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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.
151

Utveckling och anpassning av webb för mobila enheter : En utvärdering och fallstudie

Sundberg, Alexander January 2016 (has links)
Den ökande användningen av mobila enheter ställer nya krav på utformning av ett företags webbtjänster. Utseende, storlek och gränssnitt på webbsidor behöver anpassas för alla typer och storlekar av mobila plattformar. Syftet med det här arbetet är att utreda de olika lösningsalternativ som finns för anpassning till mobila enheter samt föreslå och utvärdera en lösning utifrån olika kriterier. En prototyp utvecklas som kommer att testas i en fallstudie. De lösningsalternativ som utreds är native applikation, hybridapplikation, mobilsida, responsivt gränssnitt/responsiva ramverk och Web Content Management Systems. Lösningsalternativen utvärderas utifrån kriterierna funktionalitet och användbarhet, inlärningstid/utvecklingstid, plattformsstöd och tillgänglighet, prestanda, underhåll och vidareutveckling, popularitet, kostnad/licens samt konverteringsmöjlighet. Det lösningsalternativ som visar sig mest fördelaktigt enligt kriterierna är responsivt gränssnitt. I fallstudien har en prototyp utvecklats baserat på ett responsivt ramverk. Implementationen har utvärderats och bekräftar fördelarna med responsivt gränssnitt. Arbetets slutsatser lyfter fram för- och nackdelar med de olika lösningsalternativen, identifierar problem och möjligheter utifrån fallstudien – t.ex. visade det sig inte några större prestandaskillnader mot en statisk webbsida men däremot visade sig vissa konflikter mellan programbibliotek – samt slutligen ges generella rekommendationer och erfarenheter för den som står inför en mobilanpassning av en webbplats. / The increasing usage of mobile devices places new requirements on the design of company websites. Appearance, size and interface of webpages need to be adapted for all types and sizes of mobile platforms. The purpose of this thesis is to investigate the various solution options available for adaptation to mobile devices and also tosuggest and evaluate a solution based on different criteria. A prototype will be developed and tested in a case study. The investigated solution options are native application, hybrid application, mobile website, responsive web design frameworks and Web Content Management Systems. The solution options are evaluated based on the criteria functionality and usability, learning
152

Educação Ambiental e serviços urbanos: uso de aplicativos digitais para a gestão do verde urbano no município de São Paulo / Environmental education and urban services: use of digital applications for urban green management in the city of São Paulo

Marcos Alberto Stanischesk Molnar 18 July 2017 (has links)
O metabolismo entre homem e natureza tem sido diretamente impactado em nossa sociedade para fomentar o desenvolvimento capitalista e a racionalidade econômica atual. Nesse contexto, as áreas verdes no meio urbano, cada vez mais, têm dado lugar a novas paisagens que refletem a lógica acumulativa do sistema, sem que se leve em conta o impacto que tais mudanças podem causar no ambiente. Além de muitos benefícios para a saúde humana, tais áreas promovem melhoria da qualidade de vida para a população no que diz respeito ao lazer, ao embelezamento paisagístico e ao microclima. No município de São Paulo, a desvalorização do verde pode ser notada pelo decréscimo das áreas remanescentes, em especial da arborização urbana, e pela manutenção realizada pela gestão pública de forma ineficiente. Dadas a dimensão ainda expressiva da arborização e a falta de recursos (entre outros problemas), a gestão participativa, por meio da população e de tecnologias sociais como agentes de apoio ao Estado para a gestão dessas áreas, pode ser uma saída e uma ferramenta de apoio à proposta de Novo Metabolismo. Esta baseia-se no conceito de saber ambiental, proveniente da Educação Ambiental, para a preparação dos munícipes / Metabolism between Man and Nature has been directly impacted in our society to foster capitalist development and current economic rationality. In this context, the green areas surrounded by urban environment, more and more, has been given rise to new landscapes that reflect a cumulative logic of the system, without thinking about the impact that such changes can cause to the environment. In addition to many benefits to human health, such areas promote improvement of the quality of life for a population in terms of leisure, landscape beautification and microclimate. In the municipality of São Paulo, the devaluation of the green can be noticed by the decrease of the remaining areas, especially urban afforestation, and by the inefficient maintenance management carried out by the public administration. Given the still significant size of afforestation and the lack of resources (among other problems), the participative management, through population and social technologies as agents of State support for the management of these areas, it can be a way out and a support tool to the New Metabolism proposal. This is based on the concept of environmental wisdom, coming from the environmental education, for preparation of citizens
153

Aplicativo multimídia "Safe Bathing" em plataforma móvel como tecnologia para o cuidado à beira leito de pacientes infartados: construção e validação

Dionizio, Denilson January 2017 (has links)
Submitted by Fabiana Gonçalves Pinto (benf@ndc.uff.br) on 2018-03-09T17:17:17Z No. of bitstreams: 1 Denilson Dionizio.pdf: 2729773 bytes, checksum: 4fb9288de089e64d69d7f79756c6af5b (MD5) / Made available in DSpace on 2018-03-09T17:17:17Z (GMT). No. of bitstreams: 1 Denilson Dionizio.pdf: 2729773 bytes, checksum: 4fb9288de089e64d69d7f79756c6af5b (MD5) Previous issue date: 2017 / Mestrado Profissional em Enfermagem Assistencial / Introdução: O infarto agudo do miocárdio (IAM) configura-se como a doença que mais mata no mundo chegando a 7 milhões de óbitos em 2012. No Brasil, dados revelados pelo DATASUS em 2014 indicam 100 mil óbitos anuais por esta enfermidade. O paciente hospitalizado com IAM, principalmente nas primeiras 24 horas, necessita de cuidados intensivos, repouso e medidas cautelosas visando sua segurança, considerando as alterações oxihemodinâmicas que podem ocorrer com o esforço demandado pelo miocárdio. Dentre os cuidados de enfermagem ao paciente com IAM, destaca-se o banho de leito e a complexidade que o envolve, requerendo do enfermeiro e sua equipe medidas que possam evitar agravos e promover a sua saúde. Para se implementar segurança e prestar um cuidado com melhor qualidade, a tecnologia móvel tem ganho espaço a cada dia, a julgar pela crescente utilização dos aplicativos na área de saúde. Observou-se uma inversão da curva de crescimento em relação ao uso de celulares em detrimento do desktop no ano de 2014, demonstrando a sua grande utilização no cotidiano da população. A equipe de enfermagem responsável em realizar o banho de leito precisa executar esta técnica com segurança ao paciente, visando o mínimo de danos desnecessários a sua saúde. Objetivo geral: Validar um aplicativo multimídia em plataforma móvel para realização de um banho de leito seguro aos pacientes infartados. Método: Estudo metodológico aplicado na modalidade de produção tecnológica para validação do aplicativo. Selecionou-se 12 expertos enfermeiros, via currículo lattes, que avaliaram o conteúdo do aplicativo utilizando o índice de validade de conteúdo (IVC) com corte de 80% e o Kappa de Fleiss para análise da concordância entre os expertos. Resultados: O aplicativo Safe Bathing foi construído com 4 módulos, sendo validados pelo IVC com percentuais excelentes de 0,93 de concordância entre os expertos para validação do seu conteúdo. O Kappa de Fleiss foi classificado, na maioria dos itens avaliados, como bom e excelente, ou seja, 0,80 a 1.00 de acordo com a classificação de Kappa. Conclusão: O aplicativo Safe Bathing foi validado, no que se refere ao seu conteúdo específico de saúde, com IVC e Kappa de Fleiss classificados de bom a excelente. Recomenda-se a validação de face com expertos da área de tecnologia de informação para que todas as particularidades do aplicativo seja validado e não somente o seu conteúdo específico por profissionais da saúde/enfermagem / Introduction: the acute myocardial infarction (AMI) is the desease that kills more in the world, up to 7 million deaths in 2012. In Brazil, data released by DATA-SUS in 2014 indicates 100 thousand each year because of this illness. The AMI hospitalized patient, mainly in their first 24 hours, needs intensive care, rest and careful measures aiming their safety, taking in consideration the oxihemodinamical changes that can happen with the effort produced by the myocardium. Among the cares ftom nurses to AMI patients, we can highlight the bedbath and the complexity that circles it, requiring from the nurse and the team actions that may prevent harm and promote their health. In order to implement safety and serve better quality care, the mobile tecnology has gotten room daily, as we see the increasing use of applications in the health area. A inversion was noticed in the imcreasing curve in relation to the use of cellphones to the detriment of desktop computer in 2014, showing its large use in the day-by-day of the population. The nurse team respensible for carrying out the bedbath needs to do this tecnique with safety to the patient aiming the least unnecessary damages to the health. Objective: Validate a multimidia application in mobile platform. Method: An applied methodological study, in technological production for validation of application mode. 12 smart nurses were selected via curriculum lattes, who evalueted the content of the application, using the content vadility index (CVI) with a cut of 80% and Kappa de Fleissfor analazing the assent of the experts. Results: The Safe Bathing Application was built with 4 modules, being validated by the CVI with excellent percentages of 0.93 of assent among the experts for the validation of its cintent. Kappa de Fleiss was classified as good and excllent in most of the validated items, that is, 0,80 to 1,00 according to Kappa classification. Conclusion: The Safe Bathing Application was validated according to its specific health content, having CVI and Kappa de Fleiss classified from good to excellent. The face validation is recommended by experts in the information tecnology area so that all the features of the application could be validated and not only its especific content by nurses and health professionals
154

Redesigning For Experience - REX : An Approach for the Evaluation of User Experience and Suggestion of Improvements in Mobile Applications

Cabrejos, Luis Jorge Enrique Rivero, 92-99332-2183 08 June 2017 (has links)
Submitted by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2017-08-25T18:13:09Z No. of bitstreams: 2 Tese - Luis J. E. R. Cabrejos.pdf: 5126285 bytes, checksum: b667aa9fb7c3b14f995507bb4a821f1e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2017-08-25T18:13:30Z (GMT) No. of bitstreams: 2 Tese - Luis J. E. R. Cabrejos.pdf: 5126285 bytes, checksum: b667aa9fb7c3b14f995507bb4a821f1e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2017-08-25T18:13:48Z (GMT) No. of bitstreams: 2 Tese - Luis J. E. R. Cabrejos.pdf: 5126285 bytes, checksum: b667aa9fb7c3b14f995507bb4a821f1e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2017-08-25T18:13:48Z (GMT). No. of bitstreams: 2 Tese - Luis J. E. R. Cabrejos.pdf: 5126285 bytes, checksum: b667aa9fb7c3b14f995507bb4a821f1e (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-06-08 / CNPq - Conselho Nacional de Desenvolvimento Científico e Tecnológico / User eXperience (UX) refers to a holistic perspective and an enrichment of traditional quality models with non-utilitarian concepts, such as fun, joy, pleasure, hedonic value or ludic value. In order to evaluate UX in software applications, several technologies (tools, methods, techniques) have been proposed that range from using questionnaires to employing biometrics to gather quantitative and qualitative data on users’ experience. However, there is a need for research in the development of specific UX evaluation technologies that are easy and comfortable to use from the point of view of users, while supporting software engineers in the correction of the aspects that cause poor experiences. Additionally, new UX approaches should be proposed for evaluating mobile applications, as there is still a shortage of methods for this type of applications, which is rising in demand. This doctoral dissertation proposes an alternative approach for evaluating mobile applications called Redesigning for EXperience (REX), which intends to be less intrusive for users when extracting UX data, while generating reports containing design suggestions for improving the UX. We assessed the acceptance of the initial versions of the REX approach from the point of view of users and software engineers in two studies. When compared to 3E, a qualitative UX evaluation method, the results showed that REX was perceived as more fun, useful and more interactive. Additionally, software engineers considered REX useful and easy to understand, while suggesting improving its report to facilitate its understanding and increase its use. After working on the improvements opportunities from the empirical studies, we developed a tool support for the REX approach called the REX report generator. Also, we carried out an observational study to verify to which extent the REX approach could be applied in a real software development project. Thus, REX was employed by users to evaluate a mobile educational application and a discussion meeting was held with the software development team to discuss the improvement suggestions provided by REX to support the redesign process. The findings from the observational study indicated the satisfaction of users to report their experience with the REX approach, while the members of the development team agreed with the usefulness of the REX report and its improvement suggestions. By providing design suggestions, we aim to support software engineers in improving the UX of the developed mobile applications, thus increasing their quality and acceptance in the market. / .
155

Fala sério: um aplicativo desenvolvido com jovens sobre suas necessidades de saúde / Fala sério: an application developed with young people about their health needs

Sheila Aparecida Ferreira Lachtim 23 February 2018 (has links)
Introdução: Esta pesquisa toma como objeto o desenvolvimento de uma tecnologia de comunicação e informação, o app, como instrumento educativo para abordar as necessidades em saúde de jovens. A partir da saúde coletiva, toma como referência teórica, a concepção de juventude como categoria social, conforme determinada pelo modo de produção vigente e por suas necessidades de reprodução, que impõem aos jovens, das diferentes classes sociais, padrões de socialização recortados pelas necessidades de preparação para o mercado de trabalho. Tomou-se também como referência o conceito de necessidades em saúde como necessidades sociais, ou seja, como necessidades referidas às classes sociais. Objetivo: construir um app, de caráter educativo, relacionado às necessidades em saúde de jovens, considerando-se a perspectiva desses jovens. Método: Trata-se de investigação de natureza qualitativa, que utilizou a metodologia da pesquisa-ação emancipatória desenvolvida por vertente teórico-metodológica materialista histórica e dialética. O processo empregou 24 oficinas com 12 jovens do segundo grau de uma escola pública, do município de São Paulo, durante período de 5 meses, em 2017. Os jovens participantes envolveram-se porque estavam motivados pela temática; são provenientes de famílias da classe trabalhadora, cujos pais trabalham em ocupações que exigem pouca ou nenhuma qualificação profissional. O app desenvolvido com a participação dos jovens foi analisado por um painel de especialistas, a partir de instrumento padronizado. Resultados: O aplicativo foi denominado \"fala sério\" e apresenta como abas os seguintes temas eleitos pelos jovens: família, saúde mental (dividida em pressões e drogas), corpo e sexualidade. As oficinas foram analisadas de acordo com as categorias de análise: necessidades de reprodução social; necessidades de presença do Estado; e necessidades de participação social. Os jovens trouxeram à tona as seguintes categorias empíricas: as formas de enfrentamento das famílias das precárias formas de trabalhar e viver podem ser individualizadas ou coletivas; os jovens têm medo de não dar conta das pressões sociais, que supostamente viabilizariam seu futuro; o consumo de drogas é visto socialmente como a causa dos problemas dos jovens e a educação sobre drogas está desvinculada da realidade; educação sexual na escola é importante e a relação com a própria sexualidade é barrada por valores dominantes, principalmente machismo; as dificuldades sociais enfrentadas pelos jovens limitam suas possibilidades. A análise dos especialistas foi positiva para a maior parte dos conteúdos, destacando-se os conteúdos de família, pressões e drogas. Houve vários apontamentos para aperfeiçoamento dos conteúdos principalmente relativos às temáticas redução de danos, corpo e sexualidade, e ainda à dimensão técnico-operacional do aplicativo, como funções e interatividade. Conclusão: o aplicativo foi desenvolvido a partir das necessidades em saúde que mais preocupam o grupo de jovens participantes da pesquisa, o que indica serem as maiores dificuldades do grupo. O resultado deve refletir as dificuldades de outros grupos que vivem condições semelhantes de reprodução social; eles se referem principalmente a configurações familiares, que sofrem com empregos precários e desemprego, ausência ou inconstância de apoio paterno, ressocialização através da escola e processos de sociabilidade precários, expressos em desgastes como ansiedade, depressão, consumo problemático de drogas. Certas condições contemporâneas universalizantes e geracionais, que perpassam as classes sociais, permitirão também o uso do App por grupos de jovens em diferentes condições sociais. Nota-se com frequência a preocupação com a gravidez na adolescência, como caraterística de sociabilidade e socialização desse grupo. O processo educativo gerado pela pesquisa-ação emancipatória mostrou-se importante instrumento de desalienação. Os jovens se envolveram profundamente no processo de desenvolvimento do app e reivindicaram a continuidade das discussões. / Introduction: The objective of this research was to develop a technology of communication and information, an app, as an educational instrument to address the health needs of young people. Our theoretical reference considers the concepts of the collective health field and of youth as a social category influenced by the prevailing production mode and its needs of reproduction. This mode imposes, for young people of the different social classes, social standards permeated by the need to prepare for the labor market. We also used the concept of health needs as social needs, i.e., as the needs of social classes. Objective: to develop an educational app aimed at the health needs of young people, considering their perspective. Method: This is a qualitative research in which we used the emancipatory methodology of action research that was developed using the theoretical-methodological principles of dialectical and historical materialism. We performed 24 workshops with 12 young people at high school from a public school in the city of São Paulo, Brazil, for five months in 2017. They participated in the study because they were motivated by the topic; they are from working-class families whose parents work in occupations that require little or no professional training. The app developed by the young participants was analyzed by a panel of experts using a standardized instrument. Results: The application was named Fala sério and features the following subjects as tabs: family, mental health (divided into pressures and drugs), body and sexuality. The workshops were analyzed according to the categories: needs of social reproduction; needs of the state protection; and needs of social participation. The participants pointed the following empirical categories: the coping strategies of the families to handle the precarious work and living conditions can be individualized or collective; they are afraid of being unable to handle the social pressures that would supposedly support their future; drug use is seen by society as the cause of their problems and the education about drugs is detached from their reality; sex education at school is important and their own relation with sexuality is difficult due to dominant values, mainly machismo; the social difficulties they face limit their possibilities. The analysis of specialists was positive for most contents, especially for family, pressures and drugs. Several notes were made to improve the contents, especially those related to the themes of harm reduction, body and sexuality and to the technical and operational dimension of the application, such as functions and interactivity. Conclusion: the application was developed from the health needs that most concern the youth group who participated in the research, this indicates that these are the major difficulties of this group. The result must reflect the difficulties of other groups living in similar conditions of social reproduction; they refer mainly to family settings that suffer with precarious jobs and unemployment, the absence or inconstancy of paternal support, resocialization through school and precarious processes of sociability expressed by stresses such as anxiety, depression, and problematic drug use. Certain contemporary conditions are more inclusive, generational and capable of perpass social classes, these conditions will allow the use of the app for young people from different social conditions. The concern with adolescent pregnancy frequently appears as a characteristic of sociability and socialization of this group. The use of the emancipatory action research served as an important instrument of de-alienation through the educational process. The youth group became deeply involved with the development of the app and claimed the continuity of the discussions.
156

MHNSS: um Middleware para o Desenvolvimento de Aplicações Móveis com Interações Baseada na Fala / MHNSS: a middleware for development of mobile application with interactions based speech

Ferreira, Arikleyton de Oliveira 04 August 2014 (has links)
Made available in DSpace on 2016-08-17T14:53:29Z (GMT). No. of bitstreams: 1 DISSERTACAO Arikleyton de Oliveira Ferreira.pdf: 1952997 bytes, checksum: 4c3733cd1aefc31e6f18a8068828d271 (MD5) Previous issue date: 2014-08-04 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / Applications for mobile computing environments usually have several accessibility limitations due to the dependency on the interaction with the user through the device display, which hinders its use to people who have limitations to read, write (type) and/or have little fluency in the use of technology. In this master thesis we propose a middleware that provides support for developing mobile applications with accessibility features through spoken dialogue systems. These systems are able to hold a conversation with the user, providing a natural interaction interface that does not require prior learning. Thus, mobile applications can use the middleware to provide accessibility to the user that overcomes the physical or visual contact needs. The proposed middleware was developed in the context of the MobileHealthNet project, where it will help mobile applications with focus in the health domain to reach users with different profiles, with particular attention to underserved and remote communities. To perform the middleware evaluation, we used a case study based on a mobile application for evaluating the health condition of patients with atrial fibrillation. The evaluation involved 10 individuals, and the results obtained were very positive. / Aplicações para ambientes computacionais móveis usualmente apresentam diversas limitações de acessibilidade por dependerem da interação com o usuário através da tela dos dispositivos móveis, o que dificulta seu uso às pessoas que possuem limitações para ler, escrever (digitar) e que tenham pouca fluência no uso de tecnologias. Neste trabalho de mestrado propomos um middleware que fornece suporte ao desenvolvimento de aplicações móveis com recurso de acessibilidade através do diálogo falado. Essa modalidade de acesso é capaz de manter uma conversa com o usuário, proporcionando uma interface de interação natural que não requer prévio aprendizado. Assim, aplicações móveis podem utilizar o middleware para proporcionar acessibilidade ao usuário que supera a necessidade do contato físico ou visual, pois eles podem apenas dialogar entre si. O middleware proposto está inserido no contexto do projeto MobileHealthNet, onde auxiliará aplicações móveis focadas ao domínio da saúde a atingir usuários com diferentes perfis, com especial atenção a moradores de comunidades carentes e distantes. No processo de avalidação do middleware proposto foi utilizado um estudo de caso de uma aplicação dedicada a acompanhar o estado de saúde de pacientes portadores de fibrilação atrial, realizando-se uma avaliação com 10 sujeitos na qual obteve-se resultados bastante positivos.
157

Persuasive design som medel för miljövänligt agerande : En studie om hur funktioner i miljöfrämjande mobilapplikationer kan motivera användare att agera miljövänligt / Persuasive design as a tool to encourage sustainable behaviour : A study about motivating users to act eco-friendly through persuasive mobile applications

Betzeki, Christina, Swedan, Leyla January 2016 (has links)
Syftet med denna studie är att undersöka hur en miljöfrämjande mobilapplikation kan motivera användare till att agera mer miljövänligt genom persuasiva designprinciper. I denna studie föreslås en uppsättning designprinciper att ha i åtanke vid utveckling av övertygande mobilapplikationer som syftar till miljövänliga beteendeförändringar. Det utvärderades tre existerande miljöfrämjande mobilapplikationer med hjälp av PSD-modellens designprinciper, varav en valdes ut för användarundersökningen. Totalt sex personer deltog i studien och fick testa den valda mobilapplikationen under en veckas tid, i syfte att bekanta sig med applikationens funktioner. I samband med detta fick deltagarna besvara en enkät med allmänna frågor kring deras miljövänliga vanor. Den slutliga fasen inkluderade intervjun, som innehöll frågor gällande deltagarnas åsikter om funktioner och motivationsfaktorer för att använda miljöfrämjande applikationer. Resultatet visade att designprinciperna belöning, individualisering, simulering, självkontroll, normativt inflytande, samarbete, social jämförelse, konkurrens och påminnelser hade störst inflytande på användarnas motivation att använda applikationen och agera miljövänligt. De utvalda designprinciperna berodde huvudsakligen på individuella, sociala och praktiska faktorer. / This study aims to investigate how an environmental mobile application can motivate users to act more eco-friendly by using persuasive design principles. In this study, we identify a set of key principles to consider when designing mobile persuasive technology in order to motivate and influence pro-environmental behavior change. We evaluated three existing mobile applications by using PSD design principles. After the evaluation, one mobile application was selected for usertesting, with a total of six participants. The participants received one week to get familiar with the application and its functionalities . Furthermore, the participants received a survey with general questions about their eco-friendly habits. The upcoming phase included the interview we conducted, which contained questions to bring forward the participants opinions about functions and motivation factors that could affect their usage of eco-friendly applications. The result showed that the design principles rewards, personalization, simulation, self-monitoring, normative influence, cooperation, social comparison, competition and reminders had the greatest influence on the users motivation to use the application and act eco-friendly. The reason of importance for the chosen design principles was mainly due to individual, social and practical factors.
158

Välgörenhetsorganisationers användning av sociala medier för ökat givande via mobiltelefoner

Eriksson, Richard January 2012 (has links)
Allt fler människor använder sig av sociala medier via sina mobiltelefoner. Mobiltelefonernas egenskaper tillåter användarna att kommunicera på ett snabbt och platsoberoende sätt. Flera stora välgörenhetsorganisationer i Sverige har börjat mobilanpassa sina hemsidor. Däremot används inte sociala mediers mobilanpassade funktioner för att tillåta social interaktion. Denna uppsats undersöker hur välgörenhetsorganisationer kan tillåta användare av mobila sociala medier att dela med sig av sitt engagemang till sitt sociala nätverk, för att öka givandet via mobiltelefoner. En målgruppsundersökning bestående av semistrukturerade intervjuer och en enkätundersökning över Facebook utfördes i samarbete med Svenska Röda Korset. Målet var att få en större inblick i hur människor i Sverige med intresse för en typisk välgörenhetsorganisation använder sina mobiltelefoner och sociala medier i vardagen och för välgörenhet. Resultaten visade att människor använder sociala medier till att främst dela bilder och saker som hänt dem just för stunden. Det fanns ett delat intresse att vilja sprida vidare information om sin gåva till andra användare av sociala medier. De som tyckte det fyllde en bra funktion kunde framför allt tänka sig att dela bilder, händelser och hur man valt att stödja välgörenhetsorganisationen. Målgruppsundersökningen låg sedan till grund för framtagandet av en kravspecifikation som användes vid utvecklingen av en prototyp. Den utvecklade prototypen visar hur en mobilanpassad gåvotjänst kan använda social interaktion över mobila sociala medier i syfte att öka givandet. / More and more people use social media through their mobile phones. Mobile phones features allow users to communicate in a fast and location-independent manner. Several major charity organizations in Sweden have begun to adapt their websites for the mobile web. However, mobile-adapted social media features aren’t being used to allow social interaction. This paper examines how charities can allow users of mobile social media to share their commitment to their social network to increase the giving via mobile phones. An audience research consisting of semi-structured interviews and a survey conducted over Facebook was carried out with help from Swedish Red Cross. The goal was to gain a greater insight into how people in Sweden with an interest in a typical charity using their mobile phones and social media in everyday life and for charity. The results showed that people use social media to primarily share pictures and things that happened to them at the moment. There was a shared interest in wanting to share their support to others. Those who thought it filled a great feature were particularly willing to share pictures, events and their support. The audience research then formed the basis for the development of a specification that was used during the development of a prototype. The developed prototype shows how a mobile adapted gift service can make use of social interaction over mobile social media to enhance the giving.
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Application for Customisable Interaction with Physical Objects : A Tool for Speech and Language Therapists

Herault, Romain Christian January 2015 (has links)
Physical objects with digital properties are being used more and more by the public. One such term for these artefacts include "the Internet of Things''. Most of these objects are often impossible to further modify or customise, and thus serve just the single purpose intended by their creators. This thesis explores the possibility of customising physical objects in order to provide an affordable and flexible way of interacting with them. A prototype, involving a mobile phone application (Android) and wireless sensor technology (NFC tags), was developed for the medical domain of speech and language therapy. The system, developed in close association with two therapists, allows the customisation of current speech and language exercise and associated material. It is designed to also assist with logging the patient interactions during the conduction of such exercises. The proposed solution has been tested and validated by medical experts, and its user interface evaluated by non-patient users.
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CrashApp™ –Concurrent Multiple Stakeholder Evaluation of a DSR Artefact

Papp, Timothy M. 21 September 2017 (has links)
The successful design, implementation, deployment, and use of mobile software applications is rare. While many mobile apps are developed, few succeed. This design science research project builds and evaluates CrashApp™, a mobile application that connects lawyers and clients before, during, and after car accidents. The effective, widespread use of this app depends on satisfying the needs of three groups of stakeholders – the end-users (clients), the owners (lawyers), and the software developers. The research objective is to investigate the key differences among the three stakeholder groups on evaluation criteria for mobile app success. Evaluation strategies and methods are selected to collect data that measures each group’s satisfaction with the constructed application artefact. Research contributions are the identification of multiple stakeholder groups and the ability to design rich evaluation strategies that provide measures of application success. Practice contributions are the design and development of a useful mobile app that provides needed services to the client and effective client connections for the law firm to interact with the clients. The project produced an instantiation of the design artefact CrashApp™ mobile application, which was evaluated with a naturalistic evaluation approach, including the following methods and techniques: focus groups, focused surveys, usability surveys, and real life tests and assessments.

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