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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.
231

Développement d'une méthode de conception orientée utilisateur : Cas des équipements agroalimentaires tropicaux

Godjo, Thierry 07 March 2007 (has links) (PDF)
La satisfaction des besoins des producteurs et transformateurs des produits agricoles nécessite la mise à disposition d'équipements à petite échelle, indispensable à l'essor des pays en développement. La conception des équipements agroalimentaires dans les pays d'Afrique de l'Ouest subit trop souvent une insuffisance de l'implication de l'utilisateur qui n'est consulté qu'au début lors de l'analyse du besoin et à la fin du processus lors des essais en conditions réelles du prototype. Pendant toute la période intermédiaire, les concepteurs travaillent seuls, avec des risques importants de se substituer aux utilisateurs au moment des prises de décision, ce qui se traduit par un décalage entre le besoin réel et le produit conçu. Nos propositions ont été élaborées au travers trois expériences de conception d'équipements agroalimentaires. La première, " Machine de production de pâte malléable d'arachide ", a permis de comprendre l'implication de l'utilisateur dans la conception. Les deux autres expériences " Eplucheuse de manioc " et " Equipement de mise en forme des bâtonnets de kluiklui " ont permis d'analyser les rôles de deux types d'objets intermédiaires de conception, le cahier des charges fonctionnel et la maquette numérique, lors de l'interaction entre concepteurs et utilisateurs. Pour favoriser l'intégration de l'utilisateur tout au long du processus de conception, nous proposons un nouvel outil, le DCF (Diagramme de Compréhension Fonctionnelle) et un cadre méthodologique, la Méthode COSU (Conception Orientée Scénario Utilisateurs). Le DCF permet une meilleure compréhension du procédé traditionnel et des attentes des utilisateurs. Au coeur de la méthode COSU se trouve quatre scénarios : le scénario problème, le scénario besoin fonctionnel, le scénario principe fonctionnel et le scénario maquette numérique) qui sont des objets qui servent d'interface avec les utilisateurs.
232

Partizipative Softwaregestaltung im Kontext virtueller Gemeinschaften

Finck, Matthias, Janneck, Monique, Obendorf, Hartmut, Rolf, Arno 15 April 2014 (has links) (PDF)
Partizipative Softwaregestaltung zielt darauf ab, sowohl die Softwarequalität als auch die Kontrolle der NutzerInnen über die Gestaltung ihrer Arbeitssituation und -umgebung zu erhöhen. In diesem Beitrag diskutieren wir anhand der Erfahrungen, die wir mit der (Weiter-) Entwicklung einer Groupware für ein virtuelles Netzwerk von FreiberuflerInnen gesammelt haben, inwiefern und warum sich Vorgehensweisen der partizipativen Softwaregestaltung zur nachhaltigen Entwicklung virtueller Gemeinschaften eignen. Die vorgestellte Fallstudie verdeutlicht, welch wichtige Rolle die Wahl der Vorgehensmethodik für die Entfaltung virtueller Gemeinschaften spielt, wenn es darum geht, das nötige Verständnis und die Kooperationsbereitschaft bei sich ständig ändernden Anforderungen - vor allem auch auf organisatorischer Ebene - zu entwickeln.
233

Aplicação de técnicas de design em um sistema colaborativo para profissionais da saúde / Application of design techniques in a collaborative system for health professional

Araújo, Luciana Pereira de 27 August 2014 (has links)
Made available in DSpace on 2016-12-12T20:22:52Z (GMT). No. of bitstreams: 1 Luciana Pereira de Araujo.pdf: 14609515 bytes, checksum: 389ecae83749400f1c4b8fe3e60a820a (MD5) Previous issue date: 2014-08-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The multidisciplinary treatment in health area is the supporting to patients who need care of different health professionals. During this treatment the professionals should communicate and collaborate to solve the patient diseases. In a local study in the public health at Blumenau city, we have observed that there is a lack of communication and collaboration among these professionals. This lack of communication affects the multidisciplinary treatment. This problem occurs due to different geographic position in doctors offices and due to different availability of each professional. In this context, this work has realized an action research involving the Elderly Care Center of Blumenau city to help the development of a system that allows multidisciplinary treatment. Blumenau has a health system called PRONTO. However, this system does not allow the collaboration among health professionals during the healthcare. Thus, this work includes the multidisciplinary treatment in the actual system and allows the collaboration among the health professionals. We used the participatory design method to design the multidisciplinary treatment and its interface, in order to involve the professionals in the development. The Scenario Based Evaluation was used to evaluate the developed system. This method allows to identify the important scenarios to perform the tasks. The design, development and evaluation of multidisciplinary treatment occurred in four steps of action research. We conclude that the proposed system allows the multidisciplinary treatment in collaborative way. The system also decreased the lack of communication and collaboration problems. / O tratamento multidisciplinar na área da saúde é o tratamento prestado a pacientes que dependem da atenção de profissionais de diferentes áreas. Durante este tratamento, os profissionais devem se comunicar e colaborar para solucionar o problema do paciente. Em estudos realizados na rede pública da cidade de Blumenau, observou-se que existe falta de comunicação e colaboração entre estes profissionais prejudicando o atendimento multidisciplinar. O problema ocorre principalmente devido aos diferentes locais de trabalho e diferentes horários de atendimento destes profissionais de saúde. Nesse contexto, este trabalho realizou uma pesquisa-ação envolvendo o Centro de Saúde do Idoso da cidade de Blumenau, para auxiliar na construção de um sistema que permita o tratamento multidisciplinar. Blumenau possui um sistema de saúde denominado PRONTO, porém ele não permite a colaboração entre os profissionais de saúde durante o tratamento de um paciente. Sendo assim, o trabalho pretende incluir o atendimento multidisciplinar no sistema atual permitindo a colaboração entre esses profissionais. O método de design participativo foi utilizado para a construção do módulo multidisciplinar e de sua interface, com intuito de envolver os profissionais em sua construção e identificar as tarefas a serem realizadas. O método Scenario Based Evaluation foi utilizado para avaliar o sistema. Este método permite a identificação de cenários importantes para a realização das tarefas dos profissionais. A construção e avaliação do atendimento multidisciplinar desenvolvido ocorreu dentro de quatro ciclos de pesquisa-ação. Após o término da pesquisa-ação, podese concluir que as funcionalidades projetadas permitem o atendimento multidisciplinar de forma colaborativa com uma ferramenta computacional, reduzindo os problemas referentes à falta de comunicação e de colaboração entre os profissionais de saúde.
234

EdTech i Skolan: En undersökning om det sociala

Elmér, Jack Oliver, Sandberg, Dick Jörgen Tobias January 2018 (has links)
Med det här kandidatarbetet vill vi se EdTechs möjligheter att påverka barns sociala förmåga på ett positivt sätt, för att förebygga situationer där mobbning uppstår. Genom Future Workshops och Participatory Design utvecklar vi, tillsammans med elever på en lokal högstadieskola, ett koncept för en applikation med en potential för ökat kamratskap.Vi analyserar elevernas åsikter angående funktioner och visuell design för applikationen samt presenterar en konceptprototyp för ämnesexperter. Deras validering av vår prototyp ses som ett direkt resultat av frågeställningens utgångspunkt, och därav en möjlig lösning av grundproblemet. / With this Bachelor Thesis we consider EdTechs possibilities in influencing children’s social abilities in a positive way, to prevent repetitive bullying behavior. By the methods of Future Workshop and Participatory Design we develop, together with students on a local secondary school, a concept for an application with the potential of increased friendships.We analyze the student’s opinions about functionalities and visual design, and then present a prototype of the concept to experts in the field of Educational Technology. Their validation of our prototype is seen as a direct result of the research question, and a possible solution to the issue at hand.
235

Étude de l'environnement de mobilité quotidienne d'aînés avec l'aide d'un processus participatif : une évaluation des perceptions et de la valeur ajoutée

Plante, Amélie-Myriam 02 1900 (has links)
No description available.
236

Att hoppa med teknik : Automation av hästhinder

Kempe, Göran January 2018 (has links)
Användningen av Internet of Things inom sport är svår att hitta forskning om, inte minst i samband med ridsport. Kandidatarbetet forskar kring problemen vid användning av Internet of Things och hur man implementerar system på bästa sätt. Jag utvecklar en prototyp vars syfte är att underlätta hästhoppning genom att automatisera hästhinder då deltagande observation avslöjade problemen ryttare möter vid hoppträning. Vid varje rivning tvingas ryttaren hoppa ner från hästen och resa bommen, någonting som ödslar tid och energi, men inte minst påverkar hästens rygg. Med hjälp av Internet of Things, context mapping, deltagande observation och design utvecklade jag en produkt som underlättar och effektiviserar hoppträning och tävling. Tillsammans med ryttarna i stallet och i diskussioner har vi fokuserat på att designen är säkerhetsanpassad och att produkten fokuserar på det ryttarna själv anser är viktigt. Med teknikerna raspberry pi, stegmotordrivare och en stegmotor kan ryttaren styra hästhindret direkt från hästryggen och därmed underlätta träningen. / Usage of Internet of Things in relation to sports is a hard subject to find research about, especially with a connection to equestrian sports. This bachelor thesis researches the problems you face when developing Internet of Things and how to implement systems efficiently. I’ve developed a prototype whose purpose is to facilitate showjumping by automating a horse jumping obstacle since participatory observations revealed problems riders face when practicing showjumping. Every time the horse knocks down the bar the rider must jump off the horse and lift the bar up, wasting time and energy, but also with a risk of hurting the horse’s back. By using Internet of Things, context mapping, participatory observations and design I developed a product that facilitate showjump practice and competition. Together with equestrians in the stable and in discussions we’ve focused on making the design safe for the horses and riders, and that the product focuses on what equestrians believe is important. Through the usage of a Rapsberry pi 3, a stepper motor driver and a stepper motor the rider can control the horse jumping obstacle directly from the horse back and thus facilitating the practice.
237

Concevoir avec des technologies émergentes pour la construction conjointe des pratiques et des artefacts : apports d’une méthodologie participative à l’innovation technologique et pédagogique / Designing with emerging technologies for the joint definition of artifacts and of professional practices : benefits of participatory methods for technological and pedagogical innovation

Knibbe, Cédric 20 December 2016 (has links)
Les Technologies de l’Information et de la Communication pour l’Enseignement (TICE) peuvent transformer profondément les pratiques pédagogiques. Cependant, pour que ce bénéfice potentiel se réalise, il faut que les solutions produites en conception puissent à la fois s’intégrer à ces pratiques et être sources d’innovation potentielles, en termes de plus-values pour les activités d’enseignement et d’apprentissage. L’objectif de cette thèse est de mettre en avant des facteurs de conception qui permettent d’articuler ces enjeux dans le cadre d’un projet de conception sur technologie émergente pour l’enseignement. Ainsi, la recherche s’intéresse à une démarche participative mise en œuvre dans la conception conjointe d’un système technique (l’application sur table interactive) et des pratiques enseignantes (par l’intermédiaire de scénarios pédagogiques). Nos hypothèses concernent les effets de différents facteurs sur l’élaboration d’un compromis entre des enjeux d’intégration et d’innovation : implication de futurs utilisateurs « pionniers » ; opportunités de confrontation de leurs hypothèses de conception ; cadrage du champ des possibles. Les analyses portent sur l’ensemble de la démarche de conception, afin de caractériser ces effets d’un point de vue longitudinal en les situant par rapport aux différentes méthodes mobilisées et à l’avancement des solutions de conception. En particulier, les justifications des choix de conception relatifs à certaines composantes de l’artefact en cours d’élaboration sont étudiées pour caractériser, d’une part, les facteurs de la conception qui ont contextualisé ces choix et, d’autre part, leurs liens avec les enjeux d’innovation ou d’intégration, voire les deux. Les résultats montrent que : (i) la mobilisation et la redéfinition des scénarios pédagogiques, l’implication d’enseignants en tant que co-concepteurs, la confrontation des solutions de conception sur prototype et en simulation et enfin le recueil des besoins favorisent la définition de caractéristiques techniques et l’intégration du système technique ; (ii) la définition des caractéristiques techniques de l’application, l’implication d’enseignants pionniers, l’identification de leurs besoins et la simulation des solutions favorisent l’adaptation des pratiques enseignantes aux caractéristiques de la technologie en vue d’optimiser son intégration ; (iii) les différentes formes de confrontation à la nouvelle technologie ainsi que les apprentissages mutuels en conception participative vis-à-vis du potentiel technique et interactif des tables interactives contribuent à l’exploitation de ce potentiel par les concepteurs ; (iv) les caractéristiques innovantes des tables interactives, l’anticipation de leurs usages potentiels en salle de classe, la mise en œuvre des solutions de conception en situation réelle, la participation d’enseignants futurs utilisateurs leur permettant de s’approprier la nouvelle technologie et l’identification de leurs difficultés actuelles favorisent l’innovation dans les scénarios pédagogiques et l’amélioration des activités d’enseignement et d’apprentissage. / Information and Communication Technologies have the potential for deeply transforming teachers’ practices. However, this requires design solutions to be adapted to these practices and, at the same time, to foster innovations, in terms of improvements for teaching and learning activities. This thesis aims at highlighting design factors that allow the articulation between these goals, in the context of a design project with emerging technologies for education. The research focuses onthe design process: joint definition of a technical system (an application on an interactive tabletop) and of teaching practices (via pedagogical scenarios); involvement of future users; design hypothesis assessment modalities; framing the scope of design possibilities. Our hypotheses concern the potential effects of these factors on the reaching of a compromise between integration and innovation related goals.Analyses cover the entire design process, in order to longitudinally examine the various design techniques used and the design process advancement. In particular, design choices related to some of the features of the artifact are analyzed to investigate the links between design factors and integration/innovation related goals.Results show that: (i) using and redefining pedagogical scenarios, involving users as co-designers, confronting the design solutions with prototypes and simulations and identifying users’ needs facilitate the technical definition of the application and its integration in future teaching activities; (ii) defining the technical properties of an artifact, involving teachers as experimenters, identifying their needs and simulating on the design solution foster the adaptation of teachers’ practices to the specificities of the technologies and optimize its integration ; (iii) allowing participants to interact with the emerging technology in different ways and the mutual learning processes between designers, regarding tabletops technical and interactional potential,help them capitalize on this potential ; (iv) identifying the innovative features of tabletops, anticipating their potential uses, testing prototypes in real class situations and involving teachers, to let them learn how to use an emerging technology and to express the existing limits of in their teaching practices, foster innovation in their pedagogical scenarios and, thus, can improve teaching and learning activities.
238

Processo de desenvolvimento participativo de sistema de data Warehouse: uma aplicação no PROGER

Lustosa, Rodrigo Bastos 22 July 2009 (has links)
Made available in DSpace on 2015-04-16T14:49:18Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 1087884 bytes, checksum: 429902be9382cf69a51711eb3b6a7a19 (MD5) Previous issue date: 2009-07-22 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Studies in the field of Information Technology (IT) have always been concerned with the technical aspects of the technology and neglect the social and organizational aspects. It is recognized that information systems (IS) have had some impact on the workplace, and the decision making process in the organizational environment. In the field of decision support systems, it is mentioned that the technology of Data Warehouse (DW) provides efficient access to integrate data and historical heterogeneous sources, helping the decision making process. With this function, the Data Warehouse technology is classified as analytical systems, which differentiated it from other kind of information systems such as the well recognized transaction information systems. However, the success of Data Warehouse is dependent upon many factors, including its development methodology steps. The information system development process has always emphasized the technological problems, neglecting that users are severe affecting by the technology. Studies in Information systems development methodology in Data Warehouse are very rare. So, how to develop Data Warehouse? The purpose of this study is to propose a methodology for the initial phase of a Data Warehouse development, increasing user s participation in the development context, based on the Participatory Design approach. The qualitative research method and action research were used in this work. The study was developed in the public agency named DATAPREV, which is the government information technology company for social security issues. One of DATAPREV project is to replace the analytical systems of the Brazilian Labour and Employment Ministry. For contractual reasons, the Employment and Income Generation Program, name PROGER, was selected for this study. As result of this, the PROGER s system was chosen, and among the seven phases proposed, the initiation phase was selected and divided into five activities as a guide to start the development of a Data Warehouse with users participation. The initiation phase was validated and used in other projects with the same objectives. Furthermore, as an action research work that involved system analysts, the study promoted the reduction in the gap between business practice and academic literature in the research field. / Estudos no campo de Tecnologia de Informação (TI) tem sempre se preocupado com os aspectos da tecnologia, negligenciando os aspectos sociais e organizacionais. Reconhece-se que os Sistemas de Informação (SI) tem tido alguns impactos no ambiente de trabalho e no processo de tomada de decisão nas organizações. No campo de sistemas de apoio às decisões, tem sido mencionado que a tecnologia de Data Warehouse (DW) proporciona acesso eficiente aos dados integrados e ao histórico de fontes heterogêneas. Por este motivo auxiliam o planejamento e o processo decisório, sendo classificados como sistemas analíticos, diferenciando-se de outras espécies de sistemas de informação, a exemplo dos reconhecidos sistemas de informações transacionais. Contudo, o sucesso do Data Warehouse depende de muitos fatores, incluindo os passos para sua construção. O processo tradicional de desenvolvimento de sistemas tem sempre enfatizado os problemas tecnológicos. Entretanto, os usuários que são severamente afetados pela tecnologia não são valorizados. Os estudos sobre metodologia de desenvolvimento de sistemas de Data Warehouse são muito raros. Então, como desenvolver Data Warehouse? O propósito deste estudo é propor uma metodologia para a fase inicial de desenvolvimento de um Data Warehouse, aumentando a participação do usuário no contexto de desenvolvimento, com base no enfoque do Desenho Participativo. A pesquisa qualitativa e a pesquisa-ação foram utilizadas no trabalho. O trabalho foi desenvolvido na empresa pública DATAPREV, que possui um projeto responsável por atender à solicitação do Ministério do Trabalho e Emprego (MTE) para a substituição de parte de seus sistemas analíticos, destacando o PROGER (Programa de Geração de Emprego e Renda). Como resultado chegou-se a elaboração de sete fases, sendo a fase de iniciação detalhada em cinco atividades. Em conjunto essas atividades apresentam um guia para iniciar o desenvolvimento de um Data Warehouse em parceria com os usuários. Todas as atividades para a iniciação do PROGER são apresentadas. Assim, a fase de iniciação foi validada e colocada em uso para outros projetos com a mesma necessidade. Além disso, por se tratar de uma pesquisa-ação que envolveu os próprios desenvolvedores, promoveu, em seu universo de estudo, a diminuição do abismo existente entre práticas comerciais e a literatura acadêmica.
239

Interactive tools supporting agriculture in the wine industry

Claassen, Hester January 2012 (has links)
Thesis (MTech(Design))--Cape Peninsula University of Technology, 2012 / To design from a human perspective rather than from existing technological opportunities, and involving multiple stakeholders with their different perspectives, is an important aspect of participatory design and user-centered design. This thesis project was an explorative study done on a wine estate, in the Western Cape, South Africa, to find novel ICT solutions, for supporting co-operation and planning between multiple and individual work tasks in the work practice. This research explored potentials to manage multiple stakeholders and use their different perspectives to inform design research. The thesis project shows the ethnographic research gathered through video shadowing, workshop results involving the users to contribute to the development of the design by acting with a projection, leading up to a design opening and further focused on the concept development with the stakeholders.The thesis proposes a simulated concept namely the Visual Calculator (VC). This system is designed to involve several participators within a work practice. It supports calculation activities for spraying and buying chemicals. It saves the user time by incorporating standard calculations to output needed information faster. It supports planning, management and record keeping aspects of the farm manager’s work practice in the vineyard spraying process. Although the concept was more fully developed for the farm manager, the VC involves two other work roles including the owner and foreman. The concept focuses on a human centered perspective, instead of making the system fully automated, giving users control and not controlling the users. For this to be successful work should be divided and have equal responsibilities, each stakeholder can contribute and value their part of the work, knowing where it fits in, why it is important and how it influences other aspects of the work practice. The research outcome involves, envisioning the future potentials of the design (VC), design for participation, a way to identify design openings, problem solving and conceptualizing by utilizing user’s strengths.
240

Um novo ensino para outra prática: Rural Studio e Canteiro Experimental, contribuições para o ensino de arquitetura no Brasil / A new school for another practice, Rural Studio and Experimental Job Site: contributions to architectural education in Brazil

Tomaz Amaral Lotufo 21 March 2014 (has links)
Esta dissertação trata de questões relativas à experimentação prática no processo de ensino-aprendizagem nos cursos de arquitetura e urbanismo. Com a perspectiva de contribuir com o ensino de arquitetura no Brasil, foram escolhidas para análise duas realidades: a Universidade de São Paulo, no Brasil, com foco nas disciplinas da FAUUSP em que há o desenvolvimento do espaço pedagógico do Canteiro Experimental; e nos Estados Unidos, em comunidades pobres do Alabama, com base no método de trabalho do Rural Studio, da Universidade de Auburn. O Canteiro Experimental da FAUUSP é um equipamento pedagógico e uma proposta metodológica de ensino desenvolvido nos últimos quinze anos, dentro das atividades curriculares práticas construtivas com os alunos. O Rural Studio é um projeto pedagógico formado por estudantes e professores, com metodologia de trabalho de um laboratório de ensino e extensão, que desenvolve com a comunidade beneficiada projetos e depois construções de casas e espaços coletivos para assentamentos pobres do sul dos Estados Unidos. O trabalho analisa a influência desses processos educativos na formação de um arquiteto com prática profissional direcionada à população atualmente desatendida, considerando a importância fundamental da educação na promoção de transformações sociais. Para isso, a pesquisa abordará em um primeiro momento a relação da evolução dos movimentos de moradia, das políticas públicas habitacionais no Brasil e as teorias do grupo \"Arquitetura Nova\" com as iniciativas decorrentes nas Escolas de Arquitetura como os Laboratórios de Habitação e Canteiros Experimentais. Em seguida, analisará o Canteiro Experimental da FAUUSP, procurando entender como este espaço de práticas construtivas pode ser estendido a atividades dentro de comunidades. Para, enfim, fazer uma análise do grupo americano e compreender as possíveis contribuições que podem ser incorporadas à realidade brasileira. Ao resgatar experiências inovadoras, o presente projeto visa ainda contribuir para uma necessária renovação do ensino de arquitetura no Brasil, aproximando a teoria da prática construtiva e a Universidade da comunidade. / This dissertation deals with issues of practical experimentation in the process of teaching-learning courses in architecture and urbanism. With the prospect of contributing to the teaching of architecture in Brazil, two realities were selected for analysis: the University of São Paulo, in Brazil , focusing on the disciplines of FAUUSP where the is the development of the pedagogical space at the Experimental Job Site; and the United States, in poor communities in Alabama, based on the method of work of the Rural Studio, of the Auburn University. Experimental Job Site of FAU is a teaching equipment and methodology developed in the last fifteen years within the construction practices curricular activities of students. The Rural Studio is a pedagogical project formed by students and teachers, with methodology of a laboratory for teaching and extension, which develops with the benefiting community projects and then constructs houses and collective spaces for poor settlements of the southern United States. The paper analyzes the influence of these educational processes in the formation of an architect with professional practice directed to the currently underserved population, considering the fundamental importance of education in promoting social change. Therefore, the research will focus at first on the relationship of the development of housing movements, of public housing policies in Brazil and the theories of the group \"New Architecture\" with initiatives arising in the Schools of Architecture as the Housing Laboratories and Experimental Job Site. Then examines the Experimental Job Site of FAU, trying to understand how this space of construction practices can be extended to activities within communities. To finally make an analysis of the American group and understand the possible contributions that can be incorporated to the Brazilian reality. By rescuing innovative experiences, this project aims to contribute to a necessary renewal of architectural education in Brazil, bringing the theory of constructive practice and the University of the community.

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