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Modèle novateur de conception d’interface humain-ordinateur centrée sur l’utilisateur : le designer en tant que médiateurZahedi, Mithra 03 1900 (has links)
Cette recherche porte sur des questions relatives à la conception des interfaces humain-ordinateur. Elle s’inscrit dans le courant des recherches sur l’utilisabilité et elle s’intéresse particulièrement aux approches centrées sur l’utilisateur. Nous avons été très souvent témoin des difficultés éprouvées par les utilisateurs dans l’usage de certaines interfaces interactives et nous considérons que ces difficultés découlent d’un problème de design. Le design d’interface doit être basé sur les besoins de l’utilisateur dans le cadre de ses activités, dont les caractéristiques devaient être bien comprises et bien prises en considération pour mener à la conception d’interfaces qui respectent les critères d’utilisabilité. De plus, la communauté des chercheurs ainsi que l’industrie admettent maintenant que pour améliorer le design, il est crucial de développer les interfaces humain-ordinateur au sein d’une équipe multidisciplinaire. Malgré les avancées significatives dans le domaine du design centrées sur l’utilisateur, les visées annoncées sont rarement réalisées.
La problématique étudiée nous a conduit à poser la question suivante : En tant que designer d’une équipe multidisciplinaire de conception, comment modifier la dynamique de collaboration et créer les conditions d’une conception véritablement centrée sur l’interaction humain-ordinateur ? Notre démarche de recherche a été guidée par l’hypothèse voulant que l’activité de design puisse être le moyen de faciliter la création d’un langage commun, des échanges constructifs entre les disciplines, et une réflexion commune centrée sur l’utilisateur. La formulation de cette hypothèse nous a mené à réfléchir sur le rôle du designer.
Pour mener cette recherche, nous avons adopté une méthodologie mixte. Dans un premier temps, nous avons utilisé une approche de recherche par projet (recherche-projet) et notre fonction était celle de designer-chercheur. La recherche-projet est particulièrement appropriée pour les recherches en design. Elle privilégie les méthodes qualitatives et interprétatives ; elle étudie la situation dans sa complexité et de façon engagée. Nous avons effectué trois études de cas successives. L’objectif de la première étude était d’observer notre propre rôle et nos interactions avec les autres membres de l’équipe de projet pendant le processus de design. Dans la seconde étude, notre attention a été portée sur les interactions et la collaboration de l’équipe. Nous avons utilisé le processus de design comme méthode pour la construction d’un langage commun entre les intervenants, pour enrichir les réflexions et pour favoriser leur collaboration menant à redéfinir les objectifs du projet. Les limites de ces deux cas nous ont conduit à une intervention différente que nous avons mise en œuvre dans la troisième étude de cas. Cette intervention est constituée par la mise en place d’un atelier intensif de conception où les intervenants au projet se sont engagés à développer une attitude interdisciplinaire permettant la copratique réflexive pour atteindre les objectifs d’un projet de construction d’un site web complexe centré sur l’utilisateur.
L’analyse et l’interprétation des données collectées de ces trois études de cas nous ont conduit à créer un modèle théorique de conception d’interface humain-ordinateur. Ce modèle qui informe et structure le processus de design impliquant une équipe multidisciplinaire a pour objectif d’améliorer l’approche centrée sur l’utilisateur. Dans le cadre de ce modèle, le designer endosse le rôle de médiateur en assurant l’efficacité de la collaboration de l’équipe.
Dans un deuxième temps, afin de valider le modèle et éventuellement le perfectionner, nous avons utilisé une approche ethnographique comportant des entrevues avec trois experts dans le domaine. Les données des entrevues confirment la validité du modèle ainsi que son potentiel de transférabilité à d’autres contextes. L’application de ce modèle de conception permet d’obtenir des résultats plus performants, plus durables, et dans un délai plus court. / In complex design projects, problems typically arise when the design process is undertaken by multi-disciplinary groups of experts as well as non-experts because they do not share a common vision about the user’s needs, do not have identical goals related to the task, and do not have a common language to have productive dialogues as the design process progresses.
This research addressed issues related to the human-centered design approach within the context of human-computer interfaces (HCI). It explored ways in which a designer can create conditions whereby various contributors involved in the design process can benefit from the potential that the multi-disciplinary context afford to enrich their personal knowledge and reflection and at the same time work efficiently and collaboratively to design an interface that is user centered.
The research used a mixed methodology. In the first instance, a project-grounded research (research through design) was used in three successive case studies with increasing degrees of intervention and control by the researcher. Project-grounded research involves the development of knowledge and theory related to the design activity in an authentic design project. The focus of the first case was for the designer/researcher to observe her role and interaction with others during the design process. In the second case, the focus shifted to the collaborative interactions. The design process was used as a method to foster consensus building and the adoption of a common language to communicate and mutual goals to aim for. Limitations identified in these two cases led to the design of an intervention that was implemented in the third case. This intervention comprised an intensive workshop whereby team members engaged in an interdisciplinary attitude building exercise leading to joint-reflective practice toward achieving the goal which was to create a website. Data generated from these three cases informed the development of a theoretical model that represents steps of “optimal” collaborative design process, focusing on user-centeredness. In this model, the designer is attributed the additional and central role of mediator (designer as mediator) that facilitates the convergence of disparate foci and ways of thinking.
In the second instance, the model was presented to three design experts individually for validation purposes. Interview data collected from this process affirmed the validity of the concepts and relations depicted in the model as well as its transferability potential to other complex contexts. The proposed model has the promise of structuring design activities to unfold in a more efficient and timely manner while being sustainable.
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A computational approach to situation awareness and mental models in aviationMamessier, Sebastien 20 September 2013 (has links)
Although most modern, highly-computerized flight decks are known to be robust to small disturbances and failures, humans still play a crucial role in advanced decision making in off-nominal situations, and accidents still occur because of poor human-automation interaction.
In addition to the physical state of the environment, operators now have to extend their awareness to the state of the automated flight systems. To guarantee the accuracy of this knowledge, humans need to know the dynamics or approximate versions of the dynamics that rule the automation.
The operator's situation awareness can decline because of a deficient mental model of the aircraft and an excessive workload.
This work describes the creation of a computational human agent model simulating cognitive constructs such as situation awareness and mental models known to capture the symptoms of poor human-automation interaction and provide insight into more comprehensive metrics supporting the validation of automated systems in aviation.
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Analysis of transformations to socio-technical systems using agent based modeling and simulationShah, Anuj P. 24 February 2006 (has links)
Transformations to socio-technical systems may be enacted at fairly low levels, i.e., through changes in technology, processes, information and workers, to obtain a change in system level performance. This thesis provides a conceptual framework and a simulation platform to a priori computationally analyze the impact of such transformations.
This thesis builds on the principles of cognitive engineering to describe the components of the work environment, i.e., technology, processes and information, in work relevant ways and using a structure-preserving model, i.e., a model form that describes the models using the same attributes and structure as used by system designers. This thesis also builds on the principles of agent-based modeling to model workers and their interactions with the work environment. These models are specified through a conceptual framework that includes declarative models describing which components are included within the system and their interrelations, and object-oriented models of those complex, dynamic behaviors that cannot be adequately described declaratively.
Declarative modeling enables easy composition and modification of component models and, by declaring all required components collectively, a system model. This thesis established an XML representation for the declarative models, and developed a mechanism that automatically assembles, from the individual components' specifications and interrelations, a network-level model of the entire system in XML, which can serve to analyze network dependencies between components. The combination of the declarative and object-oriented models also enables computational simulations to predict the system performance that will emerge from a network of components when placed in a given scenario. Thus, this thesis also developed an agent-based simulation platform to support analysis of emergent behavior.
The theoretical contributions of this thesis include the conceptual framework as a broadly applicable and structure-preserving representation of the important aspects of socio-technical system behavior, and associated extensions to cognitive engineering descriptions of the work environment. These insights, combined with the simulation platform, also enable computational modeling, analysis and prediction of socio-technical system performance with a comprehensiveness and detail not possible before. The theoretical and practical utility of these developments is demonstrated through a case study in air traffic control.
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A study of human-robot interaction with an assistive robot to help people with severe motor impairmentsChoi, Young Sang 06 July 2009 (has links)
The thesis research aims to further the study of human-robot interaction (HRI) issues, especially regarding the development of an assistive robot designed to help individuals possessing motor impairments. In particular, individuals with amyotrophic lateral sclerosis (ALS), represent a potential user population that possess an array of motor impairment due to the progressive nature of the disease. Through review of the literature, an initial target for robotic assistance was determined to be object retrieval and delivery tasks to aid with dropped or otherwise unreachable objects, which represent a common and significant difficulty for individuals with limited motor capabilities. This thesis research has been conducted as part of a larger, collaborative project between the Georgia Institute of Technology and Emory University. To this end, we developed and evaluated a semi-autonomous mobile healthcare service robot named EL-E. I conducted four human studies involving patients with ALS with the following objectives: 1) to investigate and better understand the practical, everyday needs and limitations of people with severe motor impairments; 2) to translate these needs into pragmatic tasks or goals to be achieved through an assistive robot and reflect these needs and limitations into the robot's design; 3) to develop practical, usable, and effective interaction mechanisms by which the impaired users can control the robot; and 4) and to evaluate the performance of the robot and improve its usability. I anticipate that the findings from this research will contribute to the ongoing research in the development and evaluation of effective and affordable assistive manipulation robots, which can help to mitigate the difficulties, frustration, and lost independence experienced by individuals with significant motor impairments and improve their quality of life.
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Arbetsmiljökoncept på en svetsavdelning : Produktionsdesign med användarna i fokusBlomqvist, Markus January 2018 (has links)
Denna rapport grundar sig i ett examensarbete inom Teknisk design, högskoleingenjörsexamen (A0014A) för femton högskolepoäng, som utförs i Luleå på Luleå tekniska universitet under vårterminen år 2018. Arbetet utförs med samarbete från företaget Modul, som befinner sig i Kalix och tillverkar över hundra olika produkter i tunnplåt. Målet med projektarbetet är att skapa ett koncept på en bra arbetsmiljö på svetsavdelningen och syftet är att minska fysiska och psykiska belastningar på användarna, samt att förbättra den psykosociala arbetsmiljön samtidigt som det kan skapas ett bättre produktionsflöde och eventuellt öka effektiviteten. I projektet har arbetet utförts i tre varv där projektet har gått igenom olika faser flera gånger för att inte missa information eller problem. För att undersöka kontexten och samla in information om nuläget så gjordes fyra studiebesök, intervjuer med uppdragsgivare och fyra användare, en enkät till uppdragsgivaren och observation på svetsavdelningen. Resultaten av denna kontextundersökning kan summeras till att observationen och intervjuerna med användarna gav information om att användarna har mest problem med ljud (buller), klimat, monotona rörelser och belastningar i rygg, fötter och knän. Sedan var det också brist på ljus i svetsbåset, utrymme, snedbelastningar och stress som skapade problem för användarna. För att kunna skapa koncept gjordes två analyser, där den ena analysen var en riskbedömningsanalys som gav information om vilka aspekter inom arbetsmiljön som var mest besvärligt på de olika arbetsstationerna i svetsavdelningen. Sedan gjordes det en analys av hur stationer, lager och andra platser bör vara nära varandra i en så kallat närhetsanalys för att kunna underlätta skapandet av koncept på layouter. Det skapades även en kravspecifikation för att kunna utvärdera och hjälpa till att utveckla koncept, där de viktade kraven viktades av projektmedlemmen och uppdragsgivaren. Kraven som användes var: fysisk belastning, psykosocial arbetsmiljö, klimat, buller, kostnader, utrymme, närhetsbehov, materialflöde, transporter, säkerhet och potential. Efter konceptframtagningen var det fem olika koncept som gick vidare. Koncept 1 är ett koncept där det endast har flyttats på några arbetsstationer för att främst skapa mer utrymme. Koncept 2 är ett koncept som har ett litet rum för att slipa för att isolera bullret från slipstationen och koncept 3 har också ett rum, men på en annan plats. I koncept 4 är svetsavdelningen flyttad till en annan plats i fabriken och i koncept 5 är svetsavdelningen utbyggd på samma plats som i nuläget. Det slutliga resultatet blev ett kortsiktigt och långsiktigt koncept där båda koncepten har förbättrat arbetsmiljön, exempelvis genom att skapa mer utrymme för arbetsstationerna så att användare inte riskerar att snubbla över närliggande lager runt arbetsstationerna och det långsiktiga konceptet har dessutom förbättrat materialflödet i hela fabriken och inte bara inne i svetsavdelningen. Sedan är de slutliga förbättringsförslagen och rekommendationerna att fortsätta utveckla på de slutliga koncepten, rotera mellan arbetsstationer lite oftare, lägg till en ljuskälla till svetsbåsen, ändra arbetsställningarna genom att använda en anpassad stol vid behov, svetsare ska inte ansvara för att arbeta på flera stationer på samma gång eftersom att det leder till stress och fundera på om produkter behöver slipas eller om det går att minska bullret på slipstationen genom att göra det på ett annat sätt. / This report is based on a bachelor´s degree in Industrial Design Engineering for fifteen credits, conducted in Luleå at Luleå University of Technology during the spring term of 2018. The work is carried out with cooperation from the company Modul, which is located in Kalix and manufactures over 100 different products in thin-sheet metal. The aim of the project is to create a concept for a good work environment in the welding department, with the aim of reducing physical and mental stress on users, but also improving the organizational work environment while creating a better production flow and possibly increasing efficiency. This project has gone in three laps where the project has gone through different phases several times to avoid missing information or problems. In order to examine the context and gather information about the current situation there has been four study visits, interviews with the taskmaster and four users, a survey to the taskmaster and an observation in the welding department. The results of this contextual survey can be summed up by the observation and interviews with users that the users have the most problems with noise, climate, monotonous movements and loadings on the back, feet and the knees. Then there was also a lack of light in the welding box, space, oblique loads and stress that created problems for the users. In order to create concepts, two analyzes were made, where one analysis was a risk assessment analysis that provided information on which aspects of the work environment that were the most difficult at the various workstations in the welding department. Then an analysis was made of how stations, warehouses and other places should be close together in a so-called proximity analysis to facilitate the creation of concepts on layouts. A requirement specification was also created to evaluate and help develop concepts, where the weighted requirements were weighted by the project member and the taskmaster. The requirements used were: physical loadings, psychosocial work environment, climate, noise, costs, space, proximity needs, material flow, transport, safety and potential. Following the conceptualization, there are five different concepts that went on. Concept 1 is a concept where only some workstations have been moved to create more space. Concept 2 is a concept that has a small space to grind where the noise from the grinding station can be isolated and concept 3 also has a room for a grinding station, but in another place. In concept 4, the welding department is moved to another location in the factory and in concept 5 the welding department is expanded in the same location of the factory at present. The final result became a short-term and long-term concept, where both concepts have improved the working environment, for example by creating more space for workstations, so that there is no risk of stumbling over nearby storage places around the workstations, and the long-term concept has also improved material flow throughout the factory and not only inside the welding department. The final improvement proposals and recommendations is to continue to develop on the final concepts, rotate between workstations a little more often, add a light source to the welding arcs and change the work postures by using a custom chair when needed. Welders should not be responsible for working at multiple stations at the same time because it leads to stress and think about if it is needed to grind or if the noise of the grinding station can be reduced by doing it differently.
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3MD for chronic conditions:a model for motivational mHealth designGiunti, G. (Guido) 25 September 2018 (has links)
Abstract
Chronic conditions are the leading cause of death in the world. Major improvements in acute care and diagnostics have created a tendency towards the chronification of formerly terminal conditions, requiring people with these conditions to learn how to self-manage. Mobile technologies hold promise as self-management tools due to their ubiquity and cost-effectiveness.
The delivery of health-related services through the use of mobile technologies (mHealth) has grown exponentially in recent years. However, only a fraction of these solutions takes into consideration the views of relevant stakeholders like healthcare professionals or even patients. The use of behavioral change models (BCM) has proven important in developing successful health solutions, yet engaging patients remains a challenge. There is a trend in mHealth solutions called gamification that attempts to use game elements to drive user behavior and increase engagement. As it stands, designers of mHealth solutions for behavioral change in chronic conditions have no clear way of deciding what factors are relevant to consider.
This doctoral thesis is framed in Consumer Health Informatics within the field of Medical Informatics and Information Systems. The focus of this work was to discover factors for the design of mHealth solutions for chronic patients; to do so, negotiations between medical knowledge, BCM and gamification were explored through an embedded case study research methodology. The data obtained was thematically analyzed to create the Model for Motivational Mobile-health Design for Chronic conditions (3MD).
The 3MD model guides the design of condition-oriented gamified behavioral change mHealth solutions. The main components are: 1) Condition specific, which describe factors that need to be adjusted and adapted for each particular chronic condition; 2) Motivation related, which are factors that address how to influence behaviors in an engaging manner; and 3) Technology based, which are factors that are directly connected to the technical capabilities of mobile technologies. 3MD also provides a series of high level illustrative design questions for designers to use and consider during the design process.
The work on this thesis addresses a recognized gap in research and practice, and proposes a unique model that could be of use in the generation of new solutions to help chronic patients. / Tiivistelmä
Krooniset sairaudet ovat maailman yleisin kuolinsyy. Akuutissa hoidossa ja diagnostiikassa on tapahtunut merkittäviä parannuksia, ja aikaisemmin kuolemaan johtaneista sairauksista on tullut kroonisia ja ihmisten on opittava hallitsemaan niitä itse. Mobiiliteknologiat tarjoavat mahdollisuuksia sairauksien itsehallintaan, koska teknologiaa on yleisesti saatavilla ja se on kustannustehokasta.
Terveyspalvelujen tarjoaminen mobiiliteknologian avulla on lisääntynyt huomattavasti viime vuosina. Kuitenkin vain murto-osa näistä ratkaisuista ottaa huomioon sidosryhmien, kuten terveydenhuollon ammattilaisten ja jopa potilaiden, näkemykset. Käyttäytymismuutosmallit ovat osoittautuneet tärkeiksi kehitettäessä onnistuneita terveysratkaisuja, mutta potilaiden osallistaminen kehittämiseen on yhä vaikeaa. Pelillistäminen on mobiilien terveysratkaisujen suunnittelutrendi, ja pelielementeillä pyritään vaikuttamaan ihmisten käyttäytymiseen ja sitoutumiseen. Mobiilien terveyssovellusten suunnittelijoilla ei ole selkeää näkemystä siitä, mitkä sovellustekijät vaikuttavat merkittävimmin kroonisissa sairauksissa sairastavien potilaiden käyttäytymisen muutokseen.
Tämä väitöskirja tarkastelee kuluttajille suunnattua terveysteknologiaa, joka hyödyntää lääketieteellistä informatiikkaa ja tietojärjestelmätieteitä. Työn tavoitteena oli selvittää kroonisia sairauksia sairastaville potilaille tarkoitettujen mobiilien terveyssovellusten suunnitteluun liittyviä tekijöitä. Tämän vuoksi lääketieteen tietämyksen, käyttäytymismuutoksien mallien ja pelillistämisen yhdistämistä tutkittiin sulautetun tapaustutkimuksen avulla. Saatuja tietoja temaattisesti analysoimalla luotiin kroonisia sairauksia varten motivoivan mobiilin terveyssovelluksen suunnittelumalli (3MD = Model for Motivational Mobile-health Design).
3MD-malli ohjaa sairauksien hallintaan tarkoitettujen pelillistettyjen ja käyttäytymismuutoksiin tähtäävien mobiilien terveyssovellusten suunnittelua. Mallin pääkomponentit ovat: 1) Sairautta kuvaavat tekijät, jotka kuvaavat tekijöitä, jotka on mukautettava ja sovitettava kullekin krooniselle sairaudelle. 2) Motivaatioon liittyvät tekijät, jotka vaikuttavat innostavasti käyttäytymiseen. 3) Teknologiaan perustuvat tekijät, jotka liittyvät suoraan mobiiliteknologian teknisiin ominaisuuksiin. 3MD tarjoaa myös havainnollisia suunnittelukysymyksiä, joita suunnittelijat voivat käyttää ja pohtia suunnitteluprosessin aikana.
Tämä väitöskirja käsittelee yleisesti tunnistettua puutetta tutkimuksessa ja suunnittelukäytännössä ja esittelee ainutlaatuisen mallin, josta voi olla hyötyä uusien ratkaisujen luomisessa ja kroonisia sairauksia sairastavien potilaiden auttamisessa.
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Model-based design of user interfaces to support situation awareness in maintenanceOliveira, Állan César Moreira de 13 December 2016 (has links)
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Previous issue date: 2016-12-13 / Não recebi financiamento / Situation Awareness (SAW) is a cognitive process defined as the perception of elements and
events within a time frame, the understanding of their situation and the projection of their
status. SAW is a prerequisite for decision-making in dynamic and complex systems and errors
in SAW are an acknowledged source of human errors and accidents. Its study is pivotal in
many industries, such as aviation, military, oil, gas and rails, and it is being increasingly
considered for maintenance, since this activity is deemed critical for every industry. New
technologies to support maintenance, such as E-Maintenance, will provide easier access to the
desired information to technicians, but the way new technologies lead to improved SAW is
influenced by how information is presented in the User Interface (UI), and many UIs for
maintenance technicians support their decision-making regarding procedural and technical
criteria, but not economical, legal, ethical and political. Therefore, they only allow a partial
development of the user SAW, but not the complete comprehension and projection of a
situation. These UIs ignore information requirements such as: risks and conditions of the
environment; automations; actions and decisions of team members; rules, regulations and
policies of enterprises. Therefore, the design and development of UIs to improve SAW in
maintenance is compromised by the few solutions in the state of the art for SAW supportive
UI design, for model-based design process and for frameworks and reference architectures.
Cognizant to this gap, this thesis proposes a solution for the design and development of
Situation Awareness support User Interfaces (SASUI) for maintenance work. For that three
contributions are proposed: a conceptual framework of Situation Awareness Aspects (FSA)
that assists developers in structuring heterogeneous sources of data into a knowledge
representation model, to obtain a state oriented view of SAW; a multiagent architecture that
instantiates and controls UIs to improve their support of SAW, by using a blend of SAW and
UI agents to express the situation (and its projection) of real world entities in the UI; a
methodology to create Model-based SAW User Interfaces (MBSAW-UI), in which designers
model agents that will assist users in acquiring the SAW necessary for their decision-making
process. These contributions follow a Cognitive Engineering approach to guide software
developers in the UI design process and also empower domain experts to model their UIs,
enabling an End-User Development (EUD) paradigm that facilitate future updates to the
system. A study case of a maintenance activity was developed to evaluate these solutions,
with two interfaces: a UI designed using MBSAW-UI; a UI designed using solely a
Hierarchical Task Analysis. An experiment was performed and showed a 78% increase in
SAW with the UI designed to support SAW, which lead to enhanced efficacy (3,85x less
errors) and safety (3,87x less errors regarding unsafe behavior). / Consciência Situacional (SAW) é um processo cognitivo definido como a percepção de
elementos e eventos em um volume de tempo e espaço, o entendimento da situação atual e a
projeção do seu estado futuro. SAW é um pré-requisito para a tomada de decisão em sistemas
complexos e dinâmicos, e os problemas em SAW são uma fonte reconhecida de erros
humanos e acidentes. O estudo de SAW não só é fundamental em muitos setores (como, por
exemplo, aviação, forças armadas, óleo, gás e ferrovias), como vem sendo considerado, de
forma crescente, em áreas como a manutenção, que é uma atividade crítica para todas as
indústrias. Novas tecnologias para apoio a manutenção, como a E-Manutenção, vão prover
melhor acesso a informações desejadas, porém a SAW de um trabalhador que lida com
tecnologia está correlacionada a Interface do Usuário (IU) do sistema, e diversas IUs para
manutenção apoiam a tomada de decisão considerando critérios procedurais e técnicos, mas
não econômicos, legais, éticos e políticos. Portanto elas somente apoiam um desenvolvimento
parcial da SAW de seu usuário, mas não a completa compreensão e projeção da situação.
Estas interfaces ignoram requisitos de informação como: riscos e condições do ambiente;
automações; ações e decisões de colegas de equipe; regras, regulamentos e políticas das
empresas. Dessa forma, o design e desenvolvimento de IUs para aprimorar a SAW na
manutenção são comprometidos pelas poucas soluções no estado da arte de design de IU para
apoio a SAW, de processos de design baseado em modelos e de frameworks e arquiteturas de
referência. Ciente desta lacuna, esta tese propõe uma solução para design e desenvolvimento
de Interfaces do Usuário que apoiam o estabelecimento de SAW (SASUI) em trabalhos de
manutenção. Três contribuições foram geradas: um framework conceitual de aspectos de
SAW (FSA) que auxilia desenvolvedores a estruturar fontes de dados heterogêneas em um
modelo de representação do conhecimento, para obter uma visão de SAW orientada a estado;
uma arquitetura multiagente que instancia e controla IUs para aprimorar o apoio a SAW,
usando uma combinação de agentes de SAW e IU que expressam a situação (e projeção) de
entidades do mundo real; e, finalmente, uma metodologia para criar IUs para SAW baseada
em modelos (MBSAW-UI), na qual designers modelam agentes que irão auxiliar usuários a
adquirir a SAW necessária para seu processo de tomada de decisão. Estas contribuições
seguem uma abordagem de Engenharia Cognitiva para guiar desenvolvedores de software no
processo de design de IU e para permitir especialistas de domínio a modelar suas IUs,
habilitando um paradigma de End-User Development (EUD) que facilita futuras atualizações
ao sistema. Foi desenvolvido um estudo de caso de uma atividade de manutenção para avaliar
as soluções propostas, usando duas interfaces: uma projetada usando a metodologia MBSAWUI;
e outra usando somente análise hierárquica de tarefas. Experimentos realizados mostram
que as interfaces geradas com a metodologia proposta neste trabalho proporcionaram um
aumento de 78% na SAW, o que levou a uma melhor eficácia (3,85x menos erros) e
segurança (3,87x menos erros relacionados a comportamentos arriscados).
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Adoção de técnicas de design participativo por meio de CSCW: suporte à colaboração distribuída / Adopting participatory design techniques through CSCW: supporting distributed collaborationLazarin, Carlos Alberto Joia 06 March 2017 (has links)
O Design Participativo (DP) originou-se na Escandinávia em meados dos anos 70, em um momento em que os trabalhadores, por meio de sindicatos trabalhistas, reivindicavam um maior empoderamento no processo de tomada de decisão para a adoção da tecnologia em seu ambiente de trabalho. O DP tornou-se uma metodologia que aborda o envolvimento de designers e não designers trabalhando em conjunto nas atividades de design de um projeto por meio de práticas participativas. Tais práticas de DP são comumente exploradas de forma presencial, que por sua vez, utilizam técnicas de DP que auxiliam a mediá-las. Justificado pela carência de práticas de Design Participativo Distribuído (DPD), em que os stakeholders envolvidos estão dispersos geograficamente, esta dissertação de mestrado apresenta os benefícios, limitações e adaptações necessárias para adoção de técnicas de DP em práticas de DPD por meio de sistemas colaborativos. Escolheu-se a técnica de BrainDraw para ser investigada no escopo deste estudo e buscar respostas para as questões desta pesquisa. Os resultados desta dissertação envolvem uma analogia entre as fases da metodologia de DP definida por Spinuzzi e o estudo sobre práticas de DP no ciclo de vida do desenvolvimento de software de Muller, Hallewell e Dayton, que propicia condições para que pesquisadores e desenvolvedores decidam sobre quais técnicas de DP são mais indicadas para serem empregadas em contextos distribuídos. Também foi realizada a análise de requisitos, por meio de oficinas participativas, para um sistema colaborativo denominado de Sistema DEA (Design Participativo em Ação), para adoção de práticas de BrainDraw em contexto distribuído. O desenvolvimento do protótipo do Sistema DEA e a avaliação empírica e participativa do mesmo foram realizadas com o propósito de buscar respostas para o objetivo desta pesquisa. A partir dos resultados coletados durante a avaliação, apresenta-se os benefícios, diferenças e adaptações para a adoção do BrainDraw por meio de sistemas colaborativos. Por fim, detalhe-se também as principais contribuições desta pesquisa para a computação e para a sociedade, além de discussões sobre suas respectivas limitações e trabalhos futuros. / Participatory Design (PD) originated in Scandinavia in the mid-1970s, in a period that workers, through labor unions, were requesting more empowerment in the decision-making process related to adoption of technology in the workplace. PD became a methodology that addresses involvement of designers and non-designers working together in design activities of a project through participatory practices. Those PD’s practices are commonly explored with co-located participants, using PD’s techniques to support and mediate interaction across participants. Justified by absence of Distributed Participatory Design’s practices (DPD), which stakeholders are located in different geographic spaces, this master’s thesis presents the benefits, limitations and adaptations necessary to adopt PD’s techniques in DPD’s practices through collaborative systems. The BrainDraw technique was chosen to be investigated in the scope of this study and to help finding answers for this research questions. The results of this research involve an analogy between the phases of the PD methodology defined by Spinuzzi and PD practices in the software development life cycle by Muller, Hallewell and Dayton, that helps researchers and developers to decide about which technique of PD is more suitable to be used in distributed contexts. It also presents three participatory workshops for requirements analysis of a collaborative system called DEA System (Participatory Design in Action) to adopt practices of BrainDraw in a distributed context. The development and empirical and participatory evaluation of DEA System were conducted with the purpose of seeking answers to the objective of this research. Based on this research’s results, we present benefits, differences and necessary adaptations identified to conduct BrainDraw practices in distributed contexts through collaborative systems. Finally, we present the contributions of this research to Computer Science area and to society, and also some discussions about its limitations and future works.
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O público idoso e o design participativo para apoio à inclusão digital / Elderly public and participatory design to support digital inclusionLesinhovski, Anne Caroline 08 March 2017 (has links)
O público idoso, crescente no Brasil e cada vez mais adepto do uso da internet e dos meios digitais, necessita de atenção quando o assunto é inclusão digital, pois podem apresentar limitações físicas e cognitivas que dificultam a realização de tarefas que requeiram o uso computador. Considerar estes usuários e envolvê-los no processo de desenvolvimento de materiais didáticos no formato digital, utilizando técnicas de Design Participativo, pode amenizar a rejeição relacionada à utilização deste material por este público. Com isso, definiu-se como objetivo geral desta pesquisa analisar a aplicação de técnicas de Design Participativo com o público idoso para a inclusão digital. Nesta pesquisa foram aplicadas as técnicas de Design Participativo Storytelling Workshop, Criação de linguagens comuns e Braindraw com idosos, para o desenvolvimento de um exemplo de material didático digital voltado a este público. Os passos adotados para atingir o objetivo geral foram: estudo bibliográfico por meio de um fichamento e de uma revisão sistemática de literatura; coleta de dados por meio de entrevistas, para investigação das demandas de inclusão digital do público idoso; aplicação de técnicas de Design Participativo com idosos, cujo objetivo foi o levantamento de requisitos para o desenvolvimento do material didático. Após a análise das informações obtidas com a aplicação das técnicas de Design Participativo foram identificados e listados alguns pontos de observação, que tratam das preferências destes usuários na utilização de materiais didáticos digitais. Com estes pontos de observação foi proposto um exemplo de material didático no formato digital, caracterizado como Recurso Educacional Aberto, para aprendizagem de uma ferramenta de comunicação via internet. Este material foi validado por usuários idosos e atendeu a maioria dos requisitos. Por fim, constatou-se que a atividade participativa para os idosos gera resultados positivos e pode ser adotada no desenvolvimento de tecnologias para este público. / The elderly public, growing in Brazil and increasingly adept at using the internet and digital media, needs attention when it comes to digital inclusion, since they may present physical and cognitive limitations that make it difficult to perform tasks that require computer use. Considering these users and involving them in the process of developing teaching materials in the digital format, using Participatory Design techniques, can ease the rejection related to the use of this material by this public. With this, it was defined as a general objective of this research to analyze the application of Participatory Design techniques with the elderly public for digital inclusion. In this research were applied the techniques of Participatory Design Storytelling Workshop, Creation of common languages and Braindraw with the elderly, for the development of an example of digital didactic material aimed at this public. The steps taken to reach the general objective were: a bibliographic study through a file and a systematic literature review; Data collection through interviews, to investigate the digital inclusion demands of the elderly public; Application of Participatory Design techniques with the elderly, whose objective was the survey of requirements for the development of didactic material. After analyzing the information obtained with the application of Participatory Design techniques, some observation points were identified and listed, which address the preferences of these users in the use of digital didactic materials. With these observation points, an example of didactic material in the digital format, characterized as Open Educational Resource, was proposed for learning an internet communication tool. This material was validated by elderly users and met most of the requirements. Finally, it was verified that the participative activity for the elderly generates positive results and can be adopted in the development of technologies for this public.
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O público idoso e o design participativo para apoio à inclusão digital / Elderly public and participatory design to support digital inclusionLesinhovski, Anne Caroline 08 March 2017 (has links)
O público idoso, crescente no Brasil e cada vez mais adepto do uso da internet e dos meios digitais, necessita de atenção quando o assunto é inclusão digital, pois podem apresentar limitações físicas e cognitivas que dificultam a realização de tarefas que requeiram o uso computador. Considerar estes usuários e envolvê-los no processo de desenvolvimento de materiais didáticos no formato digital, utilizando técnicas de Design Participativo, pode amenizar a rejeição relacionada à utilização deste material por este público. Com isso, definiu-se como objetivo geral desta pesquisa analisar a aplicação de técnicas de Design Participativo com o público idoso para a inclusão digital. Nesta pesquisa foram aplicadas as técnicas de Design Participativo Storytelling Workshop, Criação de linguagens comuns e Braindraw com idosos, para o desenvolvimento de um exemplo de material didático digital voltado a este público. Os passos adotados para atingir o objetivo geral foram: estudo bibliográfico por meio de um fichamento e de uma revisão sistemática de literatura; coleta de dados por meio de entrevistas, para investigação das demandas de inclusão digital do público idoso; aplicação de técnicas de Design Participativo com idosos, cujo objetivo foi o levantamento de requisitos para o desenvolvimento do material didático. Após a análise das informações obtidas com a aplicação das técnicas de Design Participativo foram identificados e listados alguns pontos de observação, que tratam das preferências destes usuários na utilização de materiais didáticos digitais. Com estes pontos de observação foi proposto um exemplo de material didático no formato digital, caracterizado como Recurso Educacional Aberto, para aprendizagem de uma ferramenta de comunicação via internet. Este material foi validado por usuários idosos e atendeu a maioria dos requisitos. Por fim, constatou-se que a atividade participativa para os idosos gera resultados positivos e pode ser adotada no desenvolvimento de tecnologias para este público. / The elderly public, growing in Brazil and increasingly adept at using the internet and digital media, needs attention when it comes to digital inclusion, since they may present physical and cognitive limitations that make it difficult to perform tasks that require computer use. Considering these users and involving them in the process of developing teaching materials in the digital format, using Participatory Design techniques, can ease the rejection related to the use of this material by this public. With this, it was defined as a general objective of this research to analyze the application of Participatory Design techniques with the elderly public for digital inclusion. In this research were applied the techniques of Participatory Design Storytelling Workshop, Creation of common languages and Braindraw with the elderly, for the development of an example of digital didactic material aimed at this public. The steps taken to reach the general objective were: a bibliographic study through a file and a systematic literature review; Data collection through interviews, to investigate the digital inclusion demands of the elderly public; Application of Participatory Design techniques with the elderly, whose objective was the survey of requirements for the development of didactic material. After analyzing the information obtained with the application of Participatory Design techniques, some observation points were identified and listed, which address the preferences of these users in the use of digital didactic materials. With these observation points, an example of didactic material in the digital format, characterized as Open Educational Resource, was proposed for learning an internet communication tool. This material was validated by elderly users and met most of the requirements. Finally, it was verified that the participative activity for the elderly generates positive results and can be adopted in the development of technologies for this public.
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