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Using a common accessibility profile to improve accessibilityFourney, David W. 03 December 2007
People have difficulties using computers. Some have more difficulties than others. There is a need for guidance in how to evaluate and improve the accessibility of systems for users. Since different users have considerably different accessibility needs, accessibility is a very complex issue.<p>ISO 9241-171 defines accessibility as the "usability of a product, service, environment or facility by people with the widest range of capabilities." While this definition can help manufacturers make their products more accessible to more people, it does not ensure that a given product is accessible to a particular individual.<p>A reference model is presented to act as a theoretical foundation. This Universal Access Reference Model (UARM) focuses on the accessibility of the interaction between users and systems, and provides a mechanism to share knowledge and abilities between users and systems. The UARM also suggests the role assistive technologies (ATs) can play in this interaction. The Common Accessibility Profile (CAP), which is based on the UARM, can be used to describe accessibility.<p>The CAP is a framework for identifying the accessibility issues of individual users with particular systems configurations. It profiles the capabilities of systems and users to communicate. The CAP can also profile environmental interference to this communication and the use of ATs to transform communication abilities. The CAP model can be extended as further general or domain specific requirements are standardized.<p>The CAP provides a model that can be used to structure various specifications in a manner that, in the future, will allow computational combination and comparison of profiles.<p>Recognizing its potential impact, the CAP is now being standardized by the User Interface subcommittee the International Organization for Standardization and the International Electrotechnical Commission.
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Using a common accessibility profile to improve accessibilityFourney, David W. 03 December 2007 (has links)
People have difficulties using computers. Some have more difficulties than others. There is a need for guidance in how to evaluate and improve the accessibility of systems for users. Since different users have considerably different accessibility needs, accessibility is a very complex issue.<p>ISO 9241-171 defines accessibility as the "usability of a product, service, environment or facility by people with the widest range of capabilities." While this definition can help manufacturers make their products more accessible to more people, it does not ensure that a given product is accessible to a particular individual.<p>A reference model is presented to act as a theoretical foundation. This Universal Access Reference Model (UARM) focuses on the accessibility of the interaction between users and systems, and provides a mechanism to share knowledge and abilities between users and systems. The UARM also suggests the role assistive technologies (ATs) can play in this interaction. The Common Accessibility Profile (CAP), which is based on the UARM, can be used to describe accessibility.<p>The CAP is a framework for identifying the accessibility issues of individual users with particular systems configurations. It profiles the capabilities of systems and users to communicate. The CAP can also profile environmental interference to this communication and the use of ATs to transform communication abilities. The CAP model can be extended as further general or domain specific requirements are standardized.<p>The CAP provides a model that can be used to structure various specifications in a manner that, in the future, will allow computational combination and comparison of profiles.<p>Recognizing its potential impact, the CAP is now being standardized by the User Interface subcommittee the International Organization for Standardization and the International Electrotechnical Commission.
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Learning from multimedia: the locus of modality effectsZolna, Jesse S. 19 September 2005 (has links)
Research in educational psychology has focused on facilitating learning by using two presentation modalities (auditory and visual) to convey information. Learning is theorized to improve through an increase in perceptual information flow. I hypothesized that presenting information in two modalities might also provide additional benefits that occur after information is perceived, and while it is being processed for learning. The present study explored whether perceptual effects and cognitive effects of multimedia presentation can be separated by presenting auditory and visual information sequentially or simultaneously. During simultaneous presentation, the typical multimedia effect (that is, facilitating learning by presenting information in two modalities) did not occur, suggesting that the multimedia effect might depend upon more than perceptual effects. Moreover, the manipulation showed significant effects of presentation type during sequential presentation, suggesting that effects previously thought to be a result of reducing perceptual overlap might actually occur after perception. Based on the results of this study, I recommend that information designers reconsider the sources assumed to influence the multimedia learning effect. This would have implications for determining the optimal presentation of information.
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Universal design of behind-the-counter workspacesKar, Gourab 20 January 2011 (has links)
This design thesis is part of CATEA's RERC workplace accommodations grant, and it adopts a human centered design methodology to research, develop, test and evaluate designs of behind-the-counter workspaces that maximize independence and participation of employees and increase their employment possibilities. Preliminary research shows that current designs of behind-the-counter workspaces do not accommodate needs of intended employees including the seated and standing users. According to the research, factors like task design and lack of ease of use have contributed to job loss and reduced employment. Through participatory research techniques and ergonomic studies, this project identified accessibility and usability needs and outlined basic and extended design guidelines for behind-the-counter workstations that would address these needs. Results from observational research, usability studies and user interviews were analysed to create design specifications for a range of workstations. The resulting workstation designs incorporate universal design guidelines and aim to expand employment opportunities for people with disabilities and older adults.
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LEAN-BASED ENTERPRISE GAMIFICATION : Realization of effective gamification in an enterprise context / GAMIFICATION CORPORATIVA BASEADA EM LEAN : Aplicação de Gamification eficiente num contexto empresarialFreitas, Clayton January 2015 (has links)
This thesis uses two frameworks for effective gamification and makes a realization of part of them, with the aim of proposing a stage before gamification itself: the enterprise anticipation of gamification, which can be either of optimism or apathy. It can reveal to an enterprise willing to foster people’s motivation which gamification elements are more likely to succeed due to the uncertainties that the concept still carries. A survey was used as an instrument to measure people’s expectations towards game elements to increase the psychological satisfaction according to the Self Determination Theory, and shaped by an instrument to measure maturity in lean. The result of the survey in a company showed that there is an overall interest in gamification elements to increase autonomy and competence, but not relatedness, and also that even if people are aware of a gamification project their expectations are not significantly different from those who are not. Future studies should compare if the anticipation towards game elements are correspondent with the actual feelings when using a gamified solution.
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Reflections on YU : introducing project management tools into the design processKürth-Landwehr, Sophie January 2013 (has links)
This article discusses the understanding of the design process in research projects by taking specific tools from project management into account. Explorative and creative design projects often run the risk of loosing focus on project goals during the process. This article aims to provide a novel approach to the ongoing discussion of the clash between creativity and efficiency during the creation of artifacts. By discussing the self-conducted case study – project „Yu‟ – this article reflects on the design process as well as the relationship between the designer and the user. The model created and presented includes two techniques; the active user dialogue and the goal and user needs definition. Both are inspired by similar approaches in project management, which illustrate the importance of the designer's responsibility for the final design outcome. The article identifies and discusses similar approaches in design theory and is aiming to emphasize the positive possibilities for an elaborate design approach. / YU project at the Mobile Life Centre
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Contributing to energy efficiency through a user-centered smart homeDominici, Michele 03 June 2013 (has links) (PDF)
Smart homes are residences equipped with information and communication technologies that anticipate and respond to the needs of the occupants. Despite the numerous research and industrial efforts, today only few expensive smart homes have been built and sold. The reason behind this slow uptake is the technology-driven approach characterizing existing solutions. The doctoral Thesis aims at demonstrating that a smart home can provide functionalities designed with a user-centered approach, taking into account ergonomic considerations about domestic activity and human cognition. This is achieved in collaboration with cognitive ergonomists, which help "minding the gap" between human context and machine-understandable context. Using off-the-shelf and lightweight instrumentation (also minimizing privacy concerns), extending existing context modeling, reasoning and management tools and following the Ubiquitous Computing principles, the doctoral work led to the following achievements: (i) the inter-disciplinary design of suitable functionalities, in collaboration with cognitive ergonomists; (ii) the design of a context-aware system that captures and reasons about uncertain contextual information in a distributed fashion; (ii) the realization of a working prototype that demonstrates the provision of energy-saving and comfort-preserving functionalities.
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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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En studie av Toyotas miljöarbete genom Human-Centered DesignWebert, Nina, Ghaoui, Marcelle January 2011 (has links)
Det ligger något motsägelsefullt i att bilföretag arbetar med miljöfrågor. Ökad globalisering och urbanisering har haft en stor inverkan på vår miljö. Som en av världens största biltillverkare anser Toyota att de har ett stort ansvar för sitt ekologiska fotavtryck och satsar dagligen 49 miljoner kronor på miljöarbete. Examensarbetet gäller för Toyota Sweden AB med syftet att skapa nya möjligheter för att kommunicera Toyotas miljöarbete hos återförsäljarna. För att kunna uppfylla syftet arbetade vi med att besvara två övergripande forskningsfrågor: Hur ser Toyotas miljöarbete ut idag samt Hur kan Toyotas miljöprofil förstärkas hos återförsäljarna? Då forskningsfrågorna var av bred karaktär valde vi att arbeta efter IDEO:s framtagna process Human-Centered Design, kombinerat med det arbetssätt som Anders Wikström utvecklat genom den forskning han bedriver vid Mälardalens högskola. Vid Human-Centered Design utgår man från de människor man designar för genom att utveckla empati, dvs. en djup förståelse för de problem och den verklighet de människorna lever i. Resultatet av examensarbetet kom att bestå av två delar. Dels en nulägesanalys av Toyotas miljöarbete och hur det återspeglas hos återförsäljarna. Dels ett visionärt koncept, Talking Cars, som skildrar ett framtida sätt att köpa bil som syftar till att förstärka upplevelsen i bilhallen. En av många slutsatser som kan dras av examensarbetet är att Toyota gör det de säger sig göra i samband med sitt miljöarbete. De behöver dock bli tydligare i sin kommunikation till omvärlden för att kunna göra sitt miljöarbete rättvisa. Genom detta examensarbete är våra förhoppningar att Toyota har fått insikter och inspiration till hur de skulle kunna gå tillväga.
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