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Paslaugų dizaino galimybės. Nidos dizaino vadybos kūrybinių dirbtuvių atvejo analizė / OPPORTUNITIES OF SERVICE DESIGN. STUDY OF NIDA DESIGN MANAGEMENT WORKSHOP CASEJuozulynas, Deividas 05 August 2013 (has links)
Darbo aktualumas. 70% pasaulinio BVP sukuriama paslaugų sektoriuje, todėl atkreipiamas dėmesys į netechnologines inovacijas, kurios gali pasireikšti per verslo modelių pokyčius, geresnį dizaino ir procesų organizavimą. Paslaugų ekonomikos augimas buvo paspartintas informacijos amžiaus pokyčių, kurie atvėrė naujas galimybes, todėl paslaugų inovacijos ir paslaugų dizainas sulaukia vis daugiau dėmesio.
Darbo tikslas. Nustatyti paslaugų dizaino taikymo galimybes ir praktiką skirtinguose sektoriuose ir pateikti galimų sprendimų bei įrankių rinkinius.
Darbo uždaviniai:
1. Ištyrinėti paslaugų dizaino istorines aplinkybes, siekiant pateikti koncentuotą informaciją, padedančią suprasti paslaugų dizaino ištakas.
2. Išnagrinėti dizaino vadybos ir paslaugų dizaino sąsajas, atskleidžiant veiklos principų tapatumą.
3. Išnagrinėti paslaugų dizaino praktikoje naudojamus metodus ir specifinius įrankius, siekiant išsiaiškinti paslaugų dizaino proceso principus.
4. Išnagrinėti paslaugų dizaino praktikos atvejus užsienyje, siekiant išryškinti paslaugų dizaino teikiamą konkurencingumo potencialą.
5. Praktiškai išbandyti paslaugų dizaino metodus kūrybinių pratybų metu, norint realiai patikrinti paslaugų dizaino veiksmingumą.
Darbe taikyti metodai. Kompleksiškai taikyti kiekybiniai ir kokybiniai, teoriniai bei empiriniai tyrimų metodai: literatūros ir empirinių tyrimų duomenų rinkimas, sisteminimas ir analizė; teorinių modelių, dokumentų ir empirinių faktų analizė, interviu, stebėjimas, atvejo... [toliau žr. visą tekstą] / Relevance of the work. 70% of the world’s GDP is created in service sector, thus attention is drawn to non-technological innovations that may manifest in the changes of business models, better design and process organization. The development of service economy was accelerated by the changes of the Information age, which created new opportunities and consequently, service innovation and service design attracts more attention.
Aim of the work. To identify the application and practice opportunities of service design in different sectors and offer possible solutions as well as sets of tools.
Work tasks:
1. To investigate the historical circumstances of service design in order to present concentrated information, which helps to perceive the origins of service design.
2. To investigate the connections between design management and service design revealing the sameness of the operating principles.
3. To investigate the methods and specific tools applied in the practice of service design in order to find out the principles of service design process.
4. To investigate the cases of service design practice abroad in order to emphasize the potential for competitiveness provided by service design.
5. To test service design methods during workshops in practice so that the real effectiveness of service design could be verified.
Methodology. Quantitative and qualitative, theoretical and empirical research methods were complexly applied: literary and empirical research data were... [to full text]
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PaintBoard: prototyping interactive character behaviours by digitally painting storyboardsRea, Daniel J. 03 February 2015 (has links)
The creation of interactive computer-controlled characters in interactive media is a challenging and multi-faceted task requiring the skills and effort of professionals from many fields. This work addresses authoring the interactive aspect of these characters’ behaviors – how characters act automatically in response to a dynamic user-controlled character. We present PaintBoard, a system that enables users to prototype and test discrete, real-time, interactive movements in a 2D grid environment simply by digitally painting a storyboard. We designed and developed a novel authoring technique for creating behaviors (painting storyboards) and a novel algorithm based on machine-learning, that analyzes a storyboard to create a behavior that works beyond situations provided in the input storyboard. We conducted two exploratory studies that grounded the prototype design, and present the results of a proof-of-concept workshop with game developers. Finally, we performed a comparison of machine learning algorithms’ performance on our storyboard data.
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The Negative Effects Of Technology-driven Design On User-product Interaction And Product UsabilityGultekin, Pelin 01 May 2004 (has links) (PDF)
In the last decades, the rapid change and prevalent use of technology are concerning, as they induced effects which mainly altered various encompassing contexts like consumer market dynamics and product development processes. Evidently, these transformations also affect the way users interact with products.
It is observed that, technological novelties are applied in the competitive market as a tool for product differentiation. In addition, the rapid development of these technologies is a dominating factor on shortening product lifecycles. Resulting from these two factors, implementing latest technologies in new products is interpreted by producers as an absolute way of achieving market success. Consequently, most of the products in everyday life are designed with a primary aim to implement latest technological advances, without appropriate consideration of user requirements and characteristics. The phenomenon has negative consequences on product usability.
This study basically examines the usability problems that are related with digital technology impelementations in consumer products. The evaluations are based on the contexts such as: changes in contemporary market conditions with the effects of the recent technological developments, technology-driven approaches in product development processes and the transformative consequences of digital technology applications on user-product interaction. Literature surveys are employed as method.
Finally, interaction characteristics of digital products and the contexts in which they are used are evaluated and it is argued that, the usability problems are due to the deficiency in evaluations of user characteristics and requirements during the product development processes, in general terms.
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The Contribution Of User-centered Design To Consumer PackagesKesercioglu, Burcin 01 October 2005 (has links) (PDF)
End-users often complain about usability and safety problems in consumer packages. This study shows that these issues are an obstacle to the achievement of user satisfaction and to gain a competitive advantage in the market. To this end, a case study on food and beverage packages was done in order to identify and analyze these usability and safety problems based on the lifetime phases of packages in which end-users are involved.
The study revealed that safety, clarity, legibility, visibility, storability, openability, re-closability, usefulness, and pleasantness are key areas where problems are widespread and should be considered by package developers and designers. The study also indicated that the problems occurred during use result from insufficiencies in current package design processes. These insufficiencies occur basically in the specification of the context of package use, identification of usability requirements, and the active involvement of the actual users in the package design processes.
This study also highlights the need for a user-centered approach to package design in order to overcome the insufficiencies in current package design processes in a structured way and thus to achieve usable and safe packages. In addition, based on the literature and case study findings, checklists for user-centered package design process activities and for the design and evaluation of the packages are included. Moreover, a set of methods to be used during user-centered package design process is recommended.
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Human-centered semantic retrieval in multimedia databasesChen, Xin. January 2008 (has links) (PDF)
Thesis (Ph. D.)--University of Alabama at Birmingham, 2008. / Additional advisors: Barrett R. Bryant, Yuhua Song, Alan Sprague, Robert W. Thacker. Description based on contents viewed Oct. 8, 2008; title from PDF t.p. Includes bibliographical references (p. 172-183).
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Explaining recommendationsTintarev, Nava. January 2009 (has links)
Thesis (Ph.D.)--Aberdeen University, 2009. / Title from web page (viewed on Feb. 23, 2010). Includes bibliographical references.
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Revealing the secret pieces of the puzzle : Studying the hidden influences of agile development context on user-centered designLaanpere, Jaak January 2018 (has links)
In a world dominated by digital technologies, user-centered design aims to ensure that the users are catered with solutions that deal with their needs. As agile methods have become a prevalent approach in software development, it is crucial for the two disciplines to work together. However, existing studies have already presented incompatibilities between the methods of the two disciplines. This study intends to investigate the impact that agile principles have on the adoption of user-centered approach on a broader scale through the many parties involved in the process. By conducting interviews with practitioners and interpreting the results through the lens of Engeström’s activity system model, the findings of the study reveal significant influences imposed on the user-centered approach by external and organizational factors that are intensified by the agile principles. Three main areas of concern are identified and accompanied by broad suggestions on how to approach resolving them, focusing on the empowerment of UX designers, accurate deliberation of the intentions and practices of user-centered approach, and close collaboration to raise awareness of the benefits of user-centered approach. Lastly, it is emphasized that the identified areas of concern – primarily the problematic impact from clients and executives – need further extensive research to provide definitive solutions.
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O uso de dois websites de compras on-line por usuários acima de 50 anos (older users): estudo de casoFernandes, Fabiane Rodrigues [UNESP] 15 August 2013 (has links) (PDF)
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fernandes_fr_me_bauru.pdf: 3180377 bytes, checksum: baae930104a3428ca76090957b5de780 (MD5) / Atualmente, as interfaces digitais fazem parte do cotidiano de muitas pessoas, seja nos celulares, computadores, sistemas de banco, entre outros. Com o aumento da população idosa. Esses também estão cada vez mais envolvidos neste ambiente digital e interativo. O design ergonômico trabalha com o objetivo de minimizar os problemas entre usuários e interface tecnológica, que é algo necessário à adaptação dessa gama de população às novas interfaces, inseridas muitas vezes em seu cotidiano sem o consentimento, tornando-os algumas vezes reféns das tecnologias. Esta dissertação apresenta uma pesquisa de caráter experimental, que avaliou a experiência do usuário mais velho (older user) ao interagir com websites de compras online. Procedimentos metodológicos já empregados por Fernandes e Paschoarelli (2013) foram utilizados nesta dissertação. Uma parte da pesquisa foi realizada através de um protocolo online disponível em um endereço eletrônico na Internet e outra parte com o grupo da terceira idade da Universidade Aberta da Terceira Idade (UATI) da Universidade do Sagrado Coração (USC) de Bauru, nas dependências desta instituição. A metodologia é composta por quatro etapas: (1) avaliação heurística das interfaces por meio de check-list; (2) questionário de identificação e experiência de uso da internet; (3) teste de experiência do usuário e usabilidade - ensaio de interação; (4) questionário de satisfação. Dois websites de compra online foram avaliados e conclui-se que os websites atuais não são adequados, particularmente, aos usuários acima de 50 anos e que estes encontram dificuldade ao interagir com essas interfaces / Currently digital interfaces are part of everyday life for many people, whether in mobile phones, computers, database systems, among others. With the increasing elderly population, these are also increasingly involved in digital and interactive environment. The ergonomic design works with the objective of minimizing the problems between user and interface technology, which is a necessary adaptation of this population range to new interfaces, often embedded in their daily lives without consent, making them sometimes hastages of these technologies. This paper presents an experimental research study, which evaluated the older user experience to interact with online shopping websites. Methodological procedures (Fernandes and Paschoarelli, 2013) were used. A part of the research was performed using a protocol available online in an electronic address on the Internet and another and with the third age group at the Open University of the Third Age (UATI) of Sacred Heart University (USC), Bauru, on this institution premisses. The methodology consists of four steps: (1) heuristic evaluation of interfaces through a check-list, (2) identification questionnaire and experience using the Internet, (3) test the user experience and usability - test of interaction; (4) satisfaction questionnaire. Two online shopping websites have been evaluated and it is concluded that the current websites are not suitable for users over 50 years old and they find it difficult to interact with these interfaces
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Estudo de parâmetros de design para a otimização da inserção de textos em português em teclados virtuais de dispositivos móveis de pequenas dimensões equipados com telas sensíveis ao toque / Study of design parameters for the optimization of the insertion of texts in Portuguese on virtual keyboards of mobile devices of small dimensions equipped with touch screensMarcelo de Carvalho Pirk 19 April 2017 (has links)
Este estudo buscou identificar variáveis e parâmetros determinantes para a otimização do design da interface dos teclados virtuais de padrão Qwerty no contexto da produção de textos em português. Tendo como fonte principal de dados o usuário final, buscou-se, nesta pesquisa, entender de que maneira os variados sistemas de teclado e as diversas configurações possíveis se adequam aos hábitos e à cultura de uso dos diferentes usuários, considerando-se, neste ponto, as diferenças entre a língua inglesa (condicionante do arranjo Qwerty) e a portuguesa. A pesquisa foi composta de dois experimentos e um questionário e conduzida junto a usuários de dispositivos móveis com telas de 3,5 a seis polegadas, limites que englobam grande parte dos aparelhos equipados com os teclados aqui analisados. No capítulo 1 contextualizou-se o problema estudado e definiu-se espectro da pesquisa. O capítulo 2 apresenta a revisão bibliográfica sobre o tema e trata do uso do teclado desde seu surgimento até sua utilização em smartphones, das especificidades da língua portuguesa e de caminhos, métodos e soluções encontrados em pesquisas correlatas. No capítulo 3 são apresentados os métodos utilizados em cada etapa do estudo: o questionário buscou respostas junto a 302 usuários a respeito de diversos fatores ligados à utilização do teclado virtual em smartphones; os dois experimentos envolveram a gravação em vídeo da interação de 17 participantes com o teclado em diferentes tarefas de inserção de textos em português, o primeiro envolvendo a cópia de textos pré-definidos em diferentes configurações de teclado, e o segundo a análise da produção de textos livres no aparelho do próprio participante, configurado conforme suas preferências pessoais. O capítulo 4 apresenta as análises empreendidas em cada etapa de interação com usuários e o capítulo 5 mostra as conclusões a que se chegou com base nos dados analisados. Os resultados mostraram que em grande parte dos aparelhos o desenho do teclado é pautado pelo arranjo Qwerty, que delimita o tamanho e mapeamento das teclas mais utilizadas para inserção de textos. Observou-se também que os usuários que utilizam seus aparelhos com maior versatilidade têm maior fluência no uso do teclado e acabam por contornar as limitações da interface, vindo a avaliar melhor o sistema. O uso eficiente do teclado estaria ligado não especificamente à velocidade de digitação, mas a um ritmo próprio de cada indivíduo que, quando alterado, contribui para a incidência de erros. Nesse sentido, verificou-se que as tarefas de cópia, por envolver a observação constante do texto a ser reproduzido, tendem a causar pausas no processo de digitação, aumentando a probabilidade da ocorrência de toques em teclas diferentes das pretendidas. Erros deste tipo, mais comuns, mostraram-se estar atrelados à maior utilização das teclas e parecem ser, portanto, inevitáveis. O processo de prevenção e correção de falhas de digitação, desta forma, mostrou-se fator fundamental na utilização deste tipo de teclado, evidenciando a importância dos assistentes de digitação. Estes, no entanto, podem vir a condicionar a maneira como o usuário interage com o teclado e, em alguns casos, contribuir para a ocorrência de erros. / This study seeks to identify, in the context of Portuguese text entry, determinant variables and parameters for the Qwerty keyboard interface design optimization. Considering that the primary data source is the final user, this research attempts to understand how adequate are the various keyboard systems and configurations to users\' habits and culture, taking into account the differences between English (language used to define the Qwerty layout) and Portuguese. In this research, two experiments and one survey were carried out with 3,5\" to 6\" smartphones users, boundaries that encompasses the majority of the devices equipped with the keyboard types targeted to be analyzed. In the first chapter the problem was contextualized and the spectrum of the research was defined. The second chapter presents the history of the Qwerty keyboard, since its development (when the typewriters were being created) to the use in smartphones, shows important singularities of Portuguese language and an overview of related studies. In the third chapter the methods applied in this research were shown: the survey was carried out with 302 participants to find how they cope with different aspects of the use of smartphones; the two experiments involved the recording of 17 users interacting with the keyboard in different kinds of tasks, text transcription with varying device configuration and free text production in the participant\'s own device. The fourth chapter presents the analysis of the data obtained in the different stages of the study that involved interaction with users and the fifth chapter shows the conclusions made base on the data analyzed. Results showed that great part of the devices present the keyboard ruled by the Qwerty layout, which limits the size and the mapping of the keys most used for text insertion. It was also noted that those who use their devices with greater flexibility are more fluent in the use of the keyboard and create shortcuts to cope with limitations imposed by this interface. These users tend to give the keyboard a better evaluation. The results also showed that a efficient use of the interface would not be tied specifically to typing speed, but rather to the individual typing rhythm that, when disturbed, contributes for the occurrence of errors. In this sense, it was noted that copy tasks, because it involves constant monitoring of the text to be copied, tend to produce pauses in the typing process, which increases the probability of touches landing in different keys than intended. This type of error, most common, appeared to be tied to key usage and, thus, seem to be inevitable. Error preventing and correction, this way, are fundamental for the usage of virtual keyboards in small devices. Results showed that the use of typing assistants, however, could modify the way users type and, in some cases, contribute to the increase of error occurrence.
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Estudo e proposta de ferramentas para comunicação e expressão em redes sociais inclusivas online / Study and proposal for communication and expression tools for online inclusive social networksHayashi, Elaine Cristina Saito, 1975- 03 December 2010 (has links)
Orientador: Maria Cecília Calani Baranauskas / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-16T05:15:26Z (GMT). No. of bitstreams: 1
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Previous issue date: 2010 / Resumo: Com o desafio de projetar interfaces de usuários que contribuam com a promoção de uma cultura digital entre os cidadãos brasileiros, uma Rede Social Inclusiva (RSI) está sendo desenvolvida no âmbito do Projeto e-Cidadania2. Seu intuito é o de viabilizar o acesso ao conhecimento para maior número de pessoas, independentemente da sua familiaridade com as Tecnologias de Informação e Comunicação (TIC) ou do seu grau de letramento - entre outras habilidades. Os sistemas de apoio e as pesquisas conduzidas sobre os mesmos apresentam pouca preocupação com a questão da inclusão e acessibilidade, principalmente quando relacionados a redes sociais. Neste contexto, esta dissertação propõe um mecanismo de meta-comunicação cujo objetivo é apoiar os participantes de RSI na sua comunicação com o sistema no que diz respeito ao modelo conceitual das funcionalidades. A pesquisa foi realizada com base nos princípios do Design para Todos, utilizando-se dos artefatos da Semiótica Organizacional e de técnicas adaptadas do Design Participativo. As contribuições do trabalho incluem: a identificação de requisitos para ferramentas de comunicação e expressão buscando atenderàs necessidades dos cidadãos brasileiros, na sua maior extensão possível; a proposta de um mecanismo de meta-comunicação para redes sociais inclusivas e uma avaliação preliminar de tal mecanismo / Abstract: In order to face the challenge of designing user interfaces that contribute to the promotion of a digital culture among Brazilian citizens, an Inclusive Social Network (ISN) is being conceived in the e-Cidadania Project3. It aims at making possible for people to access knowledge, regardless of their familiarity with Information and Communication Technologies (ICT) or their literacy skill - among other abilities. The support systems and the research lead on such systems present few concerns with the question of the inclusion and accessibility, mainly when related the social nets. In this scenario, this work proposes a mechanism for meta-communication to support participants of this ISN in all communication that are related with the conceptual model of the system's functionalities. The investigation was carried out based on the principles of the Design for All, using artifacts from Organizational Semiotics and techniques that were adapted from the Participatory Design. The work contributions include: the identification of requirements for communication and expression tools aiming at the fulfillment of Brazilian citizens' needs, in the vastest extension possible; the proposal of a meta-communication mechanism for inclusive social nets; and a preliminary evaluation of the considered mechanism / Mestrado / Interação Humano-Computador / Mestre em Ciência da Computação
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