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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 Study of Ambulatory Gait Analysis Prototypes

Ko, Anita 20 November 2012 (has links)
The goal of this thesis was to explore the usability of on-foot sensors for ambulatory gait analysis. Using a human factors engineering approach, two different ambulatory gait analysis prototypes were assessed in two separate studies. The first study was conducted with student participants in a university setting and the second study was conducted in-situ with neurorehabilitation patients at Bridgepoint Hospital. The usability and patient experience of the prototypes were assessed, and based on these findings a set of recommendations was developed. These issues and recommendations are detailed in this thesis and are expected to inform the design of future iterations of the prototypes.
12

Usability Study of Ambulatory Gait Analysis Prototypes

Ko, Anita 20 November 2012 (has links)
The goal of this thesis was to explore the usability of on-foot sensors for ambulatory gait analysis. Using a human factors engineering approach, two different ambulatory gait analysis prototypes were assessed in two separate studies. The first study was conducted with student participants in a university setting and the second study was conducted in-situ with neurorehabilitation patients at Bridgepoint Hospital. The usability and patient experience of the prototypes were assessed, and based on these findings a set of recommendations was developed. These issues and recommendations are detailed in this thesis and are expected to inform the design of future iterations of the prototypes.
13

Design and Evaluation of a Mobile Health Application for Adult Patients with Type 1 Diabetes Mellitus

Min, Lisa 05 December 2013 (has links)
In this study, a user-centred design approach was used to develop a mobile health application designed to support adult T1DM patients with their self-management routine. In the requirements gathering phase, an observational study of a diabetes clinic and patient interviews were conducted. An analysis of the data collected from this phase helped identify the functional design requirements used to guide the design. Using a rapid prototyping approach, data visualizations, game-based elements, carb-counting and social networking features were explored. The final prototype developed in this research was evaluated for its ease of use and perceived usefulness. The design was found to be generally easy to use. With respect to data visualizations, participants preferred the scatter plot view of their blood glucose readings to a bar chart. In addition, it was found that all participants wanted a way to track their HbA1c on a regular basis.
14

Design and Evaluation of a Mobile Health Application for Adult Patients with Type 1 Diabetes Mellitus

Min, Lisa 05 December 2013 (has links)
In this study, a user-centred design approach was used to develop a mobile health application designed to support adult T1DM patients with their self-management routine. In the requirements gathering phase, an observational study of a diabetes clinic and patient interviews were conducted. An analysis of the data collected from this phase helped identify the functional design requirements used to guide the design. Using a rapid prototyping approach, data visualizations, game-based elements, carb-counting and social networking features were explored. The final prototype developed in this research was evaluated for its ease of use and perceived usefulness. The design was found to be generally easy to use. With respect to data visualizations, participants preferred the scatter plot view of their blood glucose readings to a bar chart. In addition, it was found that all participants wanted a way to track their HbA1c on a regular basis.
15

Experimental ergonomic evaluation with user trials: EEE product development procedures

Kirvesoja, H. (Heli) 28 March 2001 (has links)
Abstract The main difficulty in the usability evaluation of a product concept or a prototype is that it is very difficult to take reliably into account many different characteristics or attributes, which cannot be measured with the same unit, scale or instrument. Secondly, evaluation always involves some uncertainty. One can never be really sure that all the essential aspects that affect the final user emphasis are taken into consideration. This uncertainty can be decreased by involving diverse people in the evaluation process during R&D or, before the final decision, by elaborating the best ideas to a level at which they can be really used on a pilot scale in the field. Most often, though, the latter takes too much time and would result in many other problems. Evaluation can possibly be best enhanced by using enough involved people, i.e. various experts and especially end-users, who need or use the product in question. A key ingredient to the success of product development, in addition to ergonomic knowledge, is often thought to be active involvement of the intended product users by (1) measuring user-product interaction and (2) participation in design decisions. When a potential end-user experiments with the product, both quantitative and qualitative evaluation methods can be used. This thesis shows some methodological possibilities of evaluation, especially through simulation. It also describes in detail the practical phases of the experiments. For example, a lot of development was needed to find out how to communicate product alternatives and their concepts to (elderly) users. And most importantly, this thesis aims to give evidence of how the procedure called experimental ergonomic evaluation (EEE) should be feasibly implemented and statistically confirmed for significance and consistency. A special focus in the experiments was placed on elderly end-users. Since the number of elderly citizens is increasing, there is a need for products to help the elderly live independently at their homes. Studying and understanding how users accomplish their tasks helps to identify their needs and to formulate implications for the design of technology to satisfy those needs. Thus, user studies conducted before beginning to design a new technology provide a proactive way of involving users in the design process. The first prototypes then enable usability studies, such as user trials. With an emphasis on usability engineering, trials can be developed into more feasible EEE procedures for industrial companies. All the developed and applied EEE procedures were based on a user-centred approach with different user trial types (N = 15). The users as subjects (N = 264) performed as real tasks as possible and, based on their perceptions during the trials, gave their preferences or scored certain variables. The subjects were also observed and measured by the researcher. The products or other technologies in the trials comprised a total of 9 cases, ranging from "low-tech" steps and chairs to "high-tech" information and communication technology (ICT) applications. The perceived preference and observed performance measures were then combined. Different methods are needed simultaneously to make the results more accurate. The present EEE procedures proved to be cost-effective, efficient and sufficiently valid at least in a research context. The EEE procedures ranged from subjective estimations, such as rating and ranking, to more complex multi-criteria methods that can be used to facilitate decision-making, such as conjoint analysis, Mitchell's paired comparison and use-value analysis. Objective evaluation was also used, including measurement of products and users as well various observations. Both experts and end-users (subjects) had their own important roles in the experiment. Based on this study, EEE procedures are easy to implement in industry for routine usability testing in the course of product development. EEE with its wide coverage yields more universal and absolute usability values, not only ones based on direct benchmarking.
16

The SMART personalised self-management system for congestive heart failure: results of a realist evaluation

Bartlett, Y.K., Haywood, A., Bentley, C.L., Parker, J., Hawley, M.S., Mountain, Gail, Mawson, S. 07 November 2014 (has links)
Yes / Technology has the potential to provide support for self-management to people with congestive heart failure (CHF). This paper describes the results of a realist evaluation of the SMART Personalised Self-Management System (PSMS) for CHF. Methods The PSMS was used, at home, by seven people with CHF. Data describing system usage and usability as well as questionnaire and interview data were evaluated in terms of the context, mechanism and outcome hypotheses (CMOs) integral to realist evaluation. Results The CHF PSMS improved heart failure related knowledge in those with low levels of knowledge at baseline, through providing information and quizzes. Furthermore, participants perceived the self-regulatory aspects of the CHF PSMS as being useful in encouraging daily walking. The CMOs were revised to describe the context of use, and how this influences both the mechanisms and the outcomes. Conclusions Participants with CHF engaged with the PSMS despite some technological problems. Some positive effects on knowledge were observed as well as the potential to assist with changing physical activity behaviour. Knowledge of CHF and physical activity behaviour change are important self-management targets for CHF, and this study provides evidence to direct the further development of a technology to support these targets.
17

Blindenspezifische Methoden für das User-Centred Design multimodaler Anwendungen

Miao, Mei 18 November 2014 (has links) (PDF)
Multimodale Anwendungen bieten den blinden Benutzern neue Möglichkeiten und Chancen, die durch Verlust des Sehsinnes entstandenen Defizite über andere Sinneskanäle auszugleichen. Die benutzerorientierte Gestaltung ist der sicherste Weg, um interaktive Systeme gebrauchstauglich zu gestalten. Dabei sind die Benutzer hauptsächlich an zwei Aktivitäten beteiligt. Dies sind die Nutzungsanforderungsanalyse und die Evaluation. Hinsichtlich dieser zwei Aktivitäten wurden in der vorliegenden Arbeit Usability-Methoden untersucht bzw. neu entwickelt, um die nutzerzentrierte Gestaltung multimodaler Anwendungen für blinde Benutzer zu unterstützen. Bezogen auf die Aktivität Nutzungsanforderungsanalyse wurde ein Verfahren entwickelt, welches speziell die Besonderheiten blinder Benutzer und multimodaler Anwendungen bei der Nutzungsanforderungsanalyse berücksichtigt. Zusätzlich wurden zwei Schritte des Verfahrens, die Erstellung mentaler Modelle und die Modalitätsauswahl, die speziell auf den Kontext multimodaler Anwendungen für blinde Benutzer ausgerichtet sind, weiter vertiefend untersucht. Für den Schritt Erstellung mentaler Modelle wurden zwei Erstellungsmethoden, Teaching-Back und Retrospective Think-Aloud, mit blinden Benutzern untersucht. Dabei sind sowohl die Gestaltung vom Teaching-Back als auch der Vergleich beider Methoden von Interesse. Für den Schritt Modalitätsauswahl stand die Analyse des multimodalen Nutzerverhaltens blinder Benutzer im Mittelpunkt. Vier Eingabemodalitäten, Sprache, Touchscreen-Gesten, Touchscreen-Tastatur und Touchscreen-Braille bzw. deren Kombinationen wurden unter Einfluss von acht Aufgabentypen bei der Bedienung einer mobilen multimodalen Navigationsanwendung untersucht. In Hinblick auf die Usability-Evaluationsmethoden wurde zuerst das Augenmerk auf die Auswertung und die Erhebung mentaler Karten von blinden Benutzern gerichtet, da sie eine wichtige Rolle bei der Entwicklung von Navigationssystemen spielen. Zwei Auswertungsmethoden für mentale Karten hinsichtlich des Überblicks- und Routenwissens wurden entwickelt. Beide Methoden ermöglichen es, die mentalen Karten anhand speziell entwickelter Bewertungskriterien, wie Anzahl der Elemente und Eigenschaften der Straßen, quantitativ zu bewerten. Bezüglich der Erhebung mentaler Karten wurden zwei Erhebungsmethoden – Rekonstruktion mit Magnetstreifen und verbale Beschreibung – mit blinden Probanden hinsichtlich unterschiedlicher Aspekten untersucht. In zwei weiteren Untersuchungen wurden taktiles Paper-Prototyping und computerbasiertes Prototyping für die frühen Entwicklungsphasen bzw. Labor- und synchroner Remote-Test für die späteren Entwicklungsphasen mit blinden Benutzern verglichen. Dabei wurden die Effektivität der Evaluation, die Erkenntnisse und Erfahrungen der Probanden sowie des Testleiters als Vergleichskriterien in beiden Untersuchungen eingesetzt.
18

Blindenspezifische Methoden für das User-Centred Design multimodaler Anwendungen

Miao, Mei 09 October 2014 (has links)
Multimodale Anwendungen bieten den blinden Benutzern neue Möglichkeiten und Chancen, die durch Verlust des Sehsinnes entstandenen Defizite über andere Sinneskanäle auszugleichen. Die benutzerorientierte Gestaltung ist der sicherste Weg, um interaktive Systeme gebrauchstauglich zu gestalten. Dabei sind die Benutzer hauptsächlich an zwei Aktivitäten beteiligt. Dies sind die Nutzungsanforderungsanalyse und die Evaluation. Hinsichtlich dieser zwei Aktivitäten wurden in der vorliegenden Arbeit Usability-Methoden untersucht bzw. neu entwickelt, um die nutzerzentrierte Gestaltung multimodaler Anwendungen für blinde Benutzer zu unterstützen. Bezogen auf die Aktivität Nutzungsanforderungsanalyse wurde ein Verfahren entwickelt, welches speziell die Besonderheiten blinder Benutzer und multimodaler Anwendungen bei der Nutzungsanforderungsanalyse berücksichtigt. Zusätzlich wurden zwei Schritte des Verfahrens, die Erstellung mentaler Modelle und die Modalitätsauswahl, die speziell auf den Kontext multimodaler Anwendungen für blinde Benutzer ausgerichtet sind, weiter vertiefend untersucht. Für den Schritt Erstellung mentaler Modelle wurden zwei Erstellungsmethoden, Teaching-Back und Retrospective Think-Aloud, mit blinden Benutzern untersucht. Dabei sind sowohl die Gestaltung vom Teaching-Back als auch der Vergleich beider Methoden von Interesse. Für den Schritt Modalitätsauswahl stand die Analyse des multimodalen Nutzerverhaltens blinder Benutzer im Mittelpunkt. Vier Eingabemodalitäten, Sprache, Touchscreen-Gesten, Touchscreen-Tastatur und Touchscreen-Braille bzw. deren Kombinationen wurden unter Einfluss von acht Aufgabentypen bei der Bedienung einer mobilen multimodalen Navigationsanwendung untersucht. In Hinblick auf die Usability-Evaluationsmethoden wurde zuerst das Augenmerk auf die Auswertung und die Erhebung mentaler Karten von blinden Benutzern gerichtet, da sie eine wichtige Rolle bei der Entwicklung von Navigationssystemen spielen. Zwei Auswertungsmethoden für mentale Karten hinsichtlich des Überblicks- und Routenwissens wurden entwickelt. Beide Methoden ermöglichen es, die mentalen Karten anhand speziell entwickelter Bewertungskriterien, wie Anzahl der Elemente und Eigenschaften der Straßen, quantitativ zu bewerten. Bezüglich der Erhebung mentaler Karten wurden zwei Erhebungsmethoden – Rekonstruktion mit Magnetstreifen und verbale Beschreibung – mit blinden Probanden hinsichtlich unterschiedlicher Aspekten untersucht. In zwei weiteren Untersuchungen wurden taktiles Paper-Prototyping und computerbasiertes Prototyping für die frühen Entwicklungsphasen bzw. Labor- und synchroner Remote-Test für die späteren Entwicklungsphasen mit blinden Benutzern verglichen. Dabei wurden die Effektivität der Evaluation, die Erkenntnisse und Erfahrungen der Probanden sowie des Testleiters als Vergleichskriterien in beiden Untersuchungen eingesetzt.
19

Creature comforts : an exploration of comfort in the home

Burris, Andrea January 2014 (has links)
In response to climate change, there is a growing need for the UK to reduce carbon emissions in the domestic sector. As a majority of energy consumed within the domestic sector is as a result of space and water heating, research in the field focuses on thermal comfort. The literature on thermal comfort is dominated by an examination of the physiological aspects, and although the influences of psychological and socio-cultural aspects are often recognised, their relationship to the physiological aspects is not fully understood. Additionally, the literature typically studies various elements of comfort (e.g. thermal, acoustic, lighting, etc.) in isolation to each other rather than taking a holistic approach which would mirror how they are experienced in the real world and identify potential associations. As a result, this thesis explores the multi-dimensions of comfort in the domestic environment. This research begins by taking a user-centred approach to exploring UK householders perspectives of comfort in the home. Through interviewing householders, the findings revealed householders attributed a wide scope of factors to their own experience of comfort, from aesthetics to feeling secure in their home; the findings highlighted the significance of psychological factors to householders comfort. The following stage involved a focused and in-depth exploration of the psychological dimensions of domestic comfort through photo elicitation interviews. The findings supported the presence of four intertwined psychological dimensions and further established the multidimensional nature of comfort. The final study was conducted to establish when comfort and unwinding takes place in householders everyday lives. Through the use of two self-reporting ethnographic tools, namely SenseCams and diaries, householders were observed in their homes. The findings captured householders engaging in various comfort making activities and also demonstrated the value of using self-reporting tools in the home context. In the final stage, a classification of domestic comfort was generated which presents an accumulation of the findings from this research to produce a holistic and multi-dimensional notion of domestic comfort.
20

Using interactive digital media to engage children on the autistic spectrum

Woolner, A. January 2010 (has links)
The incidence of autism is increasing in the U.K., with as many as 1% of children now thought to be affected by an autistic spectrum disorder (ASD). This research explores the potential of emerging interactive digital media to engage children affected by an ASD, and the development of design strategies for future professional work in this field. This is accomplished through a literature and state of the art review, and by working alongside families and professionals involved in the provision of care for children with an ASD. As a a result of this process new artefacts have been created, alongside a design methodology for future work. The research reveals the need for tailorable low arousal sensory environments within mainstream schools to meet the needs of certain members of the pupil population and demonstrates how interactive digital media can be incorporated into such spaces as part of an holistic approach to a child’s school experience. Using digital media modules trained professionals can work with the child, using the media as a point of engagement.

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