Spelling suggestions: "subject:"usercentered design"" "subject:"heterocentered design""
181 |
Using HIT to Support Informal Caregivers of Cancer Patients at Home: a Needs AssessmentAl Awar, Zeina January 2016 (has links)
Introduction: This research investigated the requirements of an HIT solution that is usable and useful to informal caregivers of cancer patients on home palliative care.
Methodology: A needs assessment method was used with an exploratory and a confirmatory stage. Eight semi-structured interviews and two focus groups were used for data collection. Qualitative content analysis was used to analyse caregiver experiences with both inductive and deductive coding.
Results/Discussion: Expressed and unexpressed caregiver needs were extracted into four categories, Implementation, Presentation, Information, and Practical Caregiving, and used to create the application requirements. Five user personas were created based on caregiving intensity and the functional level of the patients, a method of tailoring the application content to the different personas was created, and a low-fidelity prototype of the application was designed.
Conclusion: The findings of this research can improve the preparedness and coping of informal caregivers of cancer patients on home palliative care.
|
182 |
Usabilidade das interações táteis em dispositivos móveis por pessoas idosas / Usability of tactile interactions in mobile devices for elderlyGuilherme Augusto de Almeida Martins 28 April 2016 (has links)
A popularização dos dispositivos computacionais portáteis ao longo dos últimos anos, principalmente os smartphones e tablets, tem motivado o desenvolvimento de aplicações, que possuem um grande potencial para facilitar o acesso a informação e auxiliar os usuários na realização de tarefas do cotidiano. Entretanto, notamos que essa tecnologia não é acolhida por todos os nichos de usuários de modo semelhante. Apesar do envelhecimento natural das populações possibilitar um crescimento considerável de pessoas idosas nos últimos anos, observa-se que a taxa de utilização dos dispositivos táteis pelos idosos, atualmente, pode ser considerada baixa em relação às demais faixas etárias. Esta menor participação dos usuários idosos do mercado de aplicação para dispositivos móveis ocorre devido ao desenvolvimento tecnológico não considerar as especificidades para permitir seu uso, limitando a satisfação dos usuários por meio da concepção de componentes de interface e funcionalidades que dificultam a utilização pelo público idoso, contribuindo até para uma rejeição a essa tecnologia. Assim, neste projeto busca-se propor recomendações de usabilidade específicas para o desenvolvimento de aplicações em dispositivos móveis voltadas para os usuários idosos, a partir do desenvolvimento centrado no usuário, de uma aplicação de interesse para esse público alvo, que foi denominada Eldernote. Em direção a esse objetivo realizamos estudos para identificarmos na literatura as principais recomendações e diretrizes de usabilidade para a implementação de aplicações móveis voltadas para os usuários idosos. A partir desses estudos, iniciamos um levantamento sobre esse perfil de usuários e dos requisitos da aplicação. Com base nas informações coletadas, foi desenvolvida a aplicação Eldernote. Todo o processo de desenvolvimento é descrito neste trabalho, desde a concepção das interfaces até a realização de testes preliminares com usuários reais, com o objetivo de investigar as principais características de projetar-se uma aplicação com usabilidade especialmente para usuários idosos. Finalmente, foram realizados os testes de usabilidade com os usuários em um ambiente real de utilização, que propiciou inferirmos as preferências dos usuários, componentes de interface prejudiciais a utilização e a análise da navegação dos usuários durante o uso da aplicação. Ao final, não só foi possível identificar recomendações de usabilidade mas também resultou na disponibilização da aplicação Eldernote à comunidade de usuários no intuito de contribuir para a melhoria da qualidade de vida dos usuários idosos. / The widespread use of portable devices in the last few years, particularly smartphones and tablets has encouraged the development of applications that have the potential to facilitate access to information and help users in day to day activities. However it is important to notice that this technology is not welcomed by all users. In spite of the fact that the natural process of overall aging of the population is increasing the number of elderly people, it is noticeable that the usage of such devices by this group is relatively low compared with other age groups. This apparent exclusion of the elderly from the market of mobile applications is due to its technological development not take this group particular necessities into consideration to allow its free use, this seriously limits the users satisfaction with the usage of interface elements and functionalities that hinder its utilization by the elderly public and contribute to this groups rejection of this technology. Therefore, this project seeks to propose specific recommendations for the development of applications in mobile devices for elderly users from the development of a user centered application named Eldernote. Seeking this purpose we have studied and identified the literatures main recommendations and guidelines used in the implementations of mobile applications directed to elderly users. Coming out of this research, we initiated the survey of the users profile and their guidelines for the application from interviews with a group of users. Based on this information the job of implementing the Eldernote application began, and in this work we illustrate all of its development process, from its interface conception to the realization of preliminary tests with real users. Finally, after the conclusion of its implementation, we tested the applications usability with users in a real usage environment. From the tests collected data it was possible to conclude the users preferences, prejudicial interface elements and to analyze the users navigation inside the application. With the conclusion of this work it was possible not only to determine usability recommendations but it also resulted in Eldernotes availability to the users community with the intention to contribute to the improvement of the users life quality.
|
183 |
Adapting Interaction Obtrusiveness: Making Ubiquitous Interactions Less Obnoxious. A Model Driven Engineering approachGil Pascual, Miriam 02 September 2013 (has links)
La Computaci'on Ubicua plantea proveer de inteligencia a nuestros entornos ofreciendo servicios a los usuarios que permitan ayudarlos en su
vida cotidiana. Con la inclusi'on de dispositivos ubicuos en nuestra vida
(por ejemplo los dispositivos m'oviles), los usuarios hemos pasado a estar siempre conectados al entorno, pudiendo interactuar con el. Sin embargo, a diferencia de las interacciones de escritorio tradicionales donde
los usuarios eran quienes ped'¿an informaci'on o introduc'¿an datos, las
interacciones ubicuas tienen que lidiar con un entorno de los usuarios
variable, demandando uno de los recursos mas valiosos para los usuarios: la atenci'on humana. De esta forma, un reto en el paradigma de
computaci'on ubicua es regular las peticiones de atenci'on del usuario.
Esto implica que las interacciones de los servicios deber'¿an comportarse
de una manera ¿considerada¿ teniendo en cuenta el grado en que cada
servicio se inmiscuye en la mente del usuario (el nivel de molestia).
Partiendo de las bases de la Ingenier'¿a Dirigida por Modelos (MDE)
y de los principios de la Computaci'on Considerada, esta tesis se orienta a dise¿nar y desarrollar servicios que sean capaces de adaptar sus
interacciones de acuerdo a la atenci'on del usuario en cada momento. El
principal objetivo de esta tesis es introducir capacidades de adaptaci'on
considerada en los servicios ubicuos para proporcionar interacciones que
no perturben al usuario. Esto lo conseguimos mediante un proceso de desarrollo que cubre desde el dise¿no de los servicios hasta su implementaci'on, centr'andose en los requisitos de adaptaci'on de la interacci'on
particulares para cada usuario.
Para el dise¿no del comportamiento de la interacci'on en base al nivel
de molestia se han de¿nido unos modelos de intromisi'on e interacci'on
independientes de la tecnolog'¿a. Estos modelos son los que posteriormente conducen la adaptaci'on de la interacci'on din'amicamente, por
medio de una infraestructura aut'onoma que los usa en tiempo de ejecuci'on. Esta infraestructura es capaz de detectar cambios en la situaci'on
del usuario (por ejemplo cambios en su localizaci'on, su actividad, etc.)
y planear y ejecutar modi¿caciones en la interacci'on de los servicios.
Cuando se detecta un cambio del contexto del usuario, los servicios se
auto-adaptan para usar los componentes de interacci'on m'as apropiados
de acuerdo a la nueva situaci'on y no molestar al usuario.
Adem'as, como las necesidades y preferencias de los usuarios pueden
cambiar con el tiempo, nuestra aproximaci'on utiliza la estrategia del
aprendizaje por refuerzo para ajustar los modelos de dise¿no iniciales de
forma que maximicemos la experiencia del usuario. El dise¿no inicial
de la interacci'on basado en el nivel de molestia nos asegura un comportamiento inicial consistente con las necesidades de los usuarios en
ese momento. Luego, este dise¿no se va re¿nando de acuerdo al comportamiento y preferencias de cada usuario por medio de su retroalimentaci'on a trav'es de la experiencia de uso. Adem'as, tambi'en proporcionamos una interfaz m'ovil que permite a los usuarios ¿nales personalizarse de forma manual los modelos en base a sus propias preferencias.
El trabajo presentado en esta tesis se ha llevado a la pr'actica para su
evaluaci'on desde el punto de vista de los dise¿nadores y de los usuarios
¿nales. Por una parte, el m'etodo de dise¿no se ha validado para comprobar que ayuda a los dise¿nadores a especi¿car este tipo de servicios. Pese
a que el proceso de desarrollo no ofrece una automatizaci'on completa,
las gu'¿as ofrecidas y la formalizaci'on de los conceptos implicados ha demostrado ser 'util a la hora de desarrollar servicios cuya interacci'on es
no molesta. Por otra parte, la adaptaci'on de la interacci'on en base al
nivel de molestia se ha puesto en pr'actica con usuarios para evaluar su
satisfacci'on con el sistema y su experiencia de usuario. Esta validaci'on ha desvelado la importancia de considerar los aspectos de molestia en
el proceso de adaptaci'on de la interacci'on para ayudar a mejorar la
experiencia de usuario. / In Ubiquitous Computing environments, people are surrounded by a lot
of embedded services. Since ubiquitous devices, such as mobile phones,
have become a key part of our everyday life, they enable users to be
always connected to the environment and interact with it. However,
unlike traditional desktop interactions where users are used to request
for information or input data, ubiquitous interactions have to face with
variable user¿s environment, making demands on one of the most valuable
resources of users: human attention. A challenge in the Ubiquitous
Computing paradigm is regulating the request for user¿s attention. That
is, service interactions should behave in a considerate manner by taking
into account the degree in which each service intrudes the user¿s mind
(i.e., the obtrusiveness degree).
In order to prevent service behavior from becoming overwhelming,
this work, based on Model Driven Engineering foundations and the Considerate
Computing principles, is devoted to design and develop services
that adapt their interactions according to user¿s attention. The main
goal of the present thesis is to introduce considerate adaptation capabilities
in ubiquitous services to provide non-disturbing interactions. We
achieve this by means of a systematic method that covers from the services¿
design to their implementation and later adaptation of interaction
at runtime / Gil Pascual, M. (2013). Adapting Interaction Obtrusiveness: Making Ubiquitous Interactions Less Obnoxious.
A Model Driven Engineering approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/31660 / TESIS
|
184 |
Towards Intelligent Playful Environments for Animals based on Natural User InterfacesPons Tomás, Patricia 26 November 2018 (has links)
El estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas tienen el potencial de proveer estimulación mental y física a los animales en diferentes contextos, pudiendo ayudar a mejorar su bienestar.
Mientras nos embarcamos en la era de la Internet de las Cosas, las actividades de juego tecnológicas actuales para animales todavía no han explorado el desarrollo de soluciones pervasivas que podrían proveerles de más adaptación a sus preferencias a la vez que ofrecer estímulos tecnológicos más variados. En su lugar, estas actividades están normalmente basadas en interacciones digitales en lugar de explorar dispositivos tangibles o aumentar las interacciones con otro tipo de estímulos. Además, estas actividades de juego están ya predefinidas y no cambian con el tiempo, y requieren que un humano provea el dispositivo o la tecnología al animal. Si los humanos pudiesen centrarse más en su participación como jugadores de un sistema interactivo para animales en lugar de estar pendientes de sujetar un dispositivo para el animal o de mantener el sistema ejecutándose, esto podría ayudar a crear lazos más fuertes entre especies y promover mejores relaciones con los animales. Asimismo, la estimulación mental y física de los animales son aspectos importantes que podrían fomentarse si los sistemas de juego diseñados para ellos pudieran ofrecer un variado rango de respuestas, adaptarse a los comportamientos del animal y evitar que se acostumbre al sistema y pierda el interés.
Por tanto, esta tesis propone el diseño y desarrollo de entornos tecnológicos de juego basados en Interfaces Naturales de Usuario que puedan adaptarse y reaccionar a las interacciones naturales de los animales. Estos entornos pervasivos permitirían a los animales jugar por si mismos o con una persona, ofreciendo actividades de juego más dinámicas y atractivas capaces de adaptarse con el tiempo. / L'estudi de la interacció dels animals amb la tecnologia i el desenvolupament de sistemes tecnològics centrats en l'animal està guanyant cada vegada més atenció des de l'aparició de l'àrea d'Animal Computer Interaction (ACI) . ACI persegueix millorar el benestar dels animals en diferents entorns a través del desenvolupament de tecnologia adequada per a ells amb un enfocament centrat en l'animal. Entre totes les línies d'investigació que ACI està explorant, hi ha hagut prou interès en la interacció dels animals amb la tecnologia basada en el joc. Les activitats de joc tecnològiques tenen el potencial de proveir estimulació mental i física als animals en diferents contextos, podent ajudar a millorar el seu benestar.
Mentre ens embarquem en l'era de la Internet de les Coses, les activitats de joc tecnològiques actuals per a animals encara no han explorat el desenvolupament de solucions pervasives que podrien proveir-los de més adaptació a les seues preferències al mateix temps que oferir estímuls tecnològics més variats. En el seu lloc, estes activitats estan normalment basades en interaccions digitals en compte d'explorar dispositius tangibles o augmentar les interaccions amb estímuls de diferent tipus. A més, aquestes activitats de joc estan ja predefinides i no canvien amb el temps, mentre requereixen que un humà proveïsca el dispositiu o la tecnologia a l'animal. Si els humans pogueren centrar-se més en la seua participació com a jugadors actius d'un sistema interactiu per a animals en compte d'estar pendents de subjectar un dispositiu per a l'animal o de mantenir el sistema executant-se, açò podria ajudar a crear llaços més forts entre espècies i promoure millors relacions amb els animals. Així mateix, l'estimulació mental i física dels animals són aspectes importants que podrien fomentar-se si els sistemes de joc dissenyats per a ells pogueren oferir un rang variat de respostes, adaptar-se als comportaments de l'animal i evitar que aquest s'acostume al sistema i perda l'interès.
Per tant, esta tesi proposa el disseny i desenvolupament d'entorns tecnològics de joc basats en Interfícies Naturals d'Usuari que puguen adaptar-se i reaccionar a les interaccions naturals dels animals. Aquestos escenaris pervasius podrien permetre als animals jugar per si mateixos o amb una persona, oferint activitats de joc més dinàmiques i atractives que siguen capaces d'adaptar-se amb el temps. / The study of animals' interactions with technology and the development of animal-centered technological systems is gaining attention since the emergence of the research area of Animal Computer Interaction (ACI). ACI aims to improve animals' welfare and wellbeing in several scenarios by developing suitable technology for the animal following an animal-centered approach. Among all the research lines ACI is exploring, there has been significant interest in animals' playful interactions with technology. Technologically mediated playful activities have the potential to provide mental and physical stimulation for animals in different environmental contexts, which could in turn help to improve their wellbeing.
As we embark in the era of the Internet of Things, current technological playful activities for animals have not yet explored the development of pervasive solutions that could provide animals with more adaptation to their preferences as well as offering varied technological stimuli. Instead, playful technology for animals is usually based on digital interactions rather than exploring tangible devices or augmenting the interactions with different stimuli. In addition, these playful activities are already predefined and do not change over time, while they require that a human has to be the one providing the device or technology to the animal. If humans could focus more on their participation as active players of an interactive system aimed for animals instead of being concerned about holding a device for the animal or keep the system running, this might help to create stronger bonds between species and foster better relationships with animals. Moreover, animals' mental and physical stimulation are important aspects that could be fostered if the playful systems designed for animals could offer a varied range of outputs, be tailored to the animal's behaviors and prevented the animal to get used to the system and lose interest.
Therefore, this thesis proposes the design and development of technological playful environments based on Natural User Interfaces that could adapt and react to the animals' natural interactions. These pervasive scenarios would allow animals to play by themselves or with a human, providing more engaging and dynamic playful activities that are capable of adapting over time. / Pons Tomás, P. (2018). Towards Intelligent Playful Environments for Animals based on Natural User Interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/113075 / TESIS
|
185 |
PropTech: Exploring the prerequisites to advance the digital innovation of real estate listingsBetzeki, Christina January 2020 (has links)
With an increasing population and decreasing housing supply, students in large cities get entangled in a societal crisis. Concurrently, the intermediary rental websites are scattered and insufficient. An emerging technology; PropTech is in the nascent phase, aiming to streamline the rental process by assisting target users. Through an exploratory approach, this study thoroughly investigated the sequences which prospective tenants encounter during the rental process. Simultaneously, their challenges and needs got examined. The data collection consisted of a landscape analysis, and semi-structured interviews combined with a focus group. The identified sequences which need to be incorporated into a rental PropTech platform are (1) Finding the listings, (2) Filtering the listings, (3) Contact with landlord, (4) Viewing the property, (5) Closing a deal, (6) Moving in, and (7) Post moving feedback. Throughout such a platform, it is essential to implement functions that support transparency, reliability, privacy, and feedback.
|
186 |
Interdisziplinäre Produktentwicklung: Beschreibung einer Kooperation aus Industrie, angewandter Forschung und Technischem Design zur Realisierung einer assistierenden RoboterzelleHermeling, Christian, Abicht, Johannes, Theling, Thomas, Hock, Ralf 06 September 2021 (has links)
Kollaborative Robotik wird in der Regel als eine, den Anwender entlastende, Komponente in einem Mensch-Maschine-Szenario verstanden. Dabei wird in einer bisher nicht automatisierten Arbeitsumgebung eine Teilautomatisierung nachgerüstet. Für die Entwicklung derartiger Systeme ist neben dem Anwender und seinen Anforderungen auch eine hohe Passfähigkeit zu unterschiedlichen Bestandssystemen ausschlaggebend. Dieses Paper dokumentiert interdisziplinäre Zusammenarbeit zwischen Industrie, angewandter Forschung und Technischem Design, um Kernanforderungen an Automatisierungslösungen für bestehende Werkzeugmaschinen zusammenzutragen. In einem industriellen Automatisierungsszenario entstand eine mobile Roboterzelle mit einem hängenden Roboter sowie einem Palettenspeicher zur Maschinenbeschickung. Vor- und Nachbearbeitungen sind in einheitlichen Fähigkeitsmodulen gekapselt. Maschine und Bauteile werden über ein intelligentes Bildverarbeitungssystem lokalisiert. Diese Referenzierung ermöglicht nach einmaligem Teachen das Nachführen der Roboterbewegungen bei einer Neukonfiguration. Ergänzt wird die Lösung durch ein schutzzaunloses Sicherheitskonzept und eine bedienerführende Benutzeroberfläche zur Fähigkeitskomposition. Mit der Automatisierungslösung können mittelständische Unternehmen bei Personalengpässen die Produktivität aufrechterhalten und Mitarbeiter von monotonen Tätigkeiten entlasten.
|
187 |
The Digitalization Principles from a User- Centered Design Perspective: A Conceptual Framework for Smart Product DevelopmentSallati, Carolina, Schützer, Klaus 07 September 2021 (has links)
The industry relies on interdisciplinarity to promote advancements. The diverse engineering domains, information technologies, management and social sciences are combined in the industrial environment and oriented o society’s ever-changing demands. In parallel, the demographic shifts caused by population aging present room for innovation on many fronts, such as in health, technology, industry, products, and services, and in the same way in product development processes. In an attempt to tackle such issues, this article discusses how the addressing of the elderly population demands, particularly the demand for smart products, might be supported by the principles of production digitalization. In doing so, it proposes a conceptual framework for the development of smart products for the elderly, sustained by three core pillars: specific product lifecycle stages, Industrie 4.0 requirements for smart product development; and Industrie 4.0 enabling technologies which are integrated by the User-Centered Design philosophy. Their combination into a framework aims at addressing two main points: assist in the translation of elderly real consumers’ expectations and demands into more adequate, appealing products and in creating a transition path for companies who wish to incorporate the principles and technologies of production digitalization in their value chain. Furthermore, the article discusses how this proposal could be validated in the real industrial environment.
|
188 |
The Design Of A Check In Application For User Safety : Development of a user centered application, adapted to a wide user group with the purpose of specific location human activity forecasting / Design av en inchecknings applikation för användarsäkerhet : Utvecklingen av en användar centrerad applikation, anpassad för en bred användar grupp med ett syfte i att tillföra framtidsprognos av människoaktivitetJusufovic, Dennis, Bardan, Aly January 2021 (has links)
The covid-19 pandemic initiated this master thesis project. The pandemic has spread globally causing a lot of fear and uncertainty. We noticed the big shift in people’s daily routines, with the current state being that many individuals are stuck at home, scared to go outside, scared to meet with family members that are within the risk group. The future is very uncertain, people not knowing when society will return to normal. To provide people with a sense of safety, a tool for an easier daily routine, the feeling of more control in their daily lives, an opportunity to help others. These are all purposes that embody the reason for this master thesis.The goal of this master thesis project is to develop a digital prototype of an application concept. The application’s purpose is to provide users with insight of high activity areas of people in their vicinity or specific locations, to hopefully result in the user feeling more in control and hence more safe. The workflow used in this project is based on design thinking, using experience gained from the industrial design engineering program combined with research on the topic of user interfaces to develop and test the concept. The focus of the research in this thesis is placed heavily on usability and graphic design.The process was divided into phases following the process of design thinking, with potential users included in every phase. From interviews, questionnaires and personas during the first phase of context immersion to workshops during the second phase, ideation, to finally usability testing during the third phase, implementation. To ensure that the needs of the user were always focused on throughout the entirety of this master thesis we included potential users in each phase of the project. During the different phases, Tensaii AB provided guidance on decisions made by us, as well as provided feedback on specific methods and results presented during the weekly meetings.The result of this master thesis is an application prototype, the design based on all the data gained from participants and collected literature. A design that, through a high level of usability, enables a wider group of users to easily use it. The concept was named Milocus, translated from Latin to ”my place”. An application that through a check in function can collect data about activity in different areas. The application clearly shows the activity to the user through three categories, calm, busy and very busy. The color choices and design of the application were made using the online tool Material Design.
|
189 |
Webový nástroj pro sledování postupu na záležitostech / A Web Tool for Tracking Progress on IssuesLamacz, Jan January 2018 (has links)
This diploma thesis focuses on design of the web application for project management. The final product is more process-oriented compared to most of other widely spread project management tools. It builds on the visual representation of tasks' progress. One of the main features is its simplicity and user friendliness as it also aims at the users who are not willing to invest their time to discover more complex applications but are willing to use some project management tool. The application is developped in the Symfony framework.
|
190 |
An initial step towards design guidelines for invoice management in CRMSkogby Steinholtz, Jakob January 2020 (has links)
The purpose of this study is to address uncertainty for the implementation of functionality concerning invoice management in the context of the customer relationship management (CRM) system Salesforce by providing design guidelines. It is a qualitative research project that follows a user-centered design (UCD) approach. Seven themes covering perceived difficulties were identified from a diverse set of stakeholders. The themes were analysed in a workshop where two Salesforce developers used their expert judgment to address the themes with liable design suggestions. This was followed by a heuristic evaluation session where an external Salesforce developer evaluated compressed versions of the design suggestions, leading to a concluding proposal of guidelines: 1) Comprehensive error handling and feedback, 2) Modular architecture, 3) Clarify systems relationship and provide detailed information, 4) Group similar functionality according to user role and provide direct feedback, 5) Understand user needs and utilize data graphics 6) Provide transparency for errors when possible, and 7) Provide traceable documentation based on functionality and workflows.
|
Page generated in 0.1403 seconds