• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 27
  • 11
  • 5
  • 2
  • 2
  • 2
  • Tagged with
  • 52
  • 40
  • 35
  • 30
  • 21
  • 17
  • 17
  • 15
  • 12
  • 12
  • 12
  • 11
  • 11
  • 10
  • 9
  • 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.
31

Ett designbidrag till minskad rädsla för att falla : Forskning genom design / A design proposal to ease the fear of falling : Research through design

Ekberg, Lottie January 2021 (has links)
Med bakgrund av fallolyckor som ett betydande folkhälsoproblem, med personligt lidande och omfattande samhällskostnader som följd, undersökte studien produktdesigners möjligheter att skapa en tillgänglig och användbar produkt värd att använda, för personer över 65år, som känner rädsla för att falla (FHM, 2021). I en generell kommentar till FN:s mål för hållbar utveckling, uttrycks vikten av tillämpning av Universell Design (UD) i design av alla nya produkter (UN, 2013). Genom den globalt växande och breda målgruppen, blev det därför centralt att parallellt undersöka hur man kan skapa en bredare tillämpning av UD i designbranschen (WHO, 2018). Designprocessen tog stöd av principerna för UD (Story, Mueller & Mace, 1998) i kombination med Emotionell design och Normans (2004) tre nivåer av emotion. Studien tog även stöd i gerontologisk forskning om fenomenet Fear of falling (FoF), som pekar på att högst nivå av FoF uppmätts hos personer då man ställer rädslan i relation till en aktivitet (Lachman et al., 1998). Studiens empiri genererades huvudsakligen ur metoderna enkätundersökning och dagboksstudie, vilka visade en utbredd strategi bland användarna, att hantera rädsla för att falla genom aktivitetsbegränsning. Aktiviteten att nå högt placerade föremål i hemmet, blev central efter upptäckten att deltagarna i stor utsträckning använder annan utrustning och inredning än en avsedd stegpall. Studiens designbidrag resulterade i en stegpall, vars utformning inte ska motivera att använda en köksstol för aktiviteten. Studiens kunskapsbidrag till designbranschen är ett visuellt greppbart analysresultat, vars styrka är att kommunicera både konkret mätbara och känslomässiga värden i en produkt. / With the background in fall accidents as a significant public health issue, causing both individual suffering and a large social cost, the study examined product designers’ opportunities to create accessible, useful products worth using, for people over 65, who suffers from fear of falling (FHM, 2021). In a general comment to the UN’s sustainable development goal’s, the importance of practising Universal Design (UD) in design of all new products is clearly expressed (UN, 2013). With a globally ageing population and within a broad target group, it became central to explore how to reach a more common practice of UD in the industry of product design (WHO, 2018). The design process was supported by the principles of UD (Story, Mueller & Mace, 1998) combined with Emotional Design and Norman’s (2004) three levels of emotion. The study also included theories from gerontological research on the phenomenon of Fear of falling (FoF), which indicates that a higher level of FoF is expressed by people when it is put in relation to an activity (Lachman et al., 1998). The study’s empirics were mainly generated from the methods Questionnaire and Diary study, which showed a widespread strategy among users, to handle FoF through activity restriction. The activity to reach highly placed objects at home became central after the discovering that the participants often use other equipment and furnishing than a designated step stool. The study’s design proposal resulted in a step stool, which should not justify using a kitchen chair for the activity. The study contributes closing a knowledge gap, which can benefit the design industry with a visually tangible analysis result of both measurable and emotional value in a product.
32

An initial step towards design guidelines for invoice management in CRM

Skogby Steinholtz, Jakob January 2020 (has links)
The purpose of this study is to address uncertainty for the implementation of functionality concerning invoice management in the context of the customer relationship management (CRM) system Salesforce by providing design guidelines. It is a qualitative research project that follows a user-centered design (UCD) approach. Seven themes covering perceived difficulties were identified from a diverse set of stakeholders. The themes were analysed in a workshop where two Salesforce developers used their expert judgment to address the themes with liable design suggestions. This was followed by a heuristic evaluation session where an external Salesforce developer evaluated compressed versions of the design suggestions, leading to a concluding proposal of guidelines: 1) Comprehensive error handling and feedback, 2) Modular architecture, 3) Clarify systems relationship and provide detailed information, 4) Group similar functionality according to user role and provide direct feedback, 5) Understand user needs and utilize data graphics 6) Provide transparency for errors when possible, and 7) Provide traceable documentation based on functionality and workflows.
33

Identifiering av begränsningar med användarcentrerad design : En studie vid ett företag i tidigt skede inom Internet of Things / Identifying the limitations of user centered design : Experimental research conducted at an early stage Internet of Things company

Merret, Robert, Sillard, Rannar January 2016 (has links)
Syfte Syftet med denna uppsats var att identifiera begränsningarna som företag i tidigt skede stöter på vid involvering av användare i produktutvecklingsprocessen. De huvudsakliga begränsningarna för användarcentrerad design samt på vilka sätt dessa kan arbetas runt presenteras och diskuteras. Ett ramverk för effektiva samarbeten med användare presenteras, vilket företag som befinner sig i ett tidigt skede kan följa för att skapa innovativa teknikprodukter. Design/metod Denna studie har till största del genomförts i form av ett flertal praktiska experiment där användare deltagit och bidragit till nya produktkoncept på Shortcut Labs som är en svensk startup. Tillvägagångssättet skedde enligt s.k. ’black box testing’ där ingen klar hypotes användes för varje experiment utan datan från varje steg kom till användning vid planeringen av nästa. Resultat Studien visar att många av begränsningarna för användarcentrerad design som identifierats i tidigare forskning och litteratur gäller även för ett företag i tidigt skede. Därtill tyddliggörs varför ’lead user’-metoden innebär vissa svårigheter för unga tillverkande företag av konsumentprodukter. Ramverket som presenteras som ett resultat av de utförda experimenten är en steg-för-steg guide som ett tillverkande företag i tidigt skede kan följa för att effektivt dra nytta av de olika typer av användare som kan involveras i en produktutvecklingsprocess. Avgränsningar/konsekvenser Tidsramen och omfattningen av studien innebar att det presenterade ramverket endast är framtaget för produktutvecklingsprocessens initiala faser; idégenerering samt konceptutvecklingsfaserna. Den begränsade urvalsgruppen samt mindre mängden av användare kan ha bidragit till snedvridning av insamlad data. Bland utvecklingsmöjligheter för forskning i ämnet föreslås en fortsättning på studien genom produktutvecklingens alla faser inklusive produktlansering. Originalitet/värde Marknaden för IoT-relaterade produkter är fortfarande i sin linda. Studien birdrar till existerande forskning kring användarinvolvering genom att belysa hur detta fungerar för företag i tidiga skeden inom marknaden för sakernas internet. Genomförandet beskrivs ur utvecklingsteamets perspektiv för att se hur man kan skapa innovativa produkter som möter en allt mer krävande användare hårdare marknad. / Purpose The purpose of this thesis was to identify what limitations early stage companies face when involving users in a new product development process. The main limitations of a user centered design approach are stated and solutions or modifications to these limitations are suggested and discussed. A framework that incorporates the proposed solutions was produced that suggests an outline for an effective process that early stage companies can follow if they aim to create innovative products for the IoT market. Design/methodology/approach The research was conducted by first hand experimental research involving users to produce a new product concept at Shortcut Labs, an early stage ‘startup’ company. The experimental ‘black box testing’ approach used was necessary as it allowed the authors to perform experimental studies, based on a non-hypothetical question, to determine the motivation for the next stage. Findings The research conducted found that many of the previously identified limitations of a user centered design approach held true in an early stage company. In addition, key sections of the lead user method are not applicable in an early stage consumer product company due to the market area and substantial resource requirements. The framework produced as a result of the experimental approach proposes a step by step guide in which consumer orientated early stage companies can follow to effectively leverage the inputs from multiple types of users when undertaking an NPD project. Research limitations/implications The limited sample size and locality bias of the involved users was a constraint. Furthermore, the timeframe and scope of the thesis meant that this framework is only applicable during the ideation and concept development stages. Further work is required to establish how to effectively involve users through the remaining phases until product launch. Originality/value The IoT market in which this thesis was conducted is rapidly developing and still in its infancy. Little previous work had been conducted in user involvement specifically for early stage companies or this market. The study looks through the lens of a project development team in order to provide insights to better develop innovative products that meet the needs of an ever more demanding user.
34

Exploring Vulnerabilities and Difficulties in Platform Emergence

Forsström, Jacob January 2021 (has links)
The focus of this paper is platform theory, sharing economy, and user-centered design (UCD). Platform theory helps us understand the extensive research in its discourse and provides a stable ground to explore the fragile stage of platform emergence. The sharing economy is a central phenomenon to the studied project which is very important for our global use of future scarce resources. UCD is a central phenomenon where the importance of early involvement of users in the development process of a UCD project. By studying a platform project under development, I present an analytical framework where I identify vulnerabilities and difficulties in platform emergence. The emergence of platforms is an important yet difficult, and vulnerable process, and only a few studies have been conducted exploring this phase. The research question addressed in this thesis is: What are the sources to vulnerabilities and difficulties in the process of platform emergence? Methods of conducting this study are the use of semi-structured interviews of the people involved in the platform project for further flexibility of the questions. The case study project is focused on building a platform that enables users to build their own platforms. The purpose of that project is to enable users to create sharing platforms easier and cheaper. In addition, vulnerabilities and difficulties in platform emergence are explored. The goals of this study are to: 1) understand how a project is performing in this fragile stage of platform emergence, and 2) how to reach the goal where a platform with the underlying themes of platform theory, sharing economy, and user-centered design can be achieved.
35

Barns leksaker och könsstereotyper : Hur produktdesign kan underlätta för föräldrar att göra varierande och normbrytande val av leksaker och lek / Childrens toys and gender stereotypes : How product design can facilitate parents to make more varied and norm breaking choices of toys and play

Carlzon, Oscar January 2021 (has links)
Könsnormerna bekräftas av föräldrar redan från barnets födsel, genom att välja könsstereotypiska leksaker, som enligt samhällets normer delar upp barnen mellan de biologiska könen. Detta påverkar inte endast barnets syn på sig själv utan även hur andra ser och behandlar barnet. Ett antal studier visar hur stereotypa leksaker ger barn en snäv syn på verkligheten och deras framtidsvisioner, något som påverkar jämställdheten mellan könen i framtiden. Det som saknas i litteraturen är föräldrars känslomässiga koppling till könsstereotypiska leksaker och problemen de står inför som resulterar i att de gör stereotypa leksaksval. I detta arbete blir det tydligt att föräldrar vill variera lek men att uppmuntra till detta tar för mycket tid och baserar då val av lek och leksaker framförallt på barnets egen vilja. För att exemplifiera en tänkbar lösning på detta problem utformades en produkt som underlättar för föräldrar att variera och göra normbrytande lek med barnets redan existerande leksaker. Detta arbete påpekar en viktig byggsten för ett framtida jämställt samhälle och hur detta lättare kan uppnås genom design. / Gender norms are validated by parents from the birth of a child by choosing gender stereotypical toys according to societal norms which divide children among the biological sexes. This affects not only the child's self-image but also how others judge and treat the child. A number of studies show how stereotypical toys give children a narrow world view and their visions for the future, something that affects gender equality. Parents' emotional bond to gender stereotypical toys and the difficulties they face that result in them making stereotypical toy choices is what is missing in the literature. In this project it becomes apparent that parents wants to vary play, but encouraging this takes too much time which leads the parents to make stereotypical choices of toys and play primarily based on their child's own will. To exemplify a possible solution to this problem, a product was designed, that makes it easier for parents to vary and make norm-breaking play with their child's already existing toys. This study points out an important building block for an equal future society and how this can be more easily achieved through design.
36

Enhancing User Experience while retrieving information via Dashboard

Bhutani, Mahima January 2019 (has links)
With rapid growth in technical and social sector, the amount of data produced and retrieved has grown exponentially. Hence, there is a dire need for a management information system (MIS) to manage and structure such data. This study was initiated to learn about the problems and needs of the employees of a truck manufacturer organisation while working for long duration projects. The information about processes and tasks is available but in an unstructured manner through excel spreadsheets which makes it difficult for users to retrieve required information during crucial times. An information system in the form of a dashboard was designed and proposed to overcome the problems faced by users. This study focuses on evaluating the user experience of employees while retrieving desired information about the procedures using both dashboard and excel spreadsheets. To investigate the work structure and problems of employees, interviews were conducted. The results were analysed and a dashboard solution was proposed and developed with real time data. With employees coordination, few usability tests were conducted and the feedback was recorded for future work. According to the study results, the efficiency of employees can be increased and the decision making can be improved using MIS. With better retrieval techniques user experience was also enhanced. The interactive visualisations of dashboard attracted users and was used efficiently for providing tons of information about procedures to be followed. / Med den snabba tillväxten inom teknisk och social sektor har mängden data som både produceras och hämtas ökat exponentiellt. Därför finns det ett brådskande behov av informationssystem för att hanterar och strukturera sådan data. Denna studie startade med att utforska de problem och behov som fanns hos anställda på ett företag som tillverkar lastbilar när de jobbar i långvariga projekt. Informationen om rutiner, processer och uppgifter är idag tillgänglig för de anställda i ostrukturerade Excel-kalkylblad, detta gör det svårt att hämta nödvändig information. Ett informationssystem i form av en instrumentpanel utformades och föreslogs för att lösa de problem som användarna möter. Denna studie fokuserade på att utvärdera användarupplevelsen hos de anställda medan de hämtade önskad information om rutinerna när de använde både instrumentpanelen och Excel-kalkylblad. För att undersöka arbetetsstrukturen och de problem som de anställda upplever så genomfördes intervjuer. Resultatet analyserades och ett resultat i forma av ett informationssystem (instrumentpanelen) föreslogs och utvecklades med realtidsdata. Med samordning av de anställda genomfördes användbarhetstester och deras återkoppling registrerades för framtida arbete. Enligt studieresultaten kan effektiviteten hos de anställda ökas och beslutsfattande kan förbättras med hjälp av ett informationssystem. Användarupplevelsen kan också förbättras genom bättre tekniker för hämtning av data. Den interaktiva visualiseringen av instrumentpanelen lockade användarna och användes effektivt för att ge information om rutiner som ska följas.
37

Estudio sistémico de una estructura exoesquelética para la rehabilitación de la atrofia muscular de la mano en personas con artritis reumatoide

Moya Jiménez, Roberto Carlos 02 May 2023 (has links)
[ES] La mano humana es uno de los instrumentos más importantes para la psicomotricidad de ser humano y cualquier problema crónico como la Artritis Reumatoide (AR) implica la necesidad de una rehabilitación pautada y seriada desde el punto de vista médico que controle y verifique su efectividad en el tiempo. La Artritis Reumatoide es una de las enfermedades crónicas de mayor impacto social en la actualidad que afecta principalmente a personas mayores. Se considera que la AR afecta actividades y la calidad de vida de una persona, sobre todo en la de los adultos mayores, donde las afectaciones son mayormente significativas y requieren de atención. A través de la rehabilitación controlada asistida por ordenador, la tesis presenta, por una parte, una investigación sobre exoesqueletos para la rehabilitación crónica y por otra, la creación y validación de un dispositivo exoesquelético para el mano denominado ARTH-aid System que servirá para mejorar la rehabilitación de la mano artrítica que sufre una atrofia muscular progresiva. El sistema creado representa una ayuda significativa a través de la integración de determinados factores como: ergonomía, funcionalidad y diseño. Se ha diseñado y testeado con usuarios finales tomando en cuenta los factores mecánicos y de funcionalidad en la pérdida progresiva de movilidad manual de la mano en personas mayores con AR crónica. El sistema de rehabilitación incluye como parte fundamental un exoesqueleto en la mano que evalúa la dinámica y el progreso de la rehabilitación de un usuario generando confianza y satisfacción en el paciente durante las sesiones y mejorando la interacción con el fisioterapeuta. La metodología y el diseño de un guante exoesqueleto para la rehabilitación de pacientes crónicos de AR, ha sido desarrollada y evaluada teniendo en cuenta aspectos relacionados con el Design Thinking (DT) y el Diseño Centrado en el Usuario (DCU). Así mismo, en la creación e implementación tecnológica del sistema, se ha tenido en cuenta las tecnologías informáticas y electrónicas orientadas al manejo de sistema de gestión y control de movimientos programados mediante una placa electrónica integrada, finalmente se han utilizados aplicaciones de Diseño Asistido por Ordenador (DAO) y herramientas de Prototipado Rápido (PR) para la generación de las simulaciones informáticas y piezas físicas articuladas implementadas en el guante. La validación del sistema se realizó en el Hogar de Ancianos Santa Catalina Labouré, de Quito, Ecuador, primero con un grupo de expertos compuesto por los fisioterapeutas que trabajan en el centro y que permitió analizar su factibilidad como sistema integrado en el proceso de rehabilitación actual y posteriormente con un grupo de pacientes controlados terapéuticamente desde el centro, que permitió validar la funcionalidad del dispositivo, verificar su efectividad y evaluar el nivel de satisfacción dentro de la experiencia del usuario. / [CA] En la present tesi doctoral es va a profundir una de les malalties de gran impacte com és el cas de l'Artritis Reumatoide (AR) que afecta greument nivell mundial a persones de diferents edats. En entendre a la mà com una de les majors eines de vida, es consideren tots els impactes que té la AR en la vida d'una persona, especialment en la dels adults majors, on les afectacions són majorment significatives i requereixen d'atenció Amb la finalitat de millorar la qualitat de vida d'adults majors que pateixen de AR, la investigació culmina en el disseny d'una eina per a la rehabilitació contínua i controlada que va ser concebuda mitjançant el Disseny Centrat en l'Usuari (DCU) i la implementació de tecnologies i eines de Prototipado Ràpid. No sense abans haver realitzat una forta investigació que permeta comprendre clarament l'anatomia i la fisiologia de la mà. Seguit de revisions de pro-posades que es troben en el mercat i de diferents validacions amb diversos prototips, els mateix que són part de la metodologia utilitzada i que van permetre analitzar tant a la proposta de disseny com els requeriments essencials dels usuaris finals. El correcte enteniment de l'estructura biomecànica de la mà resideix en el coneixement de la seua estructura com un component funcional autònom; la geometria biomètrica de la mà representa un conjunt d'ossos, músculs i articulacions que són els responsables del control motor i sensorial de la mà. En perdre aquestes habilitats i funcions, es perd la capacitat de realitzar una sèrie de diversos moviments de força i agarres, i fins i tot altres activitats quotidianes com vestirse o menjar. El desenvolupament d'un sistema de rehabilitació mitjançant un exoesquelet adaptat i dissenyat pensant en l'usuari, permet millorar la interacció objecte- persona, la dinàmica de rehabilitació i generar confiança en el pacient durant el seu interacció amb el fisioterapeuta. Aquest escenari representa una ajuda significativa a través de la integració de determinats factors com: ergonomia, funcionalitat i disseny per a assemble i manufactura, aspectes que van permetre validar l'exoesquelet creat amb un grup d'usuaris reals. En aqueix sentit, les validacions es van fer tant amb el grup de pacients que pertanyen a la Llar d'Ancians "Santa Catalina Labouré", com amb el grup expert de fisioterapeutes que dediquen un temps a la rehabilitació d'aquests pacients. / [EN] The human hand is one of the most important instruments for the psychomotricity of being human and any chronic problem such as Rheumatoid Arthritis (RA) implies the need for a scheduled and serial rehabilitation from the medical point of view that controls and verifies its effectiveness over time. Rheumatoid arthritis is one of the chronic diseases with the greatest social impact today that mainly affects older people. RA is considered to affect a person's activities and quality of life, especially in older adults, where the affectations are mostly significant and require attention. Through computer-aided controlled rehabilitation, the thesis presents, on the one hand, an investigation on exoskeletons for chronic rehabilitation and on the other, the creation and validation of an exoskeletal device for the hand called ARTH-AID System that will serve to improve the rehabilitation of the arthritic hand that suffers a progressive muscular atrophy. The system created represents a significant help through the integration of certain factors such as: ergonomics, functionality and design. It has been designed and tested with end users taking into account the mechanical and functional factors in the progressive loss of manual hand mobility in older people with chronic RA. The rehabilitation system includes as a fundamental part an exoskeleton in the hand that evaluates the dynamics and progress of a user's rehabilitation, generating confidence and satisfaction in the patient during the sessions and improving the interaction with the physiotherapist. The methodology and design of an exoskeleton glove for the rehabilitation of chronic RA patients has been developed and evaluated considering aspects related to Design Thinking (DT) and User-Centered Design (DCU). Likewise, in the creation and technological implementation of the system, computer and electronic technologies oriented to the management of management system and control of programmed movements through an integrated electronic board have been taken into account, finally Computer Aided Design (DAO) applications and Rapid Prototyping (PR) tools have been used for the generation of computer simulations and articulated physical parts implemented in the glove. The validation of the system was carried out at the Santa Catalina Labouré Nursing Home, in Quito, Ecuador, first with a group of experts composed of the physiotherapists who work in the center and that allowed to analyze its feasibility as an integrated system in the current rehabilitation process and later with a group of potential users or patients controlled therapeutically from the center, that allowed to validate the functionality of the device, verify its effectiveness and evaluate the level of satisfaction within the user experience. / Moya Jiménez, RC. (2023). Estudio sistémico de una estructura exoesquelética para la rehabilitación de la atrofia muscular de la mano en personas con artritis reumatoide [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/193057
38

En mer omtyckt säkerhet : Hur kan en brandvarnare utformas för att vara mer estetiskt tilltalande? / A more attractive security : How can a smoke alarm be designed to be more aesthethically pleasing?

André, Melvin January 2022 (has links)
Det här projektet har utforskat frågeställningen - Hur kan en brand- varnare utformas för att bli mer estetiskt tilltalande för användaren? Den svenska Myndigheten för Samhällsskydd och Beredskap [MSB] har länge drivit en nollvision för Sverige med målsättningen att ingen människa ska omkomma i en brand (MSB, 2021a). En avgörande faktor för att målsättningen ska lyckas är att varje hem har fungerande brandvarnare. Med fungerande brandvarnare i alla hem skulle så många som 40% av dödsfallen kunna förhindras (Runefors, Johansson & van Hees, 2016). Studien genomfördes utifrån ett användar-centrerat arbetssätt där kvalitativa intervjuer med fem informanter samt krav från den europeiska standarden för utformning av brandvarnare har legat till grund för för arbetets utveckling. Intervjuerna visade att informanterna till stor del var negativt inställda till utformningen av existerande brandvarnare då de uppfattades som billiga puckar i vit plast. Det framkom att lågt pris, liten storlek och enkel montering utan borrning var de viktigaste egenskaperna för användarna. De uppgav även att de ogillade att byta batterier samt efterfrågade möjlighet till ökat visuellt samspel med övrig inredning. Naturmaterial och mjuka former var de mest efterfrågade egenskaperna för utformningen. Det kunskapsmässiga bidraget ligger i upptäckten av svårigheterna att samtala om Estetik med informanterna. Detta var en förtydligande insikt över skillnaderna mellan det akademiska och det allmänna språkbruket för att beskriva estetiska intryck. Resultatet av projektet blev en liten brandvarnare med en kropp i massivt trä, en stor knapp för testning och tystande av larm samt en batteritid på minst 10 år. / This project have explored the question - How can a smoke alarm be designed to be more aesthetically pleasing for the user? The Swedish Agency for Civil Protection and Emergency Planning [MSB] has long pursued a zero vision for Sweden with the goal that no one should die in a fire (MSB, 2021a). A crucial factor for the goal to succeed is that every home has a functioning smoke alarm. With effective smoke alarms in all homes, as many as 40% of deaths could be prevented (Runefors, Johansson & van Hees, 2016). The study was carried out on the basis of a user-centered approach where qualitative interviews with five informants and requirements from the European standard for the design of smoke alarms have formed the basis for the development of the project. Based on the interviews, it emerged that the informants were largely negative about the design of existing smoke alarms. These were perceived as cheap pucks in white plastic. It turned out that a low price, small size and an easy installation without the need for drilling were the most important features for the users. They also stated that they did not like to change batteries and requested the opportunity for increased visual unity with other furnishings. Natural materials and soft shapes were the most sought after properties for the design. The knowledge contribution lies in the discovery of the difficulties in discussing Aesthetics with the informants. This was a clarifying insight into the differences between academic and general language for describing aesthetic impressions. The result of the project was a small smoke alarm with a body in solid wood, a large button for testing and silencing of the alarm together with a battery life of atleast 10 years.
39

Les dispositifs d’aide à la consommation : une analyse qui prend compte des obstacles à la rationalité dans l’évaluation des biens de consommation

Leggett-Dubé, Justine 12 1900 (has links)
Ce projet de recherche vise à explorer le rôle du design dans l’acte d’achat et l’évaluation des produits. L’hypothèse de recherche repose sur le fait que le design est un obstacle à la rationalité dans le choix d’un bien, car ce dernier est rattaché à des singularités qui lui sont propres, le rendant difficilement comparable aux autres biens d’un même marché. Les produits deviennent difficiles à évaluer et à classer parmi les autres biens similaires dans le marché. En soi, la finalité et les vertus du design permettent aux consommateurs d’avoir une plus grande liberté de choix, mais ce rôle dynamique et économique que peut prendre le design peut aussi confondre les consommateurs devenant brouillés par l’abondance de choix. En ce sens, le design serait la clé de la voûte d’une économie des singularités telle que proposée par Lucien Karpik dans L’économie des singularités. Avec une méthodologie ethnologique, cinq projets d’évaluation de produits au sein de deux organismes produisant des dispositifs d’aide à la consommation ont été observés sur une période de deux ans. À la conclusion de cette étude, il a été démontré que certaines améliorations pouvaient être apportées aux processus d’évaluation, plus particulièrement en ce qui concerne les facteurs qui ne sont pas pris en compte dans les dispositifs d’aide à la consommation actuels, comme l’évaluation de produits centrée sur l’usager à l’aide de scénarios d’usages, plutôt que l’évaluation de produits centrée sur l’objet, ainsi que la considération de l’expérience de l’usager dans l’évaluation des biens. / This research project aims at exploring the role of design within the act of purchasing and rating products. This premise is based on the fact that design is an obstacle to an individual’s rationality when choosing goods because they are multidimensional and of uncertain quality, as proposed by Lucien Karpik. This creates a difficulty faced by consumers when trying to find comparable products on the market. The research hypothesis of this project suggests that design is an obstacle to reason by offering multidimensional products to consumers. It then becomes harder for them to evaluate singular products available on the market, and to make wise consumption choices. One of the aims of design is to offer users freedom of choice, but this dynamic and economic role of design can also lead to confusion, where consumers become blinded by the abundance of choices. In this sense, design would be the keystone of a singularity-based economy. Five product rating projects were observed on a two-year period within two agencies involved in producing consumption aid devices by using an ethnological approach. The conclusion of this study has shown that some improvements could be made to the product rating processes, particularly for the facts that have not been accounted for in the actual consumption aid devices, such as user-centered product ratings based on user scenarios instead of object-centered product ratings, as well as considering user experience in product evaluation.
40

Aplicação de práticas de usabilidade ágil em software livre / Application of agile usability practices in free and open source software

Santos, Ana Paula Oliveira dos 22 March 2012 (has links)
Esta dissertação de mestrado fez parte do projeto Qualipso (Quality Platform for Open Source Software) que teve como principal objetivo melhorar a confiabilidade de sistemas de software livre. Nesse contexto, o enfoque desta pesquisa é um dos atributos de qualidade de software: usabilidade. As práticas de usabilidade no desenvolvimento de software livre, são aplicadas na maioria das vezes, em projetos patrocinados por grandes empresas ou que possuam especialistas em usabilidade como membros da equipe. Mas, em projetos menores da comunidade, compostos geralmente por desenvolvedores, raramente ela é considerada. Porém, a usabilidade é um atributo fundamental para a qualidade durante o uso de um sistema. Com base em valores compartilhados entre as comunidades de métodos ágeis e de software livre, esta dissertação propõe a adaptação de práticas de usabilidade no contexto de métodos ágeis para o contexto de comunidades de software livre. Por meio de pesquisa bibliográfica, levantamos as principais práticas de usabilidade tanto no âmbito de métodos ágeis, quanto no âmbito de software livre, e as classificamos de acordo com as fases do Design Centrado em Usuário, descrevendo cada uma com o formato nome-contexto-problema-solução-exemplos. As práticas foram exploradas em projetos de software livre, o que possibilitou maior entendimento de problemas enfrentados em contextos reais. Essa experiência resultou na proposta de adaptação de práticas de usabilidade ágil no contexto de comunidades de software livre. Dessa forma, descrevemos a realização de uma pesquisa-ação no projeto Arquigrafia-Brasil, um estudo de caso no projeto Mezuro e a aplicação de práticas de usabilidade em quatro projetos do Centro de Competência em Software Livre do IME-USP. / This Masters thesis was part of the Qualipso project (Quality Platform for Open Source Software) whose main objective was to improve the reliability of free and open source software systems. Within such context, the focus of this research is one of the attributes of software quality: usability. The usability practices in free and open source software development are applied most often in projects sponsored by large companies or employing usability experts as team members. But on smaller projects in the community, generally composed by developers, it is rarely considered. However, usability is an essential attribute to the quality in use of a system. Based on values shared between the communities of agile methods and free and open source software, this thesis proposes the adaptation of usability practices in the context of agile methods to the context of free and open source software communities. Through the study of the literature in the field, we gathered the main usability practices both within agile methods, as in free and open source software, and we classified according to User-Centered Design phases, describing each one with the format name-context-problem-solution-examples. The practices were explored in free and open source software projects, which enabled greater understanding of problems faced in real contexts. This experience resulted in the adaptation proposal of agile usability practices into the context of free and open source software communities. We describe the implementation of an action research in the Arquigrafia-Brazil project, a case study in the Mezuro project and the application of usability practices in four projects of the IME-USP FLOSS Competence Center.

Page generated in 0.0255 seconds