collection and documentation used by radiography programs to evaluate student progress and to examine if MEDs play a role in evaluating and documenting student skills at the point of care. The majority of radiography programs in this study were using paper methods for data collection and program directors reported value in using MEDs in clinical education but revealed that barriers still exist and will need to be addressed in order to increase their usage in clinical education.
183

Da GestÃo à Escuta uma anÃlise sobre as experiÃncias de clubes de rÃdio em escolas pÃblicas de Fortaleza

Lilian Bartira Santos Silva 00 September 2018 (has links)
nÃo hà / As experiÃncias de RÃdio Escolar alteraram-se significativamente apÃs a inserÃÃo dos dispositivos mÃveis nos contextos escolares. Nesse sentido,a presente dissertaÃÃo contemplouatividades de Clubes de RÃdio de duas escolas municipais de tempo integral em Fortaleza, com o objetivo de investigar, da gestÃo à escuta, como essas experiÃncias sÃo desenvolvidas, identificando se, e de que maneira, os princÃpios dialÃgicos, basilares para o exercÃcio coletivo, tÃm sido promovidos. A partir daÃ, especificamente, verificar como sÃo planejadas tais atividades, como se dÃo as relaÃÃes dentro dos Clubes, como se caracterizam as escutas apÃs a convergÃncia rÃdio/dispositivos mÃveis e, por fim, como os ouvintes leem os Clubes e acolhem suas respectivas programaÃÃes. As trÃs categorias estruturais do trabalho foram: coletividade, convergÃncia e protagonismo, discutidas principalmente a partir de Freire (1977), Jenkins (2009) e Souza (2006), nesta ordem. Metodologicamente, a pesquisa desenvolveu-se mediante observaÃÃo participante(Angrosino, 2009). A apreciaÃÃo dos dados apontou para uma concepÃÃo de interpretaÃÃo narrativa dessas experiÃncias, inspirada na atividade mimÃtica proposta por Ricoeur (2010), delineada em trÃs dimensÃes: mÃmesisI (prÃ-figuraÃÃo), II (configuraÃÃo) e III (reconfiguraÃÃo), compreendendo, assim, o contexto cultural sonoro que ancora as experiÃncias dos Clubes de RÃdio, as experiÃncias ânarrativizadasâ e a recepÃÃo(construÃÃo de sentidos), respectivamente.Tal anÃlise propÃsum acolhimento das subjetividades imbricadas em todo o processo experienciado pelos estudantes envolvidos. A construÃÃo da pesquisa permitiu concluir que a dimensÃo coletiva, por vezes, encontra-se comprometida, assim como os traÃos de protagonismo que se esboÃam, mas nÃo se efetivam.Quanto à incorporaÃÃo dos dispositivos mÃveis ao cotidiano dos estudantes, ampliaram-se as possibilidades de consumo sonoro, hibridizando os usos dos meios. Mesmo com a conveniÃncia da portabilidade e da escolha protagonista de optar pela playlist pessoal, a rÃdio mantÃm sua importÃncia enquanto dispositivo midiÃtico escolar. As narrativas demonstraram que os ouvintes das rÃdios escolares nÃo se sentem valorizados, respeitados e atendidos em seus pedidos musicais, nÃo se identificam com as programaÃÃes e,ainda,questionam a participaÃÃo de integrantes que nÃo se adequam Ãs demandas de um Clubede RÃdio. No entanto, apesar dos problemas identificados, as experiÃnciasde RÃdio Escolar podem ser potencializadas, se compreendidas em suas inÃmeras possibilidades e assistidas em suas necessidades tÃcnicas, e, principalmente,formativas / As experiÃncias de RÃdio Escolar alteraram-se significativamente apÃs a inserÃÃo dos dispositivos mÃveis nos contextos escolares. Nesse sentido,a presente dissertaÃÃo contemplouatividades de Clubes de RÃdio de duas escolas municipais de tempo integral em Fortaleza, com o objetivo de investigar, da gestÃo à escuta, como essas experiÃncias sÃo desenvolvidas, identificando se, e de que maneira, os princÃpios dialÃgicos, basilares para o exercÃcio coletivo, tÃm sido promovidos. A partir daÃ, especificamente, verificar como sÃo planejadas tais atividades, como se dÃo as relaÃÃes dentro dos Clubes, como se caracterizam as escutas apÃs a convergÃncia rÃdio/dispositivos mÃveis e, por fim, como os ouvintes leem os Clubes e acolhem suas respectivas programaÃÃes. As trÃs categorias estruturais do trabalho foram: coletividade, convergÃncia e protagonismo, discutidas principalmente a partir de Freire (1977), Jenkins (2009) e Souza (2006), nesta ordem. Metodologicamente, a pesquisa desenvolveu-se mediante observaÃÃo participante(Angrosino, 2009). A apreciaÃÃo dos dados apontou para uma concepÃÃo de interpretaÃÃo narrativa dessas experiÃncias, inspirada na atividade mimÃtica proposta por Ricoeur (2010), delineada em trÃs dimensÃes: mÃmesisI (prÃ-figuraÃÃo), II (configuraÃÃo) e III (reconfiguraÃÃo), compreendendo, assim, o contexto cultural sonoro que ancora as experiÃncias dos Clubes de RÃdio, as experiÃncias ânarrativizadasâ e a recepÃÃo(construÃÃo de sentidos), respectivamente.Tal anÃlise propÃsum acolhimento das subjetividades imbricadas em todo o processo experienciado pelos estudantes envolvidos. A construÃÃo da pesquisa permitiu concluir que a dimensÃo coletiva, por vezes, encontra-se comprometida, assim como os traÃos de protagonismo que se esboÃam, mas nÃo se efetivam.Quanto à incorporaÃÃo dos dispositivos mÃveis ao cotidiano dos estudantes, ampliaram-se as possibilidades de consumo sonoro, hibridizando os usos dos meios. Mesmo com a conveniÃncia da portabilidade e da escolha protagonista de optar pela playlist pessoal, a rÃdio mantÃm sua importÃncia enquanto dispositivo midiÃtico escolar. As narrativas demonstraram que os ouvintes das rÃdios escolares nÃo se sentem valorizados, respeitados e atendidos em seus pedidos musicais, nÃo se identificam com as programaÃÃes e,ainda,questionam a participaÃÃo de integrantes que nÃo se adequam Ãs demandas de um Clubede RÃdio. No entanto, apesar dos problemas identificados, as experiÃnciasde RÃdio Escolar podem ser potencializadas, se compreendidas em suas inÃmeras possibilidades e assistidas em suas necessidades tÃcnicas, e, principalmente,formativas
184

Exploring the role of information and communication technology on employees' work and family domains / Johannes Willem de Wet

De Wet, Johannes Willem January 2015 (has links)
Technology has become part of society’s everyday functions, changing rapidly and providing widespread mobility. In South Africa alone, the amount of internet users grew from 8,5 million to 24,9 million in only three years (2011-2014). Currently 90% of these users access this facility from their mobile devices. This statistic illustrates the trend that South Africans are moving towards a continually connected lifestyle, a situation in which information and communication technology (ICT) seems to have become omnipresent. Due the rapid growth of ICT technology and its adoption into people’s lives (both personally and professionally) the influence of such a phenomenon needed to be investigated to understand its impact on individuals and society. Thus, the objective of the present research was to explore the role ICT plays in employees’ work and family domain. The research followed a qualitative research approach and made use of snowball sampling. The sample of participants (N=25) were mostly employees from a professional organisation. Semi-structured interviews were conducted to collect data and the interviews were recorded, transcribed and processed through thematic analyses. The analyses revealed the following four main themes with sub-themes flowing from it: 1) the usage of ICT; 2) the role of ICT usage; 3) the challenges relating to ICT usage; and 4) managing work-life interaction by using ICT. Theme 2 lend itself to be sub-divided into four minor subthemes namely: 1) the positive role of ICT usage; 2) the negative role of ICT usage; 3) the role ICT plays in relationships; and 4) the increased expectations brought about by ICT usage. The current research was not without certain limitations, which should be noted. The researcher only investigated the employees themselves and did not extend the unit of analysis to include the household of employees (esp. the partner or spouse). In addition, the majority of the participants were Afrikaans-speaking males, which is not a true reflection of the multicultural society of South Africa promoting gender equality in the work place. Based on the findings of the present research, various recommendations could be made. Future research could firstly enlarge the sample to be more representative of South Africa’s multicultural and diverse society, and secondly, to include the partner or spouse of employees. Organisations should also consider the implementation of various policies on ICT usage. These directives could include the following: a policy to ensure across the board ICT implementation; an after-work hours policy to ensure as little as possible infringement on employees work-life interaction; and a hierarchical policy ensuring the correct communication channels are followed. Lastly, future research could also do multiple comparative studies on the differences between the degree of ICT adoption, or the amount of ICT devices employees utilise and the impact this has on their work-life interaction. Such research can also investigate how the decrease in face-to-face communication impacts social interaction in both the work and nonwork domains and thereby affects employees’ work-life interaction. / MCom (Industrial Psychology), North-West University, Potchefstroom Campus, 2015
185

Exploring the role of information and communication technology on employees' work and family domains / Johannes Willem de Wet

De Wet, Johannes Willem January 2015 (has links)
Technology has become part of society’s everyday functions, changing rapidly and providing widespread mobility. In South Africa alone, the amount of internet users grew from 8,5 million to 24,9 million in only three years (2011-2014). Currently 90% of these users access this facility from their mobile devices. This statistic illustrates the trend that South Africans are moving towards a continually connected lifestyle, a situation in which information and communication technology (ICT) seems to have become omnipresent. Due the rapid growth of ICT technology and its adoption into people’s lives (both personally and professionally) the influence of such a phenomenon needed to be investigated to understand its impact on individuals and society. Thus, the objective of the present research was to explore the role ICT plays in employees’ work and family domain. The research followed a qualitative research approach and made use of snowball sampling. The sample of participants (N=25) were mostly employees from a professional organisation. Semi-structured interviews were conducted to collect data and the interviews were recorded, transcribed and processed through thematic analyses. The analyses revealed the following four main themes with sub-themes flowing from it: 1) the usage of ICT; 2) the role of ICT usage; 3) the challenges relating to ICT usage; and 4) managing work-life interaction by using ICT. Theme 2 lend itself to be sub-divided into four minor subthemes namely: 1) the positive role of ICT usage; 2) the negative role of ICT usage; 3) the role ICT plays in relationships; and 4) the increased expectations brought about by ICT usage. The current research was not without certain limitations, which should be noted. The researcher only investigated the employees themselves and did not extend the unit of analysis to include the household of employees (esp. the partner or spouse). In addition, the majority of the participants were Afrikaans-speaking males, which is not a true reflection of the multicultural society of South Africa promoting gender equality in the work place. Based on the findings of the present research, various recommendations could be made. Future research could firstly enlarge the sample to be more representative of South Africa’s multicultural and diverse society, and secondly, to include the partner or spouse of employees. Organisations should also consider the implementation of various policies on ICT usage. These directives could include the following: a policy to ensure across the board ICT implementation; an after-work hours policy to ensure as little as possible infringement on employees work-life interaction; and a hierarchical policy ensuring the correct communication channels are followed. Lastly, future research could also do multiple comparative studies on the differences between the degree of ICT adoption, or the amount of ICT devices employees utilise and the impact this has on their work-life interaction. Such research can also investigate how the decrease in face-to-face communication impacts social interaction in both the work and nonwork domains and thereby affects employees’ work-life interaction. / MCom (Industrial Psychology), North-West University, Potchefstroom Campus, 2015
186

Critical analysis and evaluation of interactive and customised applications on mobile television : interactive and customised mobile television applications are evaluated using the views of consumers, advertisers, and telecommunications operators with regard to services and also assessing the usability of mobile devices

Al Sheik Salem, Omar fuad abed al whab January 2011 (has links)
The shift of media from traditional forms to new digital ones has raised the possibility of new kinds of media services, including mobile television. In today's communications market, mobile phones are of increasing importance to users and, since mobile devices are connected most of the time, they have a high degree of location independence. The availability of 3G technology and the mobile devices needed to implement mobile television are now established and available. Mobile television is expected to be an important new service that could penetrate the market place and provide new applications, as well as create a market for new players and new investments, if the appropriate price, content and philosophy for content design are found. This research explores the many potential application areas for mobile TV, with a particular focus on advertising. Various organisations that seek success in this market can utilise the potential for advertising on mobile TV. Ultimately, mobile device users are able to use mobile TV for entertainment and information sourcing. However, a number of challenging issues remain to be addressed. The features that appealed to the consumers were studied in this research. Surveys were conducted to obtain an understanding of consumers' opinions and needs regarding the mobile TV experience. Many users clearly do like to interact with video content on mobile devices. Interactive mobile TV advertising can benefit users who will be able to use an essentially 'free' mobile TV service, funded by an advertising model. This research proposes an environment for interactive advertising on mobile TV and discussion of an implementation of the proposed designs.
187

[en] A 3D INTERACTION TOOL FOR ENGINEERING VIRTUAL ENVIRONMENTS USING MOBILE DEVICES / [pt] UMA FERRAMENTA DE INTERAÇÃO 3D PARA AMBIENTES VIRTUAIS DE ENGENHARIA UTILIZANDO DISPOSITIVOS MÓVEIS

DANIEL PIRES DE SA MEDEIROS 24 June 2014 (has links)
[pt] A interação em ambientes virtuais de engenharia se caracteriza pelo alto grau de precisão necessário para a realização de tarefas típicas desse ipo de ambiente. Para isso, normalmente são utilizados dispositivos de interação específícos que possuem 4 graus de liberdade ou mais. As atuais aplicações envolvendo interação 3D utilizam dispositivos de interação para a modelagem de objetos ou para a implementação de técnicas de navegação, seleção e manipulação de objetos em um ambiente virtual. Um problema relacionado é a necessidade de controlar tarefas naturalmente não-imersivas, como a entrada de símbolos (e.g., texto, fotos).Outro problema é a grande curva de aprendizado necessária para manusear tais dispositivos não convencionais. A adição de sensores popularização os smartphones e tablets possibilitaram a utilização desses dispositivos em ambientes virtuais de engenharia. Esses dispostitivos se diferenciam, além da popularidade e presença de sensores, pela possibilidade de inclusão de informações adicionais e a realização de tarefas naturalmente não-imersivas. Neste trabalho é apresentada uma ferramenta de interação 3D para tablets, que permite agregar todas as principais técnicas de interação 3D como navegação, seleção, manipulação, controle de sistema e entrada simbólica. Para avaliar a ferramenta proposta foi utilizada aplicação SimUEOP-Ambsim, um simulador de treinamento em plataformas de óleo e guias que tem a complexidade necessária e permite o uso de todas as técnicas implementadas. / [en] Interaction in engineering virtual environments is characterized by the necessity of the high precision level needed for the execution of specic tasks for this kind of environment. Generally this kind of task uses specicinteraction devices with 4 or more degrees of freedom (DOF). Current applications involving 3D interaction use interaction devices for object modelling or for the implementation of navigation, selection and manipulation tecniques in a virtual environment. A related problem is the necessity of controlling tasks that are naturally non-immersive, such as symbolic input (e.g., text, photos). Another problem is the large learning curve to handle such non-conventional devices. The addition of sensors and the popularization of smartphones and tablets, allowed the use of such devices in virtual engineering environments. These devices, besides their popularity and sensors, dier by the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. To evaluate the proposed tool we used the SimUEP-Ambsim application, a training simulator for oil and gas platforms that has the complexity needed and allows the use of all techniques implemented.
188

O potencial da realidade aumentada para dispositivos móveis no Brasil como recurso de interatividade no espaço urbano / The potential of augmented reality to mobile devices in Brazil and interactivity feature in urban space

Mendes, Ana Luisa Cronemberger Maia 09 April 2015 (has links)
Vivenciamos um processo de virtualização do espaço e de sua transformação em fluxos de informação. As cidades contemporâneas estão repletas de ondas eletromagnéticas que atravessam os ambientes, formando uma trama invisível aos olhos. Os universos urbano e informacional, formados por esta \"trama\", estão cada vez mais indissociáveis, criando uma espacialidade híbrida. A infiltração de tecnologias que ampliam nossas capacidades comunicativas, cognitivas e interativas ocorre de forma tão intrínseca que não nos damos conta desta infiltração. Nesse contexto, surgiu a Realidade Aumentada (RA), cujo objetivo é a imersão do usuário num ambiente real, enriquecido com elementos virtuais. O surgimento dos dispositivos móveis contribuiu para a busca da ubiquidade computacional, permitindo a manutenção de um estado de comunicação e conexão permanentes, enquanto o indivíduo desloca-se para suas atividades. A popularização destes dispositivos torna a RA mais próxima do usuário comum, possibilitando sua aplicação em situações cotidianas - e em sua própria relação com a cidade, o recorte proposto por este estudo. Sob o enfoque da vivência do espaço urbano brasileiro a partir de sistemas móveis de RA, buscou-se levantar, triar e analisar um conjunto representativo de aplicativos que possuem tais recursos, verificando sua forma de interatividade e construindo um panorama de como a RA para dispositivos móveis é proporcionada no Brasil, suas contribuições para as relações da população com a cidade e para o campo do design, apontando potencialidades. Esta análise permitirá aos profissionais a ampliação de seus repertórios, incentivando o surgimento de novas possibilidades de uso. / We have been experiencing a virtualization process when it comes to spaces and information flow. Contemporary cities are filled with electromagnetic waves that cross different environments and create a web that is invisible to the eye. The urban and informational universes formed by these webs are becoming increasingly inseparable, creating a sort of hybrid spatiality. The infiltration of technologies that are able to expand our capabilities regarding communication, cognition and interaction occurs in such an intrinsic way that we don\'t even notice it. It was amidst this context that Augmented Reality (AR) came to light. Its objective is the immersion of the user in a real environment, enriched with virtual elements. The appearance of mobile devices contributed for the search of computational ubiquity, allowing the conservation of a state of permanent communication and connection while people move into their activities. The popularization of such devices makes AR closer to the ordinary users, enabling it to be applied in everyday situations and also influence their relationship with the city, which is the focus proposed by this study. Focusing on Brazilian urban space experience through mobile systems of AR, it was sought to raise, trial and analyze a representative set of apps that possess such resources, verifying its interactivity and building an outlook on how mobile devices AR is provided in Brazil, its contributions to the relationship between citizens and city, and lastly, to the Design field - pointing out potentials. This analysis will allow professionals to widen their repertoire, encouraging the appearance of new usage possibilities.
189

WBLS: um sistema de localização de dispositivos móveis em redes Wi-Fi. / WBLS: a mobile device localization system on Wi-Fi networks.

Moura, André Iasi 14 June 2007 (has links)
A proliferação de dispositivos móveis e de redes sem fio tem encorajado um crescente interesse em sistemas e serviços baseados na localização de dispositivos portáteis, especialmente em ambientes internos, como edifícios e residências. A localização de um dispositivo portátil é um parâmetro crítico em aplicações baseadas no contexto, as quais requerem grande precisão na estimativa de localização. Entretanto, projetar e desenvolver sistemas de localização em interiores, com crescente precisão na estimação e decrescente custo de instalação, é um problema desafiador. Uma abordagem bastante interessante para satisfazer os requisitos de baixo custo consiste em utilizar as infra-estruturas existentes de redes locais sem fio (WLAN) no padrão IEEE 802.11, que já estão instaladas em muitos ambientes. A maioria das abordagens para localização usando WLAN propostas na literatura é baseada em técnicas probabilísticas, que apresentam bom desempenho e estão cada vez mais populares. Estas técnicas usam um mapa com a informação da potência recebida do sinal (RSSI) juntamente com a freqüência de presença de sinal coletada de múltiplos pontos de acesso Wi-Fi, em diferentes localizações físicas no ambiente. Porém, a informação sobre freqüência de presença de sinal pode ser muito ruidosa devido à natureza imprevisível das falhas de transmissão, as quais podem ocorrer decorrentes de diversos fatores. Este trabalho propõe um novo sistema de localização Wi-Fi, o WBLS (Wireless Based Location System), que não considera a informação sobre freqüência de presença de sinal no processo de estimação, visando eliminar os ruídos a ela associados. O WBLS explora o fato da potência do sinal Wi-Fi variar com a localização e usa um HMM descrito em um grafo onde os nós representam as localizações e as arestas, as probabilidades de transição em função da topologia do ambiente e das velocidades esperadas de um pedestre portando um dispositivo móvel. Investiga-se em que situações a eliminação da informação sobre freqüência de presença de sinal devido a seus ruídos associados aumenta a exatidão da estimativa de localização, apesar do descarte da informação em si. Os experimentos realizados demonstram que a característica mais importante do WBLS é uma particular robustez ao lidar com desligamentos de pontos de acesso, os quais podem ocorrer sem nenhum aviso ou previsão em um ambiente onde pouco controle se tem sobre sua infra-estrutura. / The proliferation of mobile computing devices and wireless networks has fostered a growing interest in location-based systems and services for Portable Wireless Devices, specially in indoor environments. The location of a handheld device is a critical parameter in context-aware applications, which require high degree of accuracy of location estimation. However, designing and developing indoor location systems with increasing estimation accuracy and decreasing cost installation is a challenging problem. A very interesting approach to reach low-cost requirements consists in using the pre-existing IEEE 802.11 wireless local area network (WLAN) infrastructure that is already installed in many places. Most of the WLAN indoor location approaches proposed in the literature are based on probabilistic techniques which show good performance and are becoming increasingly popular. Such approaches use a map of received signal strength information and signal presence frequency collected from multiple Wi-Fi access points at different physical locations in the environment. However, the signal presence frequency information can be very noisy due to the unpredictable nature of transmissions failures, which can be caused by several factors. This work proposes a new probabilistic-based Wi-Fi location system, WBLS (Wireless Based Location System), which doesn\'t take the signal presence frequency information into account in the estimation process, in an attempt to eliminate its associated noise. WBLS exploits the fact that Wi-Fi signal strength vary with location, and uses an HMM on a graph of location nodes whose transition probabilities are a function of the building\'s floor plan and expected speeds of a pedestrian holding a portable device. We investigate if eliminating signal presence frequency information due to its associated noise increases the accuracy of the location estimation, despite the amount of information about the signal presence that is discarded. Experiments show that the most important feature of WBLS is a particular robustness while dealing with access points shutdowns that may happen without any warning in an environment where there is little control over the infrastructure.
190

Usabilidade da interface de dispositivos móveis: heurísticas e diretrizes para o design / Usability of mobile device\'s interface: heuristics and guidelines for the design

Machado Neto, Olibario José 28 May 2013 (has links)
Do ponto de vista do usuário, a interface é uma das partes mais importantes dos sistemas computacionais, porque por meio dela o usuário vê, ouve e sente. Essa relevância motiva pesquisadores da área de Interação Humano-Computador a estudarem maneiras de se criarem interfaces com design focado em usabilidade. A avaliação da usabilidade de interfaces visa verificar se elas atendem aos requisitos do usuário de forma que as funcionalidades do sistema sejam realizadas de modo efetivo, eficiente e que satisfaça as expectativas do usuário. Tendo em vista que o ciclo de desenvolvimento de software costuma ser longo, avaliações da usabilidade de diferentes versões de interfaces devem ser realizadas no decorrer do processo, como forma de minimizar erros e reduzir custos de produção do sistema. Uma das avaliações de usabilidade mais conhecidas é a avaliação heurística, criada por Jacob Nielsen, que se destaca pelo baixo custo e rapidez de aplicação. Nela, especialistas avaliam as interfaces e os diálogos do sistema com base em um conjunto de regras gerais, as heurísticas, que lhes permitem identificar problemas de usabilidade. Apesar de respeitadas e amplamente usadas, as heurísticas de Nielsen foram criadas sem foco em interfaces de dispositivos móveis, muito difundidos atualmente. Por meio deste trabalho, verificou-se que as heurísticas de Nielsen têm limitações para encontrarem problemas de usabilidade em interfaces de dispositivos móveis. Por conta disso, propôs-se um conjunto de heurísticas para avaliação de interfaces de dispositivos móveis e se definiu um conjunto de diretrizes para o desenvolvimento dessas interfaces. A validação das heurísticas propostas indicou que elas foram mais efetivas que as de Nielsen para encontrarem problemas de usabilidade considerados pelos especialistas como catastróficos ou de baixa gravidade / From the users point of view, the interface is one the most important part of computer systems, because everything he sees, hears and feels are contained therein. This relevance motivates researchers of Human-Computer Interaction to study ways to create interfaces with design focused on usability. The usability evaluation of interfaces aims to determine whether the interfaces meet the requirements of the system so that its functionalities are carried out effectively, efficiently and satisfying the users expectations. Considering that the software development lifecycle is often long, usability evaluations of different versions of interfaces should be made during the process, in order to minimize errors and reduce production costs of the final system. Heuristic evaluation, created by Jacob Nielsen, is one of the most used usability evaluation methods, because of it low cost and ease of implementation. In this evaluation method, experts evaluate interfaces and systems dialogues based on a set of general rules, called heuristics, which enable them to identify usability problems. Although respected and widely used, Nielsens heuristics were not created having mobile devices interfaces in mind. Through this work, it was verified that Nielsens heuristics have limitations in finding usability problems in mobile devices interfaces. Because of this, we proposed a set of heuristics for evaluating interfaces for mobile devices and defined a set of guidelines for the development of these interfaces. The validation of the proposed heuristics indicated that they were more effective than Nielsens to find usability problems considered by experts as catastrophic or of low gravity

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