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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.
11

USABILITY IS NOT <em>JUST</em> USABILITY: DISCOVERING THE STRATEGIES USED BY NON-EXPERTS IN MAKING USABILITY PREDICTIONS

Sublette, Michelle A. 01 January 2017 (has links)
Much of the research on metacognition in human factors has focused on prescriptive, normative strategy training. That is, many researchers have concentrated their efforts on finding ways to improve system users’ prediction, planning, monitoring and evaluation strategies for tasks. However little research has focused on the strategies and heuristics users employ on their own to make usability predictions. Understanding usability prediction methods is critical because users’ predictions inform their expectations about whether they will make errors using a product, how much effort they will need to expend to be successful in using the product, whether they can perform two tasks successfully at the same time, whether the costs of learning to use a device are worth the benefits of using it, which tools will assist in accomplishing goals and which tools will make performing the same task more difficult. The following study aims to identify the specific strategies people use to make usability predictions about product designs. From these strategies a set of guidelines, for designers who wish to ensure users’ expectations meet post hoc usability assessments, were proposed. The study was completed in two phases. During the first phase of this study, prediction strategies were elicited by 1) asking participants to make routine product usability judgments, from which implicit strategies can be inferred, and by 2) using explicit free-response methods. Judgments were analyzed using multi-dimensional scaling (MDS) methods to establish the number of dimensions that are implicitly used to predict usability. Subject matter experts (SMEs) coded free-response strategies using coding schemes developed in a pilot study. SMEs will also matched user strategies to formal, professional usability standards. The outcome of Phase 1 was usability taxonomy for classifying usability strategies that includes both expert and user language. The procedure was repeated with three different product design classes to determine how strategies differ as a function of the to-be-judged product. During the second phase of the study, a new group of participants rated specific usability attributes of designs to validate the strategies collected from users’ free-responses in Phase 1. Attributes were selected based on the strategies discovered in Phase 1. These usability attribute ratings helped to inform interpretations of the dimensions of the MDS model generated in Phase 1 and provided input into defining the usability attributes that influenced usability predictions. Results of this study reveal that the type design class participants evaluated had a significant effect on the type of strategy participants used to make their a priori usability assessments (UAs). Participants reported using “complexity” or “organization” most often to predict the usability of cookbooks. Participants reported using “mental simulation” or “typicality/familiarity” most often for predicting the usability of drinking glasses. Participants reported using “complexity,” “organization,” and to a lesser extent “typicality/familiarity,” and “mental simulation” as strategies for predicting the usability of cooktops. MDS methods were used to uncover the underlying dimension of the UA space. For drinking glasses, the “fanciness” and “holdability” were associated with UAs. For cooktops, “the number of controls” and whether participants believed “it was easy to understand how each burner was controlled” were associated with making UAs. And for cookbooks, “the length of the instructions” and “poor contrast of the text with the background” were associated with UAs. Overall, there is evidence that at least some participants in Phase 2 used terminology that was consistent with the terminology people used to describe the designs during Phase 1 and that these were congruent with the uncovered strategies.
12

Redesigning CATME's Web Interface to Improve User Experience

Youngeun Kang (6639878) 14 May 2019 (has links)
CATME (Comprehensive Assessment of Team Member Effectiveness) is a web-based platform that is intended to improve team experiences for students and faculty in higher education. The goal of this study is to redesign the user interface for CATME employing User-centered Design (UCD) framework. The design process consists of four phases: discover, define, develop, and validate. This study examines the current website to discover potential usability problems by conducting different methodology. Then it moves into robust user research to define the user’s pain points need to be addressed to improve user experience. In order to tackle the usability issues, design solutions are created and evaluated with real users. The result of the study is redesigned UI (user interface) for CATME’s three key pages, the homepage, activity wizard, and data dashboard.
13

O design na indústria da moda no Brasil no século XXI: uma proposta de design colaborativo / Design in the fashion industry in Brazil in the 21st century: a proposal of collaborative design

Araujo, Giselle da Costa 28 August 2017 (has links)
Essa dissertação está fundamentada em experiência de atuação no mercado da moda e em elementos históricos sobre a indústria têxtil e de confecção, nas duas últimas décadas do século XX e nas primeiras décadas do século XXI. Ela pretende contextualizar a questão do design de moda neste tempo globalizado sob o ponto de vista do olhar interdisciplinar de uma engenheira têxtil e designer de moda. Questiona-se aqui o dilema vivido pelos jovens designers, seus pares dentro das organizações em que atuam e alguns pontos da realidade da prática do design dentro das empresas de vestuário no Brasil. Nesse contexto, se discute a importância de redefinir o processo de desenvolvimento das coleções, o papel do designer de moda e de viabilizar o diálogo entre os diferentes sujeitos do processo de criação, durante o ciclo de vida de desenvolvimento do produto, a partir da sua conceituação a sua execução. Por fim, o estudo apresenta uma proposta de design integrado e interdisciplinar para a indústria da moda por meio de plataformas colaborativas, utilizando como referencial as teorias de design centrado no usuário e a participação em projetos de transformação por meio de Product Lifecycle Management (PLM) em empresas de confecção no Brasil / This study is based in the actual experience of the author in the fashion market and refers to historical elements of the Brazilian Textile and Clothing industry. The impact of the globalized moment on the intricated context of Brazils contemporary fashion is approached in an exploratory manner through the point of view of a textile engineer and fashion designer. The dilemma faced by young designers when practicing design and their relationships with peers is discussed with the aim of introducing best practices inside the Apparel Industry of Brazil. It is relevant to discuss the role of the fashion designer as well as to investigate the product development processes in the Brazilian companies to stimulate dialogues between the different actors involved in the product development cycle, from concept to execution. The study proposes an integrated and interdisciplinary method of user centered design by means of collaborative platforms of Product Lifecycle Management (PLM) in Change Management Projects for Brazilian Apparel Industries
14

Integrating behavioural science and design thinking : development and evaluation of a mobile intervention to increase vegetable consumption

Mummah, Sarah January 2016 (has links)
Poor diet including inadequate vegetable consumption is among the leading causes of death in the US and UK. Mobile applications (apps) have been heralded as a potentially transformative tool for delivering behavioural nutrition interventions at scale, but most have yet to incorporate theory-based strategies known to drive changes in health behaviours or undergo systematic testing to demonstrate their effectiveness. Moreover, published frameworks to guide the development of such technologies have yet to integrate best practices from academia and industry. The aim of this dissertation was therefore to introduce a process for guiding the development of more effective mobile interventions and to apply that process in the development and evaluation of a mobile application to increase vegetable consumption. This dissertation introduced IDEAS (Integrate, DEsign, Assess, Share), a step-by-step process for integrating behavioural theory, design thinking, and evaluation to guide the development of more effective mobile health interventions. IDEAS was then applied in the iterative development of Vegethon, a mobile app to increase vegetable consumption among overweight adults. Behavioural theory and two stages of qualitative interviews with participants (n=18; n=14) shaped intervention conception and refinement. The final mobile app enabled easy self-monitoring and incorporated 18 behaviour change techniques including goal setting, feedback, social comparison, prompts, framing, and identity. A pilot randomized controlled trial among overweight adults (n=17) was conducted and indicated the initial acceptance, feasibility, and efficacy of the intervention, showing significantly greater consumption of vegetables among the intervention vs. control condition after 12 weeks (adjusted mean difference: 7.4 servings; 95% CI: 1.4, 13.5; p=0.02). A more substantially powered randomized controlled trial among overweight adults (n=135) was conducted and similarly found significantly greater daily vegetable consumption in the intervention vs. control condition (adjusted mean difference: 2.0 servings; 95% CI: 0.2, 3.8, p=0.03). These findings show, for the first time in a rigorous randomized controlled trial, the efficacy of a stand-alone theory-based mobile app to increase vegetable consumption. Given the improved health outcomes associated with greater vegetable consumption, these data indicate the need for longer-term evaluations of Vegethon and similar technologies among overweight adults and other suitable target groups. Theory-based mobile apps may present a low-cost and readily scalable tool for delivering behavioural health interventions. The IDEAS framework may be useful to investigators in the development of their own mobile health interventions.
15

Say, Do, Make?:user involvement in information systems design

Tokkonen, H. (Helena) 05 March 2019 (has links)
Abstract User involvement in information systems design has recently gained interest in the media. Numerous systems have been digitalized during product development to help people’s everyday lives. But are information systems designed to meet users’ needs or support users’ goals? The goal of this research was to understand how user involvement is perceived in information systems design and how users are involved. Is the basis of user involvement what a user Says or what a user Does, or is a user actively participating in the whole design process? The informants of the present study entailed different design projects that were investigated with a qualitative method by interviewing 20 designers of selected design cases. At first an a priori model of user involvement in information systems design was created based on an analysis of extant literature. The model was used in the analysis of information systems design cases. Based on the empirical data a revised, a posteriori model, UICD model was developed. The UICD model provides on overall picture of user involvement in information systems design. UICD model can aid designers to understand user involvement comprehesively: what users Say, what users Do and what users Make in design process. Compared to the a priori model, UICD model includes the impact of other key stakeholders in information systems design process. / Tiivistelmä Käyttäjien osallistuttaminen tietojärjestelmien suunnitteluun on herättänyt julkista keskustelua. Monia yhteiskunnallisia ja yksityisiä palveluja on digitalisoitu sekä tuotteiden yhteyteen on suunniteltu järjestelmiä helpottamaan asiakkaiden toimintaa. Mutta ovatko suunnittelut ratkaisut käyttäjän tavoitteiden mukaisia ja vastaavatko ne käyttäjien tarpeisiin? Tämän tutkimuksen tavoitteena oli ymmärtää kuinka käyttäjien osallistuttaminen käsitetään informaatiojärjestelmien suunnittelussa ja miten käyttäjiä on osallistettu. Perustuuko käyttäjien osallistuttaminen tietoon siitä mitä hän sanoo tai mitä hän tekee vai osallistuuko hän koko suunnitteluprosessin ajan tulevan ratkaisun kehittämiseen? Tutkimuksen kohteina oli 20 erilaista projektia, joihin syvennyttiin laadullisella tutkimuksella haastattelemalla projekteissa toimineita suunnittelijoita. Tässä tutkimuksessa laadittiin ensin kirjallisuuskatsaukseen pohjalta malli käyttäjien osallistuttamisesta informaatiojärjestelmien suunnittelutyöhön. Mallia käytettiin empiirisesti kerätyn tiedon analyysin pohjana. Tämän jälkeen mallia muokattiin siten, että se selittää tutkimuksen havainnot. Näin saatu UICD malli luo kokonaiskuvan käyttäjälähtöisyyden ulottuvuuksista informaatiojärjestelmien suunnittelutyössä. UICD malli auttaa suunnittelijoita ymmärtämään käyttäjien osallistuttamisen kokonaisvaltaisesti: mitä käyttäjät sanovat, mitä käyttäjät tekevät ja miten käyttäjät osallistuvat informaatiojärjestelmien suunnitteluun. UICD malli laajentaa aiemman tutkimuksen näkemystä muun muassa keskeisten sidosryhmien vaikutuksesta informaatiojärjestelmien suunnitteluun.
16

User-Centered Design Strategies for Clinical Brain-Computer Interface Assistive Technology Devices

Light, Geraldine 01 January 2019 (has links)
Although in the past 50 years significant advances based on research of brain-computer interface (BCI) technology have occurred, there is a scarcity of BCI assistive technology devices at the consumer level. This multiple case study explored user-centered clinical BCI device design strategies used by computer scientists designing BCI assistive technologies to meet patient-centered outcomes. The population for the study encompassed computer scientists experienced with clinical BCI assistive technology design located in the midwestern, northeastern, and southern regions of the United States, as well as western Europe. The multi-motive information systems continuance model was the conceptual framework for the study. Interview data were collected from 7 computer scientists and 28 archival documents. Guided by the concepts of user-centered design and patient-centered outcomes, thematic analysis was used to identify codes and themes related to computer science and the design of BCI assistive technology devices. Notable themes included customization of clinical BCI devices, consideration of patient/caregiver interaction, collective data management, and evolving technology. Implications for social change based on the findings from this research include focus on meeting individualized patient-centered outcomes; enhancing collaboration between researchers, caregivers, and patients in BCI device development; and reducing the possibility of abandonment or disuse of clinical BCI assistive technology devices.
17

An approach for using personas and scenarios to procure user-requirements within a procuring organization

Anderljung, Andreas January 2009 (has links)
<p>The aim of this master thesis is to investigate how a procuring organization can use personas and scenarios to gather user-requirements in the procurement of software. To reach this understanding a case study is carried out to answer the questions of research; which is a definition that suits IKEA Components, which tools and how to use them; and what are the obstacles and enablers for working with personas and scenarios in procurement of software. The thesis consists of a theoretical study in the usability area followed by an empirical investigation with semi-structured interviews and observations. The study resulted in 4 personas and 8 connected scenarios that are based on user requirements. The first finding due to the question of research includes a usability definition applied to a real context. The second reveals examples of how personas and scenarios can make the development team understand the user requirements and thus contribute to procurement. The last finding is that the main obstacles and enablers for IKEA Components is the complexity of the main system, lack of resources and the management support.</p>
18

Enhancement of Critical Care Response Teams Through the Use of Electronic Nursing-mediated Vital Signs Surveillance

Yeung, Melanie 17 February 2010 (has links)
Failure to recognize changes in a patient’s clinical condition is a barrier to the effectiveness of CCRT outreach programs. The development of a vital signs capture and decision system could alert care providers and CCRTs when a patient’s clinical condition deteriorates. However, point-of-care vital signs capture and documentation is often problematic in clinical practice. Ethnographic research was conducted to understand the difficulties of replacing pen and paper charts and barriers to electronic nursing documentation systems. Analysis of workflows directed the design of two solutions; 1) Apple iPhone facilitated manual vital signs entry, 2) Motorola MC55 enabled automatic data capturing from physiological monitors. Nurses participated in high-fidelity usability testing, comparing the traditional method of paper documentation with the two electronic solutions. As a result of user-centered design process, both solutions were comparable to the efficiency of paper methods, were found acceptable to nurses, and could be successfully incorporated into current workflows.
19

Enhancement of Critical Care Response Teams Through the Use of Electronic Nursing-mediated Vital Signs Surveillance

Yeung, Melanie 17 February 2010 (has links)
Failure to recognize changes in a patient’s clinical condition is a barrier to the effectiveness of CCRT outreach programs. The development of a vital signs capture and decision system could alert care providers and CCRTs when a patient’s clinical condition deteriorates. However, point-of-care vital signs capture and documentation is often problematic in clinical practice. Ethnographic research was conducted to understand the difficulties of replacing pen and paper charts and barriers to electronic nursing documentation systems. Analysis of workflows directed the design of two solutions; 1) Apple iPhone facilitated manual vital signs entry, 2) Motorola MC55 enabled automatic data capturing from physiological monitors. Nurses participated in high-fidelity usability testing, comparing the traditional method of paper documentation with the two electronic solutions. As a result of user-centered design process, both solutions were comparable to the efficiency of paper methods, were found acceptable to nurses, and could be successfully incorporated into current workflows.
20

Electronic medical records and computerized physician order entry: Examining factors and methods that foster clinician IT acceptance in pediatric hospitals

Edwards, Paula Jean 10 July 2006 (has links)
Electronic medical records (EMR) and computerized provider order entry (CPOE) are recognized as a means to improve quality of care and patient safety. This research examines factors that contribute to clinician acceptance of an EMR implemented in a pediatric hospital system and applies this knowledge to improve implementation methods to ensure they foster acceptance. A framework for User-Centered Implementation (UCI) was developed based on previous EMR and CPOE, technology acceptance, user-centered design, and change management research. The UCI framework identifies tools from change management and user-centered design and links them to the systems development lifecycle stage(s) at which they can be applied to achieve improved user acceptance. Next, a study examined clinician EMR acceptance in a pediatric hospital system at various points during their EMR implementation which employed a UCI-based methodology. Surveys before and after implementation of each phase examined physician, nurse, and other staff perceptions about the systems usefulness (performance expectancy (PE)) and ease of use (effort expectancy (EE)). Results indicate users had positive perceptions of system ease of use (EE) after implementation. Post-implementation PE ratings were neutral or positive for most users. Pre- and post-implementation regression models indicate the factors that influence PE change over time. Compatibility with clinician work practices was important both before and after implementation. Before implementation, users who perceived a greater need for the system and felt their needs were represented during design had higher expectations of system usefulness. After implementation, system characteristics including how well it supports clinical decision making and how easy it is to use influenced PE. Support provided by super users positively influenced both PE and EE after implementation. Based on these findings, guidelines for using UCI to improve clinician acceptance of EMR are presented. Designing EMR systems that are usable within the clinical work context enables clinicians to focus on the patient, rather than the system. Accomplishing this in practice is difficult given the complexity of EMRs and the dynamic clinical processes they support. This studys results indicate the UCI framework can be effectively applied to EMR implementations to improve the usability, utility, and, consequently, acceptance of these systems.

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