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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
461

Online networking and real-time interaction for musicians

Kylmänen, Ester, Tysk, Emma January 2021 (has links)
Despite the many technological advancements made in the music industry in recent years, there is still not a single widely adopted platform for musicians to play music together online. In 2020, the Covid-19 pandemic and the subsequent quarantine pushed the need for such a platform into the spotlight. As a response, the music company Elk Audio launched their new product: Aloha. Aloha is a combined hardware and web application that allows musicians to play music in real-time over the Internet. Aloha is currently only intended for musicians who already know each other to connect and play. However, Elk's ambition is to make it the go-to platform for musicians to expand their network.  The purpose of this Master's Thesis is to design the next version of the web application of Aloha, focusing on social interactions. This Master's Thesis investigates musicians' current social and musical behaviour, and their opinions of how this can be done online. Qualitative data was collected by performing semi-structured interviews with musicians of different backgrounds. The study revealed many different goals and needs of potential users of Aloha. Furthermore, we found several determining factors which enable and encourage musicians to form new musical relationships online. The final suggested design is based on the analysed data and founded in theory regarding persuasive and recommending system design, among others. / Trots de tekniska framstegen som gjorts inom musikindustrin de senaste åren, finns det fortfarande inte ett enda allmänt accepterat alternativ för musiker att spela musik tillsammans online. Covid-19 pandemin och den åtföljande karantänten förde behovet för en sådan plattform till rampljuset. I början av år 2020 insåg musikföretaget Elk Audio att de kunde fylla denna lucka med sin nya produkt: Aloha. Aloha är en kombinerad hårdvara och webbapplikation som möjliggör musiker att spela musik i realtid över Internet. Aloha är för närvarande endast avsedd för musiker som redan känner varandra. Elks ambition är dock att göra Aloha till en plattform för musiker där de kan utöka sitt musikaliska nätverk. Syftet med detta examensarbete är att utforma nästa version av Alohas webbapplikation, med fokus på sociala interaktioner. Detta examensarbete undersöker musikers nuvarande sociala och musikaliska beteenden och deras åsikter om musikaliska interaktioner online. Kvalitativa data samlades in genom att utföra halvstrukturerade intervjuer med musiker från olika bakgrunder. Studien avslöjade de många olika målen och behoven hos potentiella användare av Aloha. Dessutom fann vi flera avgörande faktorer som möjliggör och uppmuntrar musiker att skapa och underhålla nya musikrelationer online. Den slutliga föreslagna designen baseras på det analyserade datat och grundas i teori om design av rekommendationssystem, m. fl..
462

Samtidskonstmuseet och virtuella utställningar i den digitala konstproduktionens tidsålder : ett informationsarkitektoniskt perspektiv på hur museer kan ställa ut digital och digitaliserad konst / Contemporary art museums and online exhibitions in the age of digital art production : an information architecture perspective on how art museums can exhibit digital and digitized art

Brinkborg, Iris January 2021 (has links)
Most contemporary artists work digitally in one way or another, despite the fact that established art museums do not offer a platform to display digital art, which means that it is difficult for visitors to find it and that media art will have a lower status compared to physical art. For a long time the art museum business has had a complex relationship with the digitization of physical works, virtual museums and intangible art works. These are discussions that had to be ignored when the pandemic started and the art museums were forced to digitize activities that had previously been completely analogous. This report with associated artifacts strives to map digital exhibition trends and create a digital exhibition format that takes into account artistic intention and the art museum's activities, and puts the user experience in focus. The report concludes that it is difficult to generalize when it comes to art, but that digital exhibitions have great potential because you do not have to deal with gravity, wires and other physical aspects when installing digital works in a physical space. Another conclusion is that art museums must begin to look at the developer as part of the core business for the digitization initiatives to work in the long term. Perhaps the pandemic will ultimately mean that art museums to a greater extent dare to break new ground, test new exhibition formats and become more positive about the possibilities of digital exhibition formats.
463

Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 1

Stelzer, Ralph H., Krzywinski, Jens 15 November 2019 (has links)
Die Konferenz Entwerfen Entwickeln Erleben hat bereits zum vierten Mal ein einzigartiges Konferenz- und Ausstellungsformat zum Austausch zwischen Wissenschaft und Praxis in Produktentwicklung und Design angeboten. Am 27. und 28. Juni 2019 ermöglichten die Professuren Konstruktionstechnik/CAD und Technisches Design der Technischen Universität Dresden in Kooperation mit weiteren Partnern den 200 Teilnehmenden die fachübergreifende Diskussion zu den Themen • Interdisziplinärer Entwurf adaptiver Produktsysteme, • Entwickeln vernetzter Anwendungen für Industrie 4.0, • Konstruktion mit hybriden Werkstoffen und für additive Fertigungsprozesse, • Entwicklungsunterstützung durch Produktdatenmanagement und VR/AR, • Design nutzerzentriertem Erleben komplexer Produkt-Service-Systeme.:Quo vadis Digitalisierung: Die digitale Engineering-Kette und Ihre nachhaltige Wirkung auf die Wertschöpfung Heinz Simon Keil 9 Augmented Reality in der Produktvalidierung: Potenziale und Grenzen in frühen Entwicklungsphasen Jonas Reinemann, Joshua Fahl, Tobias Hirschter und Albert Albers 33 Konzept zur Verbesserung des realitätsgetreuen, visuellen Erlebens in virtuellen Umgebungen durch Eye-Tracking Benjamin Gerschütz, Marius Fechter, Benjamin Schleich und Sandro Wartzack 51 Mixed Reality Assistenzsystem zur visuellen Qualitätsprüfung mit Hilfe digitaler Produktfertigungsinformationen Stefan Adwernat und Matthias Neges 67 Ein Beitrag zur Verwendung von Technologien der Virtuellen Realität für Design-Reviews Margitta Pries, Ute Wagner, Johann Habakuk Israel und Thomas Jung 75 Eingriff in die Privatsphäre der Endanwender durch Augmented Reality-Anwendungen Matthias Neges und Jan Luca Siewert 87 Virtual Prototyping als agile Feedback-Methode für frühe Produktentwicklungsphasen Manuel Dudczig 97 aHa – Der adaptive Handgriff der Zukunft Paula Laßmann, Jonathan Kießling, Stephan Mayer, Benedikt Janny und Thomas Maier 107 Design-Education: Die Siemens HMI-Design Masterclass Oliver Gerstheimer, Romy Kniewel, Sebastian Frei und Felix Kranert 125 Nutzungsaspekte von Head-Mounted-Displays in industriellen Umgebungen Maximilian Peter Dammann, Martin Gebert und Ralph Stelzer 141 Selbstlernende Assistenzsysteme für Maschinenbediener Andre Schult, Lukas Oehm, Sebastian Carsch, Markus Windisch und Jens-Peter Majschak 159 Untersuchung der Mensch-Maschine-Interaktion bei der Werkstückspannung beim Vertikal-Drehen Volker Wittstock, Patrick Puschmann, Adrian Albero Rojas, Matthias Putz und Heinrich Mödden 173 Entwicklungsassistenz zum Entwurf Innermaschineller Verfahren für Verarbeitungsmaschinen Paul Weber, Lukas Oehm, Sebastian Carsch, Andre Schult und Jens-Peter Majschak 185 Gestaltung nutzerzentrierter Assistenzen im Produktdatenmanagement Stephan Scheele und Frank Mantwill 201 Model-Based Engineering für die Automatisierung von Validierungsaktivitäten am Beispiel Fahrerassistenzsysteme Constantin Mandel, Sebastian Lutz, Olivia Rau, Matthias Behrendt und Albert Albers 221 Das Potenzial 3D-gedruckter Gradientenwerkstoffe für pharmazeutische Applikationen Tobias Flath, Alexandra Springwald, Michaela Schulz-Siegmund, Michael C. Hacker und Peter Schulze 239 Feature-Baukasten für FDM-Druckverfahren Franz Wieck, Tim Katzwinkel und Manuel Löwer 247 Gestalten mit hybriden Materialien – Additive Fertigung für neuartige, kundenindividuelle Stichschutzbekleidung Dustin Ahrendt, Sybille Krzywinski, Enric Justo i Massot und Jens Krzywinski 265 Individuelle Produktgestaltung mittels funktionsintegrierten AM-Knoten und Profilen am Beispiel eines Batteriekastens Richard Kordaß und Christian Arved Stürmer 281 Einführung in die Produktentwicklung im Rahmen eines Schülerlabors am Beispiel des PROJECT 10|2018 Nico Herzberg, Laura Marschner und Florian Schröder 299 Einflussfaktoren in der standortverteilten Produktgenerations-entwicklung – Eine literaturbasierte Momentaufnahme Katharina Duehr, David Kopp, Benjamin Walter, Markus Spadinger und Albert Albers 309 Szenarien verbinden Gerhard Glatzel und Mathias Wiehle 327 Iterationsarten und deren Auslöser in der Frühen Phase der PGE – Produktgenerationsentwicklung Miriam Wilmsen, Markus Spadinger, Albert Albers, Cong Minh Nguyen und Jonas Heimicke 339 Building Information Modeling (BIM) für Bahn-Bauwerke – von Datenakquisition bis Virtueller Realität Markus Färber, Thomas Preidel, Markus Schlauch, Bernhard Saske, Adrian Bernhardt, Michael Reeßing, Steffen Cersowsky und Ronny Krüger 355 Effiziente Produktion und Wartung durch die Industrie 4.0 – Anwendung Hashem Badra und Jivka Ovtcharova 371 Herausforderungen klassischer Maschinenelemente im nicht-elektrischen Explosionsschutz Sabrina Herbst, Thomas Guthmann und Frank Engelmann 383 Ein hybrider Ansatz für Festigkeitsnachweise von multiskaligen Strukturen Hans-Peter Prüfer 399 Interdisziplinäre Design Methodik Martin Eigner, Thomas Dickopf und Hristo Apostolov 415
464

Entwerfen Entwickeln Erleben in Produktentwicklung und Design 2019 - 2

Stelzer, Ralph H., Krzywinski, Jens 15 November 2019 (has links)
Die Konferenz Entwerfen Entwickeln Erleben hat bereits zum vierten Mal ein einzigartiges Konferenz- und Ausstellungsformat zum Austausch zwischen Wissenschaft und Praxis in Produktentwicklung und Design angeboten. Am 27. und 28. Juni 2019 ermöglichten die Professuren Konstruktionstechnik/CAD und Technisches Design der Technischen Universität Dresden in Kooperation mit weiteren Partnern den 200 Teilnehmenden die fachübergreifende Diskussion zu den Themen • Interdisziplinärer Entwurf adaptiver Produktsysteme, • Entwickeln vernetzter Anwendungen für Industrie 4.0, • Konstruktion mit hybriden Werkstoffen und für additive Fertigungsprozesse, • Entwicklungsunterstützung durch Produktdatenmanagement und VR/AR, • Design nutzerzentriertem Erleben komplexer Produkt-Service-Systeme.:Finishing Perspective (Endbehandlung Perspektive) Ingmar S. Franke, Mario Linke, Christian Bendicks und Rainer Groh 9 Card Sorting basierter Ansatz zur Erarbeitung einer nutzungsgerechten Methodensammlung am Beispiel des IDE-Toolkits Martin Wiesner, Björn Kokoschko, Linh Bùi Duy und Laura Augustin 29 Feasibility-Labor“ – erste Vorstellung neuer Ansätze zur Optimierung der Designumsetzung im Automobilbau Knut Lender 41 MBSE-basierte Produktkonfiguratoren zur Analyse der Modularisierung bei der Entwicklung modularer Baukastensysteme Florian Seiler, Lea-Nadine Schwede und Dieter Krause 55 Branchenübergreifendes Benchmarking von variantenreichen Produktportfolios auf Basis von Produktstrukturen Christian Wyrwich und Georg Jacobs 71 Aspekte der Authentizität bei der Umsetzung eines künstlerischen Entwurfs mit 3D-Software-Werkzeugen Wolfgang Steger, Christine Schöne und Helmut Nitsche 91 Das Visionsmodell: Präzise Darstellung von Entwicklungszielen Laura Augustin, Michael Schabacker 105 Wissen und Heterogenität in der Produktentwicklung Alexandra Göhring 111 Kombination der experimentellen und numerischen Simulation zur Entwicklung dreidimensionaler Elektronik Florian Schaller, Fabian Kayatz und Cedric Sanjon 123 Lösungsansätze für eine nachhaltigkeitsorientierte, interdisziplinäre Produktentwicklung Barbara Gröbe-Boxdorfer 133 Szenariobasierte Validierung von Produktprofilen in der frühen Phase der PGE-Produktgenerationsentwicklung Florian Marthaler, Vincent Kutschera, Jonas Reinemann, Nikola Bursac und Albert Albers 149 Vergleich von Produktinnovationsarten – Worin die Unterschiede wirklich begründet liegen Jonas Heimicke, Valentin Zimmermann, Monika Klippert, Markus Spadinger und Albert Albers 165 Zusammenarbeit von Ingenieuren und Designern – die überarbeitete VDI/VDE-Richtlinie 2424 Robert Watty, Christian Zimmermann und Gerhard Reichert 181 IM-UX – Fragebogen zu intrinsischer Motivation in der User Experience Jette Selent und Michael Minge 195 Konzept zur Identifikation relevanter Produkteigenschaften zur Unterstützung einer positiven User Experience Tina Schröppel, Jörg Miehling und Sandro Wartzack 205 User Experience Design für Sicherheitstechnik – Ansatz und Methodik bei Dräger Safety Marlene Vogel, Matthias Willner, Christian Wölfel und Jens Krzywinski 219 3D-volldigitalisierte Behandlungsplanung bei Lippen-Kiefer-Gaumenspalten Christiane Kunert-Keil, Dominik Haim, Karol Kozak, Ines Zeidler-Rentzsch, Bernhard Weiland, Olaf Müller, Thomas Treichel und Günter Lauer 231 Automatische Vermessung der Knietopologie zur Unterstützung der Prothesenplanung für Kniearthroplastiken Sebastian Heerwald und Marc Mörig 243 Design und additive Fertigung von individualisierten biofunktionellen Implantaten in klinisch relevanten Dimensionen David Kilian, Philipp Sembdner, Stefan Holtzhausen, Tilman Ahlfeld, Christine Schöne, Anja Lode, Ralph Stelzer und Michael Gelinsky 253 Design von Medizinprodukten – Einfluss regulatorischer Anforderungen auf den Designprozess Christian Thomas 267 5G Sports – tragbare Technologiedemonstratoren im taktilen Internet Lisa-Marie Lüneburg, Emese Papp und Jens Krzywinski 277 Verbesserte Ergonomie durch Mensch-Roboter-Kollaboration als sozio-technisches System Daniel Rücker, Kristin Paetzold und Rüdiger Hornfeck 295 Modellbasierter Systems Engineering Ansatz zur effizienten Aufbereitung von VR-Szenen Atif Mahboob, Stephan Husung, Christian Weber, Andreas Liebal und Heidi Krömker 309 Akzeptanz und Nutzererleben von körpergetragenen Assistenzsystemen im industriellen Anwendungsbereich Emese Papp und Christian Wölfel 323 Modell zur Unterstützung von Designentscheidungen auf strategischer Unternehmensebene im Industrial Design Frank Thomas Gärtner 335 Der Einfluss stilistischer Merkmale einer Entwurfsvisualisierung auf die semantischen Produkteigenschaften Frank Mühlbauer 347 Konstruktionslösungen mit Hilfe von Künstlicher Intelligenz Willi Gründer und Denis Polyakov 361 Das Analysekompetenz-Marktpriorität-Portfolio zum Vergleich von Datenanalyseprojekten in der Produktentwicklung Sebastian Klement, Bernhard Saske, Stephan Arndt und Ralph Stelzer 375 Einsatz von Graphdatenbanken für das Produktdatenmanagement im Kontext von Industrie 4.0 Christopher Sauer, Benjamin Schleich und Sandro Wartzack 393 Predictive Quality Management mit modellbasierten Services in kollaborierenden Netzwerken Andreas Trautheim-Hofmann 409 Softwareentwicklung ECM/WCM im Spannungsfeld KMUs–Großunternehmen Oliver Schwarz und Christian Kowalewski 419
465

Usability, efficacy, and perspectives of an Internet-based psycho-educational program for informal caregivers of persons with Alzheimer's disease : the contributions of an iterative user-centered design and a randomized clinical trial / Utilisabilité, efficacité et perspectives d'un programme psycho-éducatif en ligne pour les aidants informels de personnes atteintes de maladie d'Alzheimer : contributions d'un design itératif participatif et d'une étude clinique randomisée

Lacroix, Victoria 07 November 2014 (has links)
Compte tenu des risques non-négligeables liés à la prise en charge des personnes souffrant de maladie d'Alzheimer sur la santé globale et le bien-être des aidants informels, l'OMS recommande fortement la mise en place d'interventions à leur égard. Bien que les programmes en ligne représentent un outil prometteur pour ces aidants surchargés, peu de recherches ont été menées sur leur conception et leur efficacité. Le but de cette thèse de doctorat était de contribuer à la connaissance et la compréhension des processus du développement et d'évaluation de ces interventions. Pour cela, quarante-neuf participants (12 professionnels de la santé, 6 aidants et 31 personnes âgées) ont participé au processus itératif de conception du programme Diapason centrée sur l'utilisateur. La dernière version a été évaluée dans un essai clinique randomisé, basé sur des méthodes de recherche mixtes. Quarante-neuf aidants informels de personnes atteintes de maladie d'Alzheimer ont été randomisés soit dans le groupe expérimental (n = 25) ou soit dans le groupe de contrôle (n = 24). Bien que les résultats portant sur l'efficacité du programme ne soient pas concluants, les personnes du groupe expérimental ont significativement augmenté leurs niveaux de connaissance de la maladie (p = 0,008 d' = 0,79). Par ailleurs, l'analyse qualitative a montré que les enfants des patients avaient donné un avis plus favorable que les épouses sur l'utilité du programme. Les résultats de ces travaux offrent des perspectives prometteuses pour ce type d'interventions, en particulier quand elles sont personnalisables et centrées sur les besoins des aidants. Ce travail permet de mieux appréhender les spécificités méthodologiques liées au développement et à l'évaluation des interventions des aidants. / Given the important consequences of caregiving on the overall health and wellbeing of informal caregivers, the WHO strongly recommends interventions for them. Although Internet-based programs represent a promising tool for overburdened caregivers, little research has been conducted about their design and efficacy. The purpose of this PhD dissertation was to contribute to the knowledge and understanding of the development, evaluation, and implementation process of these programs. For this purpose, we involved forty-nine participants (12 healthcare professionals, 6 caregivers, and 31 healthy older-adults) in the iterative user-centered design process for the development of the Diapason program. The latest version of this program was evaluated in a randomized clinical trial, based on mixed methods research. Forty-nine informal caregivers of persons with Alzheimer's disease were randomly assigned to the experimental (n=25) or control group (n=24). Although the results were non conclusive about the program's efficacy, the experimental group significantly improved their knowledge of the disease (p=0.008 d=0.79). Furthermore the qualitative analysis showed that children of patients were more positive than female spouses caregivers about the usefulness of the program. The findings of this research offer promising perspectives for this kind of interventions, particularly when individualized and centered on the needs of caregivers. This work allows for the understanding and analysis of specific methodological features to develop and evaluate caregivers' interventions.
466

Intégration par les usages d’une innovation en santé : La télédermatologie / Usage scenario to integrate an innovative service in healthcare : teledermatology

Duong, Tu-Anh 15 December 2016 (has links)
La conception d’un produit ou d’un service en Santé est un processus complexe et risqué. Il doit intégrer dans les phases précoces de conception les normes, les contraintes réglementaires, les données de surveillance et d’évaluation de la sécurité jusqu’à l’autorisation de mise sur le marché pour les dispositifs médicaux, mais également les préférences des utilisateurs experts : professionnels de santé ou non-experts : patients. Dans le marché compétitif des nouveaux produits ou services en Santé, l’enjeu pour les ingénieurs est de faire coïncider les besoins des utilisateurs à leur contexte et usages tout en intégrant toutes les parties prenantes du système de soin. Innovation médicale, technologique et organisationnelle, la télémédecine (TM) est l’utilisation des nouvelles technologies pour délivrer des actes médicaux. L’objectif de cette thèse est la mise au point d’une méthodologie centrée sur les utilisateurs et leurs usages pour concevoir, développer, intégrer et valider une application dermatologique de la TM : la télédermatologie. L’opportunité de validation de cette méthodologie pour intégrer et déployer un service innovant dans un service de dermatologie y est également discutée. / Designing product or services for healthcare system is highly complex, costly and risky. It combines constraints such as being a multi decisional and multilevel system with specific financial model linked to the state the healthcare system organization belongs to. In the highly marketing-time sensitive context of innovative products or services, there is challenge for designers to be able to match the new design to the users’ needs, answering to their context or usages while integrating all system stakeholder components. Telemedicine (TM) is the use of ITtechnologies to provide medical care or medical advice. It is considered a care delivery transformation combining medical, technological and organizational innovation. Using the example of Teledermatology a dermatological application of TM, this PhD develops a methodology based upon users contexts and usages to design integrate and provide an assessment model to decision makers. The opportunity to implement and integrate the service in French department of dermatology is discussed.
467

A new approach for pedestrian tracking and status analysis

Jiang, Pingge January 2013 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Pedestrian and vehicle interaction analysis in a naturalistic driving environment can provide useful information for designing vehicle-pedestrian crash warning/mitigation systems. Many researchers have used crash data to understand and study pedestrian behaviors and interactions between vehicles and pedestrian during crash. However, crash data may not provide detailed pedestrian-vehicle interaction information for us. In this thesis, we designed an automatic pedestrian tracking and status analysis method to process and study pedestrian and vehicle interactions. The proposed pedestrian tracking and status analysis method includes pedestrian detection, pedestrian tracking and pedestrian status analysis modules. The main contributions of this thesis are: we designed a new pedestrian tracking method by learning the pedestrian appearance and also their motion pattern. We designed a pedestrian status estimation method by using our tracking results and thus helped estimate the possibility of collision. Our preliminary experiment results using naturalistic driving data showed promising results.
468

Undersökning av det systematiska arbetsmiljöarbetet hos företag som arbetar med AFS 2001:1 : Hur ser behovet av IT-stöd ut? / A study of the systematic work environment management within companies operating according to AFS2001:1 : What level of IT support is needed?

Kässi, Jonna January 2018 (has links)
Företag idag är pressade och måste prioritera sina primära arbetsuppgifter, vilket ofta leder till att arbetsmiljöarbetet blir svårt att upprätthålla eller kan ses som en omotiverad kostnad. För att bespara tid och inte störa den dagliga verksamheten förekommer det att representanter väljs ut som får agera länk mellan slutanvändare och systemutvecklare vid framtagandet av nya system. Det leder till att viktiga kunskaper och behov inte kommer fram under utvecklingsfasen. Bristande utformning av datorsystem kan leda till att de inte nyttjas eller att arbetsmiljöarbetet blir lidande. Vid utformning av datorsystem är det viktigt att ta hänsyn till användbarhet. Ett datorsystem som är byggt med användaren i fokus verkar ha en större acceptans hos företag.   Syftet med undersökningen var att identifiera behov av datorstöd till systematiskt arbetsmiljöarbete (SAM) hos företag som sedan tidigare arbetar med AFS 2001:1. Metoden för denna uppsats bestod huvudsakligen av litteraturundersökningar och intervjuer med chefer samt medarbetare (alternativt skyddsombud). Insamlad data jämfördes mellan chef och medarbetare och skillnader mellan företagen analyserades.     Resultat visade att det inte fanns skillnader av den insamlade data mellan chef och medarbetare (alternativt skyddsombud) inom samma företag. Detta betyder att deltagarna från samma företag har samma bild över deras arbetsmiljöarbete. Mellan företagen råder det dock olikheter då kunskapsnivån spelar roll och vilken slags kunskapsöverföring som finns idag.   Det som var en gemensam bristande faktor för samtliga företag var det sista steget i det systematiska arbetsmiljöarbetet ”Undersöka-Bedömning-Åtgärda-Kontroll”. Samtliga företag var duktiga på att åtgärda arbetsmiljöbrister som var av den akuta karaktären. Akuta ärenden är något som upptäcks direkt exempelvis personskada på grund av snubbling. Medan långsiktiga brister ses som större processer med längre implementeringsperioder exempelvis kartläggning av fallande produktivitet på grund av arbetsmiljöbrister.   Slutsats av resultaten visade på att det finns behov av ett ledningssystem med IT-stöd som är användaranpassat. Det bör ge stöd istället för att belasta arbetsgivaren med mängder av dokumentation och administration. Inför designfasen av ett ledningssystem är syfte och mål viktiga delar att definiera tillsammans med utvecklaren för att kunna skapa ett användarvänligare system.   Något som genomsyrade resultaten av undersökningen var att samtliga deltagare inte genomförde någon form av uppföljning. Därför blir det viktigt att i framtida utvecklingsprojekt ta hänsyn till den delen av systematiskt arbetsmiljöarbete för att säkerställa att det inte glöms bort. Detta steg är en viktig del av systematiskt arbetsmiljöarbete och måluppfyllning samt utveckling. Bättre uppföljning ger bättre beslut. / Companies today are pressed and need to prioritize their primary work tasks which often means that work environment management is hard to maintain or can be seen as an unmotivated cost. To save money and avoid disturbing the daily operations representatives are sometimes chosen to be the link between the end-user and the system developer during the development of a new system. That means that important knowledge and needs aren’t included in the development phase. Poorly designed computer systems can lead to it not being used or the fact that the work environment management becomes suffering. During the development of a computer system it’s important to consider the usability. A system that is built focused on the end-user seems to have a higher level of acceptance at companies.   The purpose of this essay was to identify the needs of computer aid for the systematic work environment management at companies that have previously worked with AFS 2001:1 (Swedish law for systematic work environment management).  The method for this essay mainly consisted of literature studies and interviews with managers and co-workers (alternatively safety representative). Collected data from managers and co-workers were compared and the differences between the companies were analyzed.   Results show that there wasn’t any difference between the data collected from the managers and the co-workers in the same company. This means that participants from the same company had the same view on their work environment management. When the companies were compared to each other there were differences related to the level of knowledge and the ability to pass the knowledge along.   A common factor that was lacking for all companies was that the final step in the systematic work environment management which is control. All companies were good at addressing occupational safety deficiencies that were of the acute nature. Acute cases are something that is detected directly, for example, injuries due to tripping. While long-term deficiencies are seen as major processes with longer implementation periods, such as mapping of declining productivity due to workplace shortcomings.   Conclusion of the results showed that there is a need for a management system with IT support that is user-adapted. It should provide support rather than burden the employer with a load of documentation and administration. Before the design phase of a management system, the purpose and goal are key elements to define with the developer in order to create a user-friendly system.   Something that permeated the results of the survey was that all participants didn’t do any kind of follow-up. Therefore, in future development projects, it is important to take into account that part of the systematic work environment management to ensure that it is not forgotten. This step is an important part of systematic work environment management and goal fulfillment as well as development. Better follow up leads to better decisions.
469

Lärande inom vården – Ett digitalt frö : En pilotstudie i att designa ett nätbaserat lärverktyg för att effektivisera introduktionsutbildningen för sjuksköterskor inom hematologi. / Learning in health care – A digital seed : A pilot study on how to design a net based learning tool in order to streamline the introductory training for nurses in hematology.

Älvenstrand, Daniel, Horna, Joakim January 2015 (has links)
I dagsläget är introduktionsutbildningen för sjuksköterskorna på kliniken för hematologi på Karolinska Universitetssjukhuset otillräcklig vilket kan bidra till en äventyrad patientsäkerhet. Kliniken hoppas på att, med hjälp av ett interaktivt nätbaserat lärverktyg, kunna effektivisera sjuksköterskornas interna utbildning, göra deras utbildningsmaterial lättare att lära och motivera dem till fortsatt lärande.   Detta examensarbete undersökte huruvida klinikens förhoppningar kunde uppnås. Detta undersöktes genom att skapa och utvärdera en prototyp till ett lärverktyg. Genom att kombinera teorier och forskning kring nätbaserad utbildning, användarcentrerad design, interaktionsdesign och lärandeperspektiv utvecklades ett prototypverktyg för nätbaserat lärande.   För att identifiera sjuksköterskornas behov och situation gjordes en förstudie i form av en enkät- och intervjuundersökning på klinikens personal samt en intervjustudie med ansvarig personal på kliniken och sjukhuset. En prototyp av verktyget utvecklades och dess användbarhet utvärderades tillsammans med sjuksköterskorna. Verktyget utvärderades även gällande hur det kunde effektivisera lärandet av det utbildningsmaterial inom cytostatika som tillhandahålls av landstinget; detta genom utformandet och testandet av en kurs.   Examensarbetets resultat identifierar de faktorer som bidrar till att göra ett nätbaserat lärverktyg användbart för klinikens personal. Dessa faktorer, tillsammans med identifierandet av de faktorer som påverkar deras lärandeprocess, bidrar till att effektivisera sjuksköterskornas introduktionsutbildning. Som slutsats kan ett lärverktyg som utvecklas tillsammans med berörd personal enligt en kombination av design- och lärandeperspektiv göras användbart och utbildande för att säkerställa sjuksköterskornas kompetenser och bidra till en ökad patientsäkerhet. / Today, the introductory training for the nurses of the clinic for hematology at the Karolinska University hospital is insufficient which could jeopardize the patient safety. The clinic is hoping, by using an interactive net based learning tool, to be able to streamline the nurses’ internal education, make their learning material more easily learnt and motivate them to continue learning.   This thesis examined whether the clinic’s desired results could be achieved. This was examined by creating and evaluate a prototype of a learning tool. By combining theories and research about net based education, user centered design, interaction design and learning perspectives a prototype was developed for net based learning.   In order to identify the nurses’ needs and situation, a pre-study was conducted in the form of surveys and interviews with the clinic’s personnel followed by an interview study with responsible staff at the clinic and the hospital. A prototype was developed and its usability was evaluated together with the nurses. The tool was also evaluated by its ability to streamline the learning of the educational material regarding Cytostatic which was given by the county council; this by designing and testing of a course.   The results of the thesis identifies the factors which contributes to making a net based learning tool usable for the clinics staff. These factors, together with identifying the factors that affect their learning process, contributes to streamline the nurses’ introductory training. In conclusion, a learning tool which has been developed with affected personnel through a combination of design and learning perspectives can be made usable and education in order to ensure the nurses’ competence and contribute to an increased patient safety.
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[pt] O DESIGN CENTRADO NO USUÁRIO NAS METODOLOGIAS ÁGEIS / [en] USER-CENTERED DESIGN IN AGILE METHODOLOGIES

LARA DA COSTA BRITO 27 April 2020 (has links)
[pt] Atualmente a pesquisa com usuários vem ganhando projeção como diferencial no desenvolvimento de produtos e serviços de interface digital, incluindo atividades que envolvem análises e observações no contexto de uso, feedbacks e avaliações. O usuário, que anteriormente era um coadjuvante, passou a ter destaque como ator principal, tornando-se peça-chave no levantamento de requisitos de um produto, em meio a um mercado competitivo em constante transformação. Pela necessidade de adequação a frequentes mudanças, a agilidade se tornou um elemento essencial, como processo alternativo de desenvolvimento. Desse modo, uma metodologia ágil foi adotada como forma de suprir a demanda pela rapidez no lançamento dos produtos, modificando profundamente a maneira como eles são estruturados e desenvolvidos, influenciados principalmente pelo fator tempo. Consequentemente, as atividades que envolvem pesquisas, ideações e avaliações tem o tempo reduzido, comprometendo a pesquisa com usuários e a aplicação dos princípios do Design Centrado no Humano. Diante disso, a presente pesquisa tem como objetivo investigar a pesquisa com usuários em consonância com a aplicação de metodologias ágeis no desenvolvimento de produtos digitais. Através da pesquisa bibliográfica, foi permitido aprofundar os conceitos sobre o design centrado no usuário, seus princípios, as metodologias associadas e seus processos, e relacioná-lo às metodologias ágeis. Mediante as entrevistas, foi possível, também, o entendimento sobre os problemas enfrentados pelos profissionais de UX na aplicação das práticas de design centrado no usuário nas organizações, gerando insumos para aplicação de um questionário online que produziu uma compreensão e análise sobre as atividades relacionadas à pesquisa com usuários na aplicação das metodologias ágeis nas empresas do mercado brasileiro. Esta pesquisa revela como os profissionais de UX aplicam as atividades que envolvem a pesquisa com usuários em conjunto com as metodologias ágeis de acordo com a amostra coletada, evidenciando as influências no desenvolvimento dos produtos segundo as características organizacionais apresentadas. / [en] Currently, user research has been gaining a projection as a differentiator in the development of digital interface products and services, including activities that involve analysis and observations in the context of use, feedback and evaluation. The user, who was previously a supporting actor, has become a major player, key in the product requirements specification, in the midst of a competitive market in constant transformation.. Due to the need to adapt to frequent changes, agility has become an essential element as an alternative development process. This way, an agile methodology was adopted as a way of supporting the demand for speed in the launch of products, thus, deeply modifying the way they are structured and developed, influenced mainly by the time factor. Consequently, activities involving research, ideation, and evaluation are time-consuming, which compromises user research and the application of the principles of User-Centered Design. Therefore, the present research aims at investigating the research with users in consonance with the application of agile methodologies in the development of digital products. The literature review, allowed us to gain in depth knowledge about user-centered design, its principles, associated methodologies and its processes, and to relate UCD to agile methodologies. Through the interviews, it was also possible to understand the issues faced by UX professionals in the application of user-centered design practices in organizations, which generated inputs for the application of an online survey, which in turn enabled both the analysis of activities related to user research in the application of agile methodologies in the Brazilian market. This research reveals how UX professionals apply the activities that involve research with users along with agile methodologies according to the collected sample, the research findings also show what influences in the development of their products according to the presented organizational characteristics.

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