• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 202
  • 56
  • 27
  • 7
  • 3
  • 3
  • 2
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 336
  • 336
  • 74
  • 69
  • 66
  • 61
  • 60
  • 55
  • 55
  • 52
  • 50
  • 39
  • 38
  • 34
  • 34
  • 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.
251

Development of a health management information system using agile software-engineering methods

Shahidzay, Amir Kror January 2013 (has links)
>Magister Scientiae - MSc / The purpose of this thesis is to discuss the development of a web application from scratch. It serves to build a health management information system from basic principles and covers all the software engineering activities starting from the gathering of requirements, evaluating these and eventually implementing a health management information system by applying several iterations of the Agile-extreme-programming-software-engineering approach to develop a Health Management System for the Kabul University Poly-clinic located at Kabul University campus in order to computerize clerical activities at the hospital. Questionnaires were used to uncover the clerical problems experienced by the hospital sta . Attempts to address these problems by designing and im- plementing software and re ne the software after some iterations of feedback- redesign-and-implementation following the guidelines of Agile extreme pro- gramming. The previous Health management systems at the hospital were paper based. The new computerized system has eased the burdens of tracking the les of patients at the hospital, leading to easier and more e cient access to information by the health-care professionals at the hospital. An assessment of the impact this has had on the medical and clerical sta and the smoother administration of the hospital by repeated user acceptance testing by means of questionnaires con rms the success of the project.
252

Jogos com propósito e construção de conhecimento em design / Games with a purpose and the construction of knowledge in design

Romani, Roberto, 1971- 24 August 2018 (has links)
Orientador: Maria Cecília Calani Baranauskas / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-24T09:30:17Z (GMT). No. of bitstreams: 1 Romani_Roberto_D.pdf: 5102420 bytes, checksum: 65d2d65457e2b1dc458f099a0a003c06 (MD5) Previous issue date: 2013 / Resumo: Nos últimos anos, as novas tecnologias de informação e comunicação têm modificado a natureza da interação humano-computador, quebrando os limites do contexto de trabalho para fazer parte da vida cotidiana das pessoas em todos os lugares e em qualquer momento. Assim, novos sistemas disponíveis por meio da Web e de dispositivos móveis estão ao alcance de um número cada vez maior de pessoas, aumentando a importância de se projetar interfaces para todos. Ainda, o desafio número quatro proposto pela SBC se alinha a essa necessidade de viabilizar o acesso do cidadão comum ao conhecimento de forma participativa e universal. Embora várias normas, recomendações e diretrizes tenham sido utilizados para auxiliar designers na complexa tarefa de projetar interfaces para todos, grande parte das escolhas ainda dependem muito da experiência do designer que, nesse cenário, não tem mais um público-alvo bem definido. Ao mesmo tempo, uma cultura de participação, desencadeada por ideias de crowdsourcing, computação social e computação humana, vem permitindo novas formas de colaboração para resolver problemas diversos. Esta tese propõe mecanismos que a um só tempo envolvem o cidadão comum no processo de construção do conhecimento em design e oferecem recursos que podem ser apropriados pelos designers em seu processo criativo de projetar interfaces para todos. Dessa forma, esta tese propõe, desenvolve e experimenta a abordagem GWIDO (Games With Interaction Design Objective), beneficiando-se de recursos oferecidos pela Web contemporânea, bem como do interesse das pessoas por jogos na internet. A ideia central consiste no uso de GWAPS (Games With a Purpose) para apoiar o designer na escolha de elementos de design, envolvendo nesse processo um grande número de potenciais usuários. A tese traz contribuições na interseção das áreas de pesquisa da computação humana e da computação social, mostrando um levantamento preliminar dos trabalhos relacionados, ilustrando a ideia com uma instanciação de um ambiente para designers integrado a um jogo do tipo GWAP e demonstrando a utilização da metodologia proposta de maneira prática no redesign de um sistema real / Abstract: In recent years, new information and communication technologies have changed the nature of human-computer interaction, breaking the boundaries of the workplace to be part of the everyday people¿s lives in everywhere and at any time. Thus, new systems available through the Web and mobile devices can be used by a growing number of people, increasing the importance of designing interfaces for all. In addition, one of the challenges (number four) proposed by SBC is aligned to this need of improving the access of ordinary citizens to knowledge in a participatory and universal way. While several standards, recommendations and guidelines have been used to assist designers in the complex task of designing interfaces for all, most choices still rely strongly on the experience of the designer who, in this scenario, no longer has a well-defined target audience. At the same time, a culture of participation triggered by ideas of crowdsourcing, human computation and social computing has enabled new forms of collaboration to solve various problems. This thesis proposes mechanisms that involve ordinary citizens in the process of knowledge construction in design and in the same time offers resources that can be appropriated by designers in the creative process of designing interfaces for all. Thus, this thesis proposes, develops and experiences the GWIDO approach (Games With Interaction Design Objective), taking advantage of features offered by contemporary Web as well as the interest of people for games in the internet. The main idea is to use GWAPs (Games with a Purpose) to assist the designer in the choice about design elements, involving a large number of potential users. The thesis provides contributions at the intersection of research fields (human computation and social computing), showing a preliminary survey of the related work, illustrating the idea with an instantiation of an environment for designers integrated with a GWAP game and demonstrating the use of the proposed methodology in a practical way during a redesign of a real system / Doutorado / Ciência da Computação / Doutor em Ciência da Computação
253

Monitoring of Vital Signs Parameters with ICTs : A Participatory Design Approach

Babar, Ayesha, Kanani, Carine January 2020 (has links)
The development of internet-based technologies, the design and adoption of wireless wearable and smart devices have been a growing study spot in all domains. The healthcare sector as many others is making technological progress to improve healthcare services and patients wellbeing and avoid or minimize the use of manual and traditional practices such as the use of paper notes to record the vital signs parameters data. The vital signs parameters are the most monitored physiology features, they produce a big amount of data and request a close follow up to define the health condition of a patient. Continuous vital signs monitoring involves the usage of different devices and systems, which if appropriate positively impact the activities involved, by enabling the continuous generation of data and information about the overall health status of patients and contribute to the wellbeing of individuals, in terms of preventing and reducing fatal risks. To investigate this situation, this research’s focus was in three parts; first, investigate recent research about patient’s health predictions based on vital signs parameters and the impacts of continuous monitoring on the care given. Second, explore the availability in terms of i.e. sensors used in devices that can continuously track vital signs parameters. Last, to provide a possible design recommendation to improve and/or replace the existing devices for vital signs parameters measuring and monitoring in emergency and post-operative care. A qualitative approach and participatory design approach were used to collect data. The qualitative part was achieved through interviews and the participatory design part was accomplished by the future workshop and two prototyping techniques, paper and digital prototypes. The findings of this research were analysed using conceptual analysis, and also discussed using those concepts. Together with the participants, this research resulted in three design suggestions which if implemented shall improve the vital signs continuous monitoring activities, by facilitating the healthcare professionals in their clinical responsibilities and improving the patients wellbeing while admitted in Emergency and Post-operative wards.
254

La question du design participatif dans la thérapie par avatar pour personnes schizophrènes

de Barros, Scindya 04 1900 (has links)
Les technologies issues du domaine du jeu vidéo intègrent de nouveaux traitements en santé mentale. La complexité de ces innovations connectées bouleverse le rôle des patients et des thérapeutes et induit la mise en place de nouveaux processus dans les épisodes de soin. Le conflit opposant les notions de protection et de contrôle au concept du développement du pouvoir d’agir des patients situe la problématique au cœur de la thérapie par avatar (TA). Sous le prisme de l’approche systémique et plus spécifiquement de l’approche du design participatif, ce mémoire pose la question des effets du design de la TA sur ses deux catégories d’utilisateurs; les patients et les cliniciens. Les difficultés d’accès au terrain ont limité la cueillette au seul point de vue des cliniciens, et non pas à celui des designers impliqués dans la TA. L’étude de cas de la recherche du Dr Dumais (2018) a mis en lumière la différence de perception épistémologique des cliniciens à propos du concept d’une approche de design autre que technologique. L’analyse des données résultant de la revue de littérature et la comparaison entre les impacts du design technologique et l’approche de design participatif ont montré le niveau d’efficacité de la réalité virtuelle comme moyen thérapeutique. La modélisation du fonctionnement de la TA a fait émerger la dynamique du levier qui module favorablement le pouvoir d’agir du patient participant, ce processus s’apparentant au design participatif. Les propriétés actuelles de la TA ouvrent à des recherches futures où l’intégration d’une approche participative à toutes les étapes du processus de la TA en vérifieraient la pertinence à plus grande échelle. D’autant plus que les directives institutionnelles, dont le plan d’action en santé mentale, demandent la reconnaissance du patient comme partenaire des soignants et acteur de son rétablissement. / Technologies from the video game field are integrating new mental health treatments. The complexity of these connected innovations changes the role of patients and therapists and induces the implementation of new processes in episodes of care. The conflict between the concepts of protection and control and the concept of the development of patients' power to act places the problem at the heart of AT. Under the prism of the systemic approach and more specifically of the participative design approach, this dissertation raises the question of the effects of avatar therapy (AT) design on its two categories of users; patients and clinicians. Difficulties in accessing the field limited the collection to the clinicians' point of view only, and not to that of the designers involved in AT. Dr Dumais' research case study (2018) highlighted the difference in epistemological perception by clinicians about the concept of a design approach other than technological. The analysis of the data resulting from the literature review and the comparison between the impacts of technological design and the participatory design approach showed the level of effectiveness of virtual reality as a therapeutic means. Modeling the functioning of AT has brought to light the dynamic of the lever which favorably modulates the acting power of the participating patient, this process being akin to participatory design. The current properties of AT open to future research where the integration of a participatory approach at all stages of the AT process would verify its relevance on a larger scale. Especially since the institutional guidelines, including the mental health action plan, require recognition of the patient as a partner of caregivers and actor of his recovery.
255

Partizipative Softwaregestaltung im Kontext virtueller Gemeinschaften

Finck, Matthias, Janneck, Monique, Obendorf, Hartmut, Rolf, Arno January 2006 (has links)
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.
256

Rechnergestützte Auswahl von Participatory Design-Methoden

Bojko, Michael, Riedel, Ralph, Tawalbeh, Mandy, Chen, Xiaoli, Nendel, Nicola 05 December 2018 (has links)
Die Aktivitäten zur Einführung der Industrie 4.0 in die produzierenden Unternehmen bringen eine Vielzahl von neuen Systemen mit sich und verändern die bisher dort vorhandenen Arbeitsumgebungen und Aufgaben. Zur Beherrschung der zunehmenden Komplexität müssen die dort beschäftigten Produktionsmitarbeiter daher zu Wissensarbeitern weiterentwickelt werden. Hierfür bedarf es neuer Ansätze zur Arbeitsorganisation, Aus- und Weiterbildung sowie zur aktiven Einbeziehung der Beschäftigten bei der Ausgestaltung der zukünftigen Arbeitsplätze und Prozesse. Das durch die EU geförderte Projekt Factory2Fit entwickelt und erprobt Ansätze und Methoden zur kollaborativen Entwicklung von Arbeitsplätzen und Prozessen unter Einbeziehung der Mitarbeiter mittels Participatory Design. Aufgrund der Vielzahl an verfügbaren Methoden wird jedoch eine gezielte Unterstützung bei der zielgerichteten Methodenauswahl benötigt. Im vorliegenden Beitrag werden die Motivation des Projekts Factory2Fit zur Nutzung des Participatory Designs erläutert, der Ansatz zur Unterstützung bei der Methodenauswahl entwickelt sowie das daraus abgeleitete rechnergestützte Auswahlverfahren zur Befähigung der Verantwortlichen vorgestellt. In den nächsten Arbeitsschritten innerhalb des Projektes gilt es nun, die entwickelten Methoden sowie das Hilfsmittel zur Methodenauswahl einzusetzen, zu validieren und auf Basis der Ergebnisse weiterzuentwickeln.
257

Interaction Design - by the protocol : Combining user-centered design methods for finding user needs in a time-­‐constrained environment

Svanberg, Christoffer, Westman, Anton January 2015 (has links)
ABSTRACT Today there are lots of different health care computer systems in use. However, according to recent studies many of them lack necessary usability. Within Nordic pediatric cancer care, analogue treatment protocols on paper are currently used, as a complement to the digital medical records and prescription systems. In these protocols, doctors and nurses note information regarding the patient’s treatment. Comments and changes are noted in the margin, which sometimes leads to making the protocol messy and difficult to grasp. Since several people are involved in the handling of the treatment protocols it occasionally happens that the protocol disappears for periods of time. We had two aims with this project. The first was to examine and map requirements for a usable interactive treatment plan for acute lymphoblastic leukemia, ALL. The second was to investigate if our suggested combination of methods would be sufficient to acquire these requirements in a setting where the users, i.e. physicians, were time-­‐constrained.   Based on large variety of theories and methods from educational science and research in human computer interaction, we have conducted a qualitative study, iterating a combination of user-­‐centered design methods, with a revision of the requirements as well as the design following each iteration. The requirements analysis was performed in close collaboration with the doctors at the Astrid Lindgren Children's Hospital, Karolinska University Hospital, Stockholm, Sweden.   Our results indicate that by using a combination of methods from usability engineering and participatory design, a well-­‐defined list of requirements from the doctors could be identified which might be sufficient to develop an interactive prototype for a digital treatment protocol. In addition we found that our method enabled an exchange of knowledge between the designers and the users. In conclusion, these combined methods were suitable for enhancing the software designer’s understanding of the user needs in this time-­‐constrained environment.
258

Tonalitetsanalys för att tolka känslor och attityder i text : Vilka behov av stöd har autistiska personer?

Bergman, Sofie January 2022 (has links)
Sentiment analysis is a form of Natural Language Processing (NPL) withthe purpose of deducting and extracting sentiment and emotions fromwritten text. The interest in sentiment analysis emerged at the turn of themillennium and has increased steadily since 2004. This might be due to awish to take advantage of the enormous amounts of data generated on theinternet, and social media in particular, every single day.The purpose of the study has been to examine how applications usingsentiment analysis might be able to help autistic people navigate theemotional content in written communication. A qualitative study has beenconducted to understand what types of needs autistic people might haveon this type of application, how it might work and what it might looklike. Data has been collected through semistructured interviews. The datahas then been processed with the help of deductive thematic analysis.The result of the study is that the respondents, autistic people, imaginethat they might be helped by an application of this kind and the study hasfurthermore started exploring what type of functionality and designaspects might be desirable and less desirable. / Tonalitetsanalys är en form av Natural Language Processing (NPL) medsyfte att utläsa attityd och känslor ur skriven text. Intresset förtonalitetsanalys har funnits sedan millenieskiftet och ökat kraftigt sedan2004. Detta kan tänkas ha sin grund i en vilja att utnyttja de väldigadatamassorna som produceras på internet och kanske främst socialamedier varje dag.Syftet med studien har varit att undersöka hur applikationer som utförtonalitetsanalys på skriven kommunikation skulle kunna se ut för atthjälpa autistiska personer med att navigera känsloinnehåll. En studie medkvalitativ ansats har genomförts för att kunna förstå vilka behov och kravautistiska personer skulle ha på applikationer med detta syfte. Studiensempiriska data har samlats in genom semistrukturerade intervjuer medautistiska personer. Den insamlade datan har sedan behandlats med hjälpav deduktiv tematisk analysStudiens resultat visar att respondenterna, autistiska personer, anser sigkunna ha nytta av den här typen av applikationer och studien hardessutom börjat undersöka vilken typ av funktionalitet och designval somskulle vara önskvärda och icke önskvärda.
259

A user centric approach for evaluating and enhancing the usability of a complex real-time web user interface / En användarcentrerad metod för att utvärdera och förbättra användbarheten av ett komplext realtidswebbgränssnitt

Larsson, Rickard January 2016 (has links)
As the technologies evolve, more complex products such as real-time web applications are made. These applications introduce new usability challenges and interaction design opportunities. The purpose of this work was to evaluate and enhance the usability of a complex real-time web user interface using a User-centered design approach. Another aim was to investigate how to adapt the current usability research methods, guidelines and principles to today's modern technology, such as real-time web applications. The research was carried out for the Stockholm based start-up Challengermode AB that is currently developing a competitive gaming platform with a focus in automatic tournaments. The research method consisted of a user and system analysis, usability testing and a creative design workshop. The research results were used in combination with current user interface design guidelines and principles to improve and design new features to the current user interface. The results show that the User-centered design approach in combination with Participatory design was a successful way of evaluating and improving the usability of the Challengermode real-time web user interface. The current usability research and design guidelines are applicable to modern technology, but in order to evaluate the Challengermode real-time web user interface, and other applications with similar functionality in a realistic scenario, traditional usability testing can be limited. Furthermore, the main takeaways from the user interface improvement process is that designing for empty states and not hiding important elements even though they are not active is as important as designing for the optimal case where data is available. / I och med att tekniken förbättras utvecklas allt mer komplexa produkter såsom realtidswebbapplikationer. Dessa applikationer inför nya utmaningar och möjligheter inom användbarhet och interaktionsdesign. Syftet med detta arbete var att utvärdera och förbättra användbarheten av ett komplex realtidswebbgränssnitt med hjälp av en användarcentrerad designstrategi. Ett annat syfte var att undersöka hur man kan anpassa existerande metoder, riktlinjer och principer inom användbarhetsforskning och interaktionsdesign för dagens moderna teknik, såsom realtidswebbapplikationer. Arbetet genomfördes för det Stockholm baserade start-up företaget Challengermode AB som för närvarande utvecklar en tävlingsplattform för eSport med fokus på automatiska turneringar. Forskningsmetoden bestod av en användar- och systemanalys, användbarhetstester och en kreativ designworkshop. Forskningsresultaten användes sedan i kombination med riktlinjer och principer inom interaktionsdesign för att förbättra och utveckla nya funktioner för det aktuella användargränssnittet. Resultaten visar att en användarcentrerad designstrategi i kombination med kooperativ design var ett framgångsrikt sätt att utvärdera och förbättra användbarheten av Challengermodes realtidswebbgränssnitt. Dagens forskning inom användbarhet och designriktlinjer är applicerbara på modern teknik, men för att utvärdera Challengermodes realtidswebbgränssnitt, och andra liknande applikationer i ett realistiskt scenario, kan traditionella användbarhetstester vara begränsade. De viktigaste slutsatserna från designprocessen är att design för element i tomma tillstånd är lika viktigt som design för element i det optimala tillståndet där data är tillgänglig.
260

OHS Practitioners' Application of CAD-tools as Medium for Participatory Design : Facilitating the Projection of Office-layouts / FHVs användning av CAD-verktyg som medium för participativ design : Stöd vid projektering av kontorslayouter

Müller, Maria January 2015 (has links)
When a company creates, rebuilds or develops new or existing workplace facilitates, research has shown such phases are of the most crucial and influential for creating healthy and effective workplaces. To include ergonomic principles in the early planning stages have proven to result in reduced expenses, and an increased ability to make influential contributions. Practitioners of Occupational Health Services (OHS) possess unique knowledge and expertise in the area, thus have potential to be a tremendous resource during the planning and projection of workspace design projects. Encouraging a participatory approach, OHS practitioners are valuable collaborators with end-users and Architects alike. In this study, three-dimensional CAD-tools were explored in order to provide OHS practitioners with methods and tools that enhance their ability to communicate workspace proposals to end-users of new or renewed office environments. Following an exploration process, a proposed design tool; SketchUp, was preceded for Usability testing. Results of the study indicated a considerable degree of applicability to OHS practitioners, despite an expressed desire for a simpler, more learnable interface. The software was believed to facilitate in the process of visualizing and communicating workspace proposals by increasing end-users understanding of the new work environment, including an enhanced ability to relate to and communicate with Architects.

Page generated in 2.2204 seconds