• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 258
  • 95
  • 29
  • 20
  • 12
  • 11
  • 9
  • 6
  • 4
  • 3
  • 1
  • 1
  • Tagged with
  • 480
  • 480
  • 359
  • 220
  • 142
  • 134
  • 124
  • 100
  • 81
  • 80
  • 78
  • 76
  • 71
  • 66
  • 61
  • 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.
31

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.
32

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.
33

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.
34

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>
35

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.
36

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.
37

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.
38

Design for Organizational Intelligence in Non-Profits

Batokova, Barbara 01 May 2011 (has links)
In many small to mid-size nonprofits, a large amount of knowledge and information is confined to local folders, hard copy formats or even specific people, making it inaccessible to those who could benefit from it. This informal practice causes duplication of efforts and prevents the organization from maintaining critical knowledge and learning from past experience. Partnering with The Center for Victims of Violence and Crime (CVVC), a Pittsburgh-based human services nonprofit organization, I applied human-centered design methods to identify their specific informal knowledge and information processes and structures. Using the research findings, I developed a sustainable and systematic knowledge management practice that also takes into account the constraints of funding and time, which many nonprofits face. To support this practice, I created a system with a hierarchical information architecture that is able to expand overtime to accommodate the growth of the organization and its programs. It enables clear organization, storage and retrieval of explicit knowledge documents as well as the related tacit knowledge, creating the necessary basis for sharing and collaboration. By simplifying and formalizing major administrative tasks, the system also streamlines organizational processes, allowing the staff to work more effectively. Implemented with Microsoft SharePoint 2010, the system creates a trustworthy environment that is necessary to facilitate organizational learning and maintain critical knowledge, leading to sustainability and innovation.
39

Varumärkesstrategi på webben : Tillämpning av användarcentrerad design för positionering på webben

Ayob, Kibret January 2015 (has links)
Syfte: Företag har svårt att positionera sig på webben då de misslyckas att utveckla sina webbsidor för att stödja dess varumärkesstrategi. Syftet med denna studie är att undersöka hur ett företag kan tillämpa designstrategi ur ett användarcentrerat designperspektiv för att stödja företagets övergripande varumärkesstrategi på webben. Kunskapslucka: Denna studie har identifierat en kunskapslucka vad gäller hur företag fastställer och verkställer designstrategi för att stödja övergripande varumärkesstrategi på webben. Metod: Studien avser att undersöka tillämpning av designstrategi genom att ta fram ett designförslag som baserats på en användarcentrerad designprocess. För att göra detta har intervjuer med experter samt expertutvärdering av webbsidor utförts för att kartlägga en billeverantörs återförsäljares domän, baserat på motsvarande strategi för köpresa som är avsedd för att leda besökaren till billeverantörens produkt- och tjänsteutbud som representeras av återförsäljare och dess webbsidor. Denna datainsamling ligger till grund för persona och kontextscenarion som översätts till identifierade krav som motsvarar produktens designstrategi. Designstrategin ligger sedan till grund för det skapande momentet i den användarcentrerade designprocessen, där iterativ design leder till förädlande av framtagna ramverksskisser till interaktiv prototyp. Resultat och slutsats: Resultatet av studien som var en framtagen interaktiv prototyp visar att användarcentrerad design som tillämpar designstrategi, genom att fastställa företagets och användarens mål och behov samt innehålls- och funktionalitetskrav, är ett alternativ som tillåter strukturerad förädling av en webbsida till den punkt att webbsidan uppfyller sin designstrategi. Resultatet visar också att beroende på hur grundlig en kartläggning är och hur välformulerad designstrategin är påverkar hur väl framtagen webbsida, vare sig det är en prototyp eller slutprodukt, uppfyller sitt syfte. / Purpose: Corporations experience difficulties positioning themselves on the web as a result of not developing their websites in a way that is inline with their overall business strategy. The purpose of this study is to explore how corporations should apply design strategy, based on a user-centered design perspective, to support their overall business strategy on the web. Originality/value: This study has identified a knowledge gap in terms of how corporations define and apply design strategy in order to support their overall business strategy on the web. Methodology: This study aims to research the application of design strategy by creating a prototype through the use of a user-centered design process. This was done by interviewing experts as well as evaluating websites, in order to explore the domain of a car manufacturers retailers, which was based on the corresponding strategy of leading the visitor to the car manufacturers offerings that are represented by the retailers and their websites. This data collection was the foundation in the creation of a persona and context scenarios that was translated into identified needs that represented the products design strategy. The design strategy in turn was the foundation for the creating phase of the user-centered design process, where iterative design lead to refining framework sketches and an interactive prototype. Findings and conclusion: The study which resulted in an interactive prototype shows that user-centered design, which applies design strategy by defining the corporations and the users goals and needs, is an alternative that allows for structured refinement to the point that the website fulfills its design strategy. The results also show that depending on how well the domain exploration is executed as well as how well the design strategy is defined will affect the resulting website and to what extent it fulfills its purpose, whether it’s is still a prototype or if it’s the end result.
40

Serious gaming as a tool to describe a user-centred design process

Kiunsi, Domina January 2018 (has links)
The design of software products or services with good user experience (UX) requires a good understanding of the people the product is intended for. One of the design processes that places emphasis on the needs of the people is the user-centered design process. This study creates a serious game as a tool to learn the user-centered design process in order to create awareness of user-centered design practices among UX and non-UX practitioners. To accomplish this, design science research methodology is adopted to allow creation of the game by describing the problem, defining the game requirements, designing and developing the game and finally demonstrating and evaluating it. The evaluation of the game was conducted in three main areas, one to assess the content of the game, the second to assess the functionality of the game and the third to assess the learning potential of the game. Based on the results of the evaluation conducted it is revealed that the content presented is adequate and the participants are able gain concepts about the user-centered design activities, the roles involved in such a process and the various UX techniques employed.

Page generated in 0.0943 seconds