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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.
221

PD4CAT: método de design participativo para desenvolvimento customizado de alta tecnologia assistiva. / PD4CAT: a participatory design method for customized development of high assistive technology.

Luciana Correia Lima de Faria Borges 04 June 2014 (has links)
Tecnologias assistivas computacionais, ou Alta Tecnologia Assistiva (ATA) não podem prescindir de customização para atender efetivamente pessoas com deficiência nas atividades de vida diária e em terapia de reabilitação. Hoje, tais tecnologias são ofertadas de forma padronizada, cabendo aos terapeutas adaptarem-nas para que seus pacientes possam usá-las. O design participativo (DP), como metodologia de envolvimento ativo do usuário no processo de projeto, adequa-se bem à ideia de customização de ATAs, permitindo a participação ativa do usuário com deficiência como co-designer da sua solução. Apesar disso, são raros os estudos que apresentam recomendações para o DP incluindo esses usuários. Quando se considera métodos de DP para incluir pessoas com deficiência, independentemente da deficiência apresentada, nenhum trabalho de pesquisa foi localizado. Visando preencher essa lacuna, esta pesquisa tem o objetivo de propor o PD4CAT Participatory Design for Customized Assistive Technology, método que objetiva auxiliar equipes multidisciplinares a conceberem soluções computacionais customizadas utilizando o DP para o envolvimento ativo da equipe - que inclui a pessoa com deficiência, seus terapeutas e cuidadores - no ciclo de design e desenvolvimento. A metodologia adotada neste trabalho para obter a proposta do PD4CAT foi a pesquisa-ação, em dois ciclos que inseriram os pesquisadores em instituições de reabilitação. Neste processo, foram realizados dois estudos de caso de desenvolvimento de ATAs personalizadas para dois pacientes com paralisia cerebral, com deficiências motora e verbal, sendo um adulto de quarenta e seis anos (M) e, uma criança de quatro anos (MI). Resultaram deste processo as diretrizes que compõem o PD4CAT, bem como as soluções em TAs. / Customization is essential for Computer Assistive Technologies, or High Assistive Technology (HAT), to effectively meet the needs of people with disabilities in their daily activities and in rehabilitation therapy. These technologies are currently provided in a standardized way, and therapists have to adapt them so that their patients can use them. Participatory design (PD), as a methodology that actively involves the user in the design process, is very adequate to customize HATs, allowing active participation by users with impairments as co-designers of their solutions. However, few are the studies presenting recommendations to PD including these users. No research work was spotted considering PD methods to include people with disabilities, independently of their impairment. Aiming to fill this gap, this research proposes PD4CAT Participatory Design for Customized Assistive Technology, a method to aid multidisciplinary teams to conceive customized computer solutions using PD for actively involving the team - which includes persons with impairments, their therapists and caretakers in the design and development cycle. The methodology adopted in this work for obtaining the PD4CAT proposal was the research-action, in two cycles that inserted the researchers in rehabilitation institutions. In the process, two case studies were conducted for developing customized HATs for two patients with cerebral palsy, with motor and verbal impairments, one being a forty-six-year old adult (M) and a four-year-old child (MI). This process resulted in the guidelines composing PD4CAT, as well as the AT solutions.
222

PD4CAT: método de design participativo para desenvolvimento customizado de alta tecnologia assistiva. / PD4CAT: a participatory design method for customized development of high assistive technology.

Borges, Luciana Correia Lima de Faria 04 June 2014 (has links)
Tecnologias assistivas computacionais, ou Alta Tecnologia Assistiva (ATA) não podem prescindir de customização para atender efetivamente pessoas com deficiência nas atividades de vida diária e em terapia de reabilitação. Hoje, tais tecnologias são ofertadas de forma padronizada, cabendo aos terapeutas adaptarem-nas para que seus pacientes possam usá-las. O design participativo (DP), como metodologia de envolvimento ativo do usuário no processo de projeto, adequa-se bem à ideia de customização de ATAs, permitindo a participação ativa do usuário com deficiência como co-designer da sua solução. Apesar disso, são raros os estudos que apresentam recomendações para o DP incluindo esses usuários. Quando se considera métodos de DP para incluir pessoas com deficiência, independentemente da deficiência apresentada, nenhum trabalho de pesquisa foi localizado. Visando preencher essa lacuna, esta pesquisa tem o objetivo de propor o PD4CAT Participatory Design for Customized Assistive Technology, método que objetiva auxiliar equipes multidisciplinares a conceberem soluções computacionais customizadas utilizando o DP para o envolvimento ativo da equipe - que inclui a pessoa com deficiência, seus terapeutas e cuidadores - no ciclo de design e desenvolvimento. A metodologia adotada neste trabalho para obter a proposta do PD4CAT foi a pesquisa-ação, em dois ciclos que inseriram os pesquisadores em instituições de reabilitação. Neste processo, foram realizados dois estudos de caso de desenvolvimento de ATAs personalizadas para dois pacientes com paralisia cerebral, com deficiências motora e verbal, sendo um adulto de quarenta e seis anos (M) e, uma criança de quatro anos (MI). Resultaram deste processo as diretrizes que compõem o PD4CAT, bem como as soluções em TAs. / Customization is essential for Computer Assistive Technologies, or High Assistive Technology (HAT), to effectively meet the needs of people with disabilities in their daily activities and in rehabilitation therapy. These technologies are currently provided in a standardized way, and therapists have to adapt them so that their patients can use them. Participatory design (PD), as a methodology that actively involves the user in the design process, is very adequate to customize HATs, allowing active participation by users with impairments as co-designers of their solutions. However, few are the studies presenting recommendations to PD including these users. No research work was spotted considering PD methods to include people with disabilities, independently of their impairment. Aiming to fill this gap, this research proposes PD4CAT Participatory Design for Customized Assistive Technology, a method to aid multidisciplinary teams to conceive customized computer solutions using PD for actively involving the team - which includes persons with impairments, their therapists and caretakers in the design and development cycle. The methodology adopted in this work for obtaining the PD4CAT proposal was the research-action, in two cycles that inserted the researchers in rehabilitation institutions. In the process, two case studies were conducted for developing customized HATs for two patients with cerebral palsy, with motor and verbal impairments, one being a forty-six-year old adult (M) and a four-year-old child (MI). This process resulted in the guidelines composing PD4CAT, as well as the AT solutions.
223

Level of driver involvement in trucks human-machine interfaces design : effects on usability, distraction and acceptance / Niveau d’implication des conducteurs dans la conception d’interfaces homme-machine poids lourd : effets sur l’utilisabilité, la distraction et l’acceptation

Francois, Mathilde 05 December 2017 (has links)
Le processus de conception des interfaces homme-machine poids-lourd a été adapté afin de répondre aux enjeux humains et sécuritaires. Il est désormais largement admis que la participation des utilisateurs dans le processus de conception est un apport précieux. Actuellement dans l'industrie, les utilisateurs sont principalement impliqués lors des étapes d'analyse et d'évaluation des concepts, ces derniers étant définis par des professionnels. Cependant, la littérature dans d'autres domaines rapporte des bénéfices d’une autre forme d’implication des utilisateurs : la conception participative. Dans ce processus de conception, les utilisateurs sont impliqués tout au long du développement des produits, et en particulier lors de la définition des concepts. La conception participative permettrait un meilleur accès aux besoins des utilisateurs, à leurs attentes, et à leurs connaissances tacites. Ce projet a pour objectif d’étudier comment le niveau d’implication des conducteurs dans le processus de conception impacte l’utilisabilité, la distraction et l'acceptation des interfaces homme-machine poids-lourd. Après une analyse préalable du contexte d'utilisation, trois processus de conception de tableaux de bord ont été menés en parallèle à l’aide d’un équipement tactile. Les résultats de ces trois processus, ayant des niveaux d’implication différents, ont été évalués et comparés dans une expérience sur simulateur de conduite. Les résultats ne permettent pas de démontrer qu’une conception participative a un impact significatif sur l’utilisabilité, la distraction et l’acceptation. Cette thèse se conclut par des recommandations aux praticiens et des perspectives de recherche. / The design process of trucks human-machine interfaces has been adapted to address human factors and road safety issues. It is now widely accepted that user involvement in the design process is valuable. Currently in industry, users are mainly involved in the stages of analysis and evaluation of concepts, the latter being defined by professionals. However, the literature in other fields reports benefits of a broader form of user involvement: participatory design. In this design process, users are involved all along products development, and particularly during concepts design. Participatory design would allow better access to users' needs, expectations, and tacit knowledge. The objective of this project is to study how the level of drivers’ involvement in the design process impacts the usability, distraction and acceptance of trucks human-machine interfaces. After a preliminary analysis of the context of use, three instrument cluster design processes were conducted in parallel using a tactile equipment. The outcomes of these three processes, differing in level of user involvement, were evaluated and compared in a driving simulator experiment. The results do not enable to demonstrate that participatory design has a significant impact on usability, distraction and acceptance. This thesis concludes with recommendations to practitioners and research perspectives.
224

Building Usability into Health Informatics : Development and Evaluation of Information Systems for Shared Homecare

Scandurra, Isabella January 2007 (has links)
<p>How can we develop usable and work process-oriented ICT systems for shared homecare?</p><p>Shared homecare involves different professionals, consists of mobile work and requires immediate and ubiquitous access to patient-oriented information, supporting an integrated view on the care process.</p><p>This thesis presents a new collaborative design method for user needs analysis and requirements specification in the context of health information systems development; the Multi-disciplinary Thematic Seminar (MdTS) method. The thesis also describes the MdTS method’s application and two different usability evaluations of the developed system.</p><p>The MdTS addresses a significant problem with health information technologies; they tend to support collaborative work of healthcare professionals poorly, sometimes leading to a fragmentation of workflow and disruption of healthcare processes. Based on human-computer interaction methods, MdTS implies a multiple-user needs analysis by thorough investigation of the entire interdisciplinary cooperative work and its transformation into technical specifications in order to develop appropriate information and communication technology (ICT) for the users’ differing work situations.</p><p>Application of the MdTS resulted in a prototype, the OLD@HOME Virtual Health Record (VHR), adapted to the specific demands in shared homecare. Through mobile devices each care professional accessed patient information in profession-specific views from an integrated platform.</p><p>This thesis provides an interesting case, illustrating how mobile ICT can support shared homecare, thereby bridging health and social care activities and improving knowledge about joint work processes.</p><p>Results from the usability evaluations were overall positive. Information needed at point of care was available on mobile devices and presented in an understandable manner. However, the evaluations also indicated that it is difficult to transfer results from one homecare setting to another due to differences in operational routines.</p><p>In conclusion, application of the MdTS method, in this study, succeeded in elicitation of correct user needs and in transferring correct requirements specifications to system developers for implementation.</p>
225

Building Usability into Health Informatics : Development and Evaluation of Information Systems for Shared Homecare

Scandurra, Isabella January 2007 (has links)
How can we develop usable and work process-oriented ICT systems for shared homecare? Shared homecare involves different professionals, consists of mobile work and requires immediate and ubiquitous access to patient-oriented information, supporting an integrated view on the care process. This thesis presents a new collaborative design method for user needs analysis and requirements specification in the context of health information systems development; the Multi-disciplinary Thematic Seminar (MdTS) method. The thesis also describes the MdTS method’s application and two different usability evaluations of the developed system. The MdTS addresses a significant problem with health information technologies; they tend to support collaborative work of healthcare professionals poorly, sometimes leading to a fragmentation of workflow and disruption of healthcare processes. Based on human-computer interaction methods, MdTS implies a multiple-user needs analysis by thorough investigation of the entire interdisciplinary cooperative work and its transformation into technical specifications in order to develop appropriate information and communication technology (ICT) for the users’ differing work situations. Application of the MdTS resulted in a prototype, the OLD@HOME Virtual Health Record (VHR), adapted to the specific demands in shared homecare. Through mobile devices each care professional accessed patient information in profession-specific views from an integrated platform. This thesis provides an interesting case, illustrating how mobile ICT can support shared homecare, thereby bridging health and social care activities and improving knowledge about joint work processes. Results from the usability evaluations were overall positive. Information needed at point of care was available on mobile devices and presented in an understandable manner. However, the evaluations also indicated that it is difficult to transfer results from one homecare setting to another due to differences in operational routines. In conclusion, application of the MdTS method, in this study, succeeded in elicitation of correct user needs and in transferring correct requirements specifications to system developers for implementation.
226

IT Design for Amateur Communities

Bogdan, Cristian January 2003 (has links)
The concept of community is receiving increasing attentionacross organizations and throughout the entire society.Voluntary association, creation of value, and solidarity incommunity contexts get more and more appreciated and nurturedwithin companies and other organizations. At the same time,lack of community is raised lately by Western sociologists as amajor source of alarm while the large participationpossibilities provided by the Internet are seen as a hope forremedy. This thesis aims to contribute in the area of technologydesign for communities by seeking to gain understanding ofvoluntary community work and to design artefacts in support forsuch work. Community work is studied through anethnographically-inspired approach for empirical observation ofcommunity activity and the artefacts that support it. Fieldstudy of‘voluntary working order’was conducted inseveral voluntary communities: amateur radio and three studentorganisations. In studying such working order, one mustrenounce a set of assumptions that are commonly made aboutwork, starting with the very idea of remuneration as a basicmotivation. Instead, challenge as a major motivation isproposed for work in voluntary communities. To draw inspirationfor future design, an examination is made of the way thismotivation is reflected in the features of technology createdby the communities for their own use, in the working contextsof the field settings. Lessons learned about amateur work are then used and refinedwhile reflecting on amateur-work-oriented design of ITartefacts conducted within a student organisation, with aparticular interest in self-sustainability of participatorydesign practices in such settings. Practices of participatorydesign are re-considered in the context of voluntary work, theabsence of the employer-employee conflict, the challenges andlearning trajectories of the members. As development is done bymembers of the student community, design interventions forself-sustainability of amateur software development aredescribed and reflected upon. A generic approach is proposedfor action aimed at self-sustainability in amateur settings.The socio-technical features that resemble across thecommunities studied and practices experienced are then groupedunder the generic name of the perspective developed in thisthesis:“Amateur Community”. The perspective isproposed as a point of departure for further study and designintervention in similar communities. Comparisons are madebetween Amateur Community and other approaches such asCommunity of Practice. Keywords:amateur, volunteer, community, work, amateurwork, participatory design, software development, challenge,contingency, pioneering, public, personal development,learning, hands-on learning, selfsustainability / QC 20100420
227

Att främja medverkan : Utmaningar och möjligheter för barns och ungdomars delaktighet vid design av digitala edutainmentproduktioner / Promoting participation : Challenges and possibilities of designing edutainment productions together with children and teenagers

Danielsson Öberg, Karin January 2010 (has links)
Denna avhandling inom interaktionsdesign handlar om användarmedverkan vid design av digitala edutainmentspel. Arbetet omfattar en aktionsorienterad forskningsansats där barns och ungdomars medverkan har främjats i tre tillämpade designprojekt. Genom observationer och intervjuer har utmaningar och strategier för användarmedverkan dokumenterats. Därtill även de bidrag som barnens och ungdomarnas medverkan innebar för design av edutainmentspel. Avhandlingen visar på två tydliga resultat. För det första, genom de utmaningar för användarmedverkan som designprocessen innebar och hanterandet av dessa utmaningar, så påvisas hur motiv till användarmedverkan kan förändras hos designteamet. Denna förändring är en pågående process som sker före, under och efter ett designprojekt. Motiv till användarmedverkan förändras med stöd av en förmedlare. En förmedlare bibringar synpunkter och designförslag mellan användare och designers. Förmedlaren anpassar även användarmedverkan till det sammanhang inom vilket designprojektet genomförs. Genom att delge designteamet dokument om och resultat av användarsessioner, så omvandlas förmedlarens kunskap om och erfarenhet av användarmedverkan till designteamets egen. Kunskap och erfarenhet vilka därefter förändrar motiv till design av fördel för användarmedverkan. För det andra så dokumenteras i avhandlingen betydelsen av att barn och ungdomar medverkar vid design av edutainmentspel. Dessa spel har under en längre tid utmanats av att finna balans mellan lärande och underhållning. Genom sin erfarenhet av målgruppens förväntningar på tekniken, samt av att bidra inom områden för design så som; koncept och innehåll, interaktionslösningar, samt utseende och känsla, så medförde barnens och ungdomarnas medverkan ett stöd för designteamet i att finna balans mellan lärande och underhållning. I resultaten framkommer att barnen och ungdomarna deltog i projekten i egenskap av informanter. Eftersom de inte hade ansvar för den utvecklade produktionen betraktades de inte heller som medlemmar i designteamet. Med sina resultat medverkar avhandlingen i diskursen om hur traditionella designperspektiv kan tillämpas vid design av digitala edutainmentproduktioner.
228

Community resource messenger: a mobile system and design exploration in support of the urban homeless

Le Dantec, Christopher 09 June 2011 (has links)
Access to computers, to mobile phones, and to data connectivity has opened new avenues of interaction and created expectations about the flattening of society brought about by these new modes of production. These technologies have enabled us to recognize many forms of community---from close knit social groups to individuals who merely co-habit public spaces---and to support interaction with each other in novel ways. The notion that modern digital technology holds promises of democratization by expanding access to information and broadening modes of knowledge production often fails to acknowledge that these benefits rely upon devices and infrastructure whose availability reflect socioeconomic contours; that the technologies that enable information access can also reinforce rather than obviate marginality due to barriers to access and suitability. This assessment points to opportunities for better understanding and better designing technologies for the marginalized or dispossessed. The research presented in this dissertation discusses the findings from empirical, theoretical, and design based investigations of technology use with the urban homeless. The empirical work provides a foundation for understanding current technology practices among the homeless and their care providers. The theoretical investigation develops Deweyan publics as a novel frame for participatory design. The design-based investigation presents findings from the design and deployment of the Community Resource Messenger at a shelter for homeless mothers. The results of this research shed light on impact of social computing platforms on social service provision and on the ways the staff and residents used the Community Resource Messenger as a resource for identifying common issues and taking action to contend with those issues.
229

Implementing New Generation Catalog in an Academic Library : Users’ Views and Wishes

Trianti, Alexandra January 2015 (has links)
In an accelerating Information and Communication Technologies (ICTs) environment, academic libraries’ catalogs have always been part of students’ and faculty members journey of resources discovery. The master thesis intents to focus its interest in Information Systems (IS) ground related to the implementation of a new search engine at the University of Piraeus Library. The Library wants to change the search features of its traditional online services and to implement a new discover tool with Web 2.0 characteristics. The aim of this master thesis is to investigate users’ views and desires interest according to their scholarly needs and expectations about VuFind in order to facilitate the Library to customize the integration. Therefore, critical systems theory will be employed for “therapeutic” reasons to enlighten the Library’s users about their current situation. Qualitative analysis is expected to recognize discrimination against traditional Library’s search engines. Qualitative data of the user impression and reaction when operate with the VuFind interface will lead to recommendations for enhancement and improvements. Findings will assist implementers to modify the discovery layer by meeting users’ needs of the academia community. The research will collect data through qualitative method on how participants operate with the VuFind search engine merging librarians’ professional views and users’ expectations and propositions. Participatory Design (PD) will be built upon Future Workshop method.
230

Designing for democracy : end-user participation in the construction of political ICTs

Norén, Mikael January 2008 (has links)
The Internet and related Information and Communication Technologies (ICTs) have been proposed as a way to vitalise (western) political democracy, currently marked by a decline in traditional forms of participation. Even if the Internet has established itself as a potential source of power and social change, the lack of clear results for democracy has left the initially mainly optimistic research community disappointed. Recognising the general lack of innovative ideas and successful examples of how to use technology for democratic purposes in the public sector, this thesis frames the notion of a ‘democratic Internet’ as a design endeavour that involves users of technological applications. The purpose of the thesis is two-fold: 1) to explore the possibility of engaging end-users, citizens and others, in the construction of public sector ICTs; 2) to identify a set of design recommendations for such applications, where promoting democratic participation is a central objective. It employs a qualitative methodology, and theories of participatory democracy, republican citizenship, critical theory, and Human-Computer Interaction, applied in a three-part study dealing with the production and usage of public sector ICTs. Three applications are investigated: a decision support system, a municipality’s external web site, and a central government web portal. Results show that there is a high level of awareness and concern for users and their needs among producers, which is for example reflected in the regular application of user tests. However, user-oriented design work is not always prioritised in terms of resources, formal knowledge, and expertise. Initiatives to promote usability and user-centred development are typically driven by civil servants rather than political directives. Motives for involving users in design have more to do with gaining acceptance for and improving existing solutions than innovation or democratic participation. The kinds of applications citizens participating in the study request to enhance political engagement partly coincide with what is offered by the examined public organisations. Still, it is clear that more remains to be done in terms of providing information, and even more so making public institutions open and receptive to the citizenry. Citizens, among other things, ask for accessible information on political institutions and actors, and dialogic uses of technology. Design considerations include the need to account for the fact that citizens-as-users represent diverse needs, recognise that levels of political and technological knowledge vary, enhance opportunities for exchange and mutual learning between citizens and public representatives, and aim for flexible solutions that can incorporate additional and changing needs over time. In general, participants gave proof of a critical distance to technology as well as an ability to contribute as both innovators and evaluators in a design process. A broad contextual approach to shed light on everyday political and technological practices, as applied in this study, is useful for exploring the needs users have regarding ICTs. However, future research has the task of investigating methods to facilitate creativity as well as citizen representation in public sector design work. Civil servants and representatives, using a decision support system in municipal planning and decision-making, are largely satisfied in terms of operation and structure of the application. However, timelier data delivery and other types of contents, for example opinion data on citizens, are requested. Wishes of this kind may not be easy to satisfy because of prevailing institutional and organisational priorities. The same is true when it comes to the employment of statistical data in municipal decision-making, which is not always well received by political actors. Design recommendations include taking closer heed of local municipal needs and non-expert users. It is also recommended that initiators and producers of decision support technology promote a pragmatic view of statistical data to increase its acceptance.

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