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Development and validation of recipes using consumers’ terms obtained through the application of the Think Aloud techniqueLezama Solano, Adriana January 1900 (has links)
Master of Science / Department of Food, Nutrition, Dietetics and Health / Edgar Chambers IV / Cooking is part of almost everyone’s daily life. During cooking, recipes are usually used as a guide for home cooks to help them take decisions and get a tasty and appealing food product. Recipes have a great impact on consumers’ behavior and decision making at the kitchen. However, building a recipe requires understanding of the potential user, including explaining to him/her, in layman’s terms, the best way to prepare the food product. Nevertheless, what is the best way to communicate to consumers through a recipe? A qualitative sensory technique that allows collecting data regarding people’s motivations and actions during cooking is required in order to retrieve this information. The technique needs to allow data collection about the motivations, and the actions inspired by these. Recipes can use these motivations and actions to communicate to recipe users. This research proposes the use of the Think Aloud method, a technique that has not been used on sensory research, as a technique that can meet these goals.
The objective of this study was to develop and evaluate different recipe styles for the preparation of doughs by understanding and using people’s descriptions, techniques and preparation terms through the application of the Think Aloud technique.
Two qualitative studies were performed with wheat dough preparers (n=43) recruited in Manhattan, KS and corn dough preparers (n=50) recruited in Guadalupe, Costa Rica. During the interviews, participants verbalized the process of preparing the doughs, as well as their decision-making process through the Think Aloud technique.
Results showed that participants provided enough data by thinking aloud. It was observed that the use of the Think Aloud method allowed them to be aware of texture characteristics in the dough. The ready doughs were mainly described as not sticky, soft and pliable. The most common techniques used to make the doughs included stirring, pushing/pressing/squeezing, and incorporate all together. Five recipes were written based on these descriptions. Three of the recipes included a step-by-step numbered format with a different amount of detail: not detailed, very detailed, and detailed recipe. The other two formats, both based on the detailed recipe, included a paragraph form recipe and a recipe with images. Wheat and corn recipes were validated in two online surveys (per study, n=300) where respondents evaluated the easiness, likeability, likelihood of using the recipe, helpfulness of the format, and amount of information. Overall, respondents considered the recipe with images easier and more helpful. The very detailed recipe was considered more difficult, less helpful and was liked less than the other recipes.
Understanding and identifying the words and techniques people use at the kitchen represent a useful tool that can be used to communicate to other preparers how to make a food product. The Think Aloud technique represents a useful technique to collect information regarding consumers’ actions and motivations. The data collected through the application of the technique allowed building different recipe styles to communicate to consumers how to prepare a food product.
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O ensino do Modelo de Leitura Documentária como recurso pedagógico para indexação na perspectiva entre profissional experiente e aprendiz : a aplicação do Protocolo Verbal Interativo na avaliação do uso e da ação de aprendizagem /Borba, Eliane Aparecida. January 2006 (has links)
Orientador: Mariângela Spotti Lopes Fujita / Banca: Maria Isabel Asperti Nardi / Banca: Maria Cristiane Barbosa Galvão / Abstract: The teaching of indexing procedures by means of the "Documentary Reading Model for Indexing of Scientific Articles" offers to the apprentice indexer strategies of reading and development of his previous professional knowledgement. The "Documentary Reading Model for Indexing of Scientific Articles by Fujita (2003a) is a proposal of improvement and evolution of the methodology of indexing through the indexer's metacognition (non-automatized behaviour as the reader is conscious of how the reading is being carried out), using the knowledgement of textual structures of the reader, relying on strategies of systematic approach of concepts offered in his education. Considering the learning of the documentary reading process in classroom, it is searched into the applicability of this Model as pedagogical resource to apprentice indexers. By means of introspective technique of data collecting of the Interative Verbal Protocol, observing the process of apprehending the methodology, this research reveals difficulties by the apprentice and his development towards more satisfactory grades of carring out the indexing task. It was chosen three students from the second class of Librarianship that had not attended the discipline "Indexing and Abstracting" and were intested in taking part in the applying of the Verbal Protocol combined with the indexing task. The analysis of the Verbal Protocol's transcriptions shows that the apprentices had difficulties in identifying the concepts of this Model: to choose terms to represent the concepts, to understand the terminology of the medical science and to to set up the terms' form (singular or phrases). Such difficulty is relating to the using of the Reading Model adapted from the original where there was inversion of the concepts action and object. The Interactive Verbal Protocol consists of an innovative methodology functioning as pedagogical resource... (Complete abstract, click electronic address below) / Mestre
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O ensino do Modelo de Leitura Documentária como recurso pedagógico para indexação na perspectiva entre profissional experiente e aprendiz: a aplicação do Protocolo Verbal Interativo na avaliação do uso e da ação de aprendizagemBorba, Eliane Aparecida [UNESP] 04 July 2006 (has links) (PDF)
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borba_ea_me_mar.pdf: 587417 bytes, checksum: 44ca3b4ae618d2558f3387e45e5c36b1 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / The teaching of indexing procedures by means of the Documentary Reading Model for Indexing of Scientific Articles offers to the apprentice indexer strategies of reading and development of his previous professional knowledgement. The Documentary Reading Model for Indexing of Scientific Articles by Fujita (2003a) is a proposal of improvement and evolution of the methodology of indexing through the indexer's metacognition (non-automatized behaviour as the reader is conscious of how the reading is being carried out), using the knowledgement of textual structures of the reader, relying on strategies of systematic approach of concepts offered in his education. Considering the learning of the documentary reading process in classroom, it is searched into the applicability of this Model as pedagogical resource to apprentice indexers. By means of introspective technique of data collecting of the Interative Verbal Protocol, observing the process of apprehending the methodology, this research reveals difficulties by the apprentice and his development towards more satisfactory grades of carring out the indexing task. It was chosen three students from the second class of Librarianship that had not attended the discipline Indexing and Abstracting and were intested in taking part in the applying of the Verbal Protocol combined with the indexing task. The analysis of the Verbal Protocol's transcriptions shows that the apprentices had difficulties in identifying the concepts of this Model: to choose terms to represent the concepts, to understand the terminology of the medical science and to to set up the terms' form (singular or phrases). Such difficulty is relating to the using of the Reading Model adapted from the original where there was inversion of the concepts action and object. The Interactive Verbal Protocol consists of an innovative methodology functioning as pedagogical resource... (Complete abstract, click electronic address below)
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UNDERSTANDING VIDEO GAME DEVELOPER INTENTION VERSUS OUTCOME AS IT PERTAINS TO AUDIENCE EXPERIENCE WITH GAME NARRATIVEHannah Leone Sherwood (16448496) 03 July 2023 (has links)
<p>This paper is a qualitative study that utilizes game players to learn more about the impact of game narrative, and to use this information to understand more of its role in the production of<br>
games. Initial research into the topic revealed that many competing interests drive game production, but that if narrative was “down-prioritized” in production, a game was more likely to suffer compounding issues that could result in a poor end-product and launch. This nets monetary consequences for a studio, but also severely impacts the team of developers. As the game industry already faces widespread issues with crunch, long work hours over long periods of time, any additional strain on production exacerbates existing issues. Game production documentation is often held privately as the trade secrets of a given studio, so the most feasible way to address these questions is to seek a successful game with amble published documentation and compare those resources to the experiences players themselves have with the title. The Legend of Zelda: Breath of the Wild was the game chosen.<br>
A sample of 18 students from Purdue University completed an initial interest survey and provided demographic information. Of those who played games regularly, 4 participants were randomly selected to move forward with an audio and video recorded gameplay session that utilized a think-aloud protocol to capture moment-to-moment experience, and then an audio recorded interview about their experiences. These methods were employed to generate transcripts of their thoughts and experiences where the researcher conducted a thematic analysis of the content. Fifteen codes were synthesized from these transcripts and found that through the context of narrative, participants expressed that gameplay, aesthetics, and critical paths in a game facilitated their experiences with narrative. Participants approached the game and spoke about narrative in a variety of ways during the game session, but all came away with similar conclusions when interviewed. This suggests that game elements that convey narrative are highly effective and opens questions into how changes to those elements can sway interpretation and if that can be controlled for. Further, studying the patterns between these elements and determining what creates the most meaning for players could open new avenues for efficient game design. </p>
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