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Framework especialista de ferramentas para avaliação ergonômica / Specialist framework to ergonomic assessment toolsLaperuta, Dalila Giovana Pagnoncelli 20 October 2016 (has links)
Com o objetivo de propor uma interface entre especialista em ergonomia e métodos/ferramentas de avaliação ergonômica, este estudo buscou conhecer e analisar o cenário investigado e propor soluções. Este estudo tem início na investigação desses métodos, definindo-os, quantificando as publicações relacionadas e contrastando essas informações com os métodos utilizados pelos profissionais, suas percepções e recomendações. Essas perspectivas levaram os autores a investigar o processo de análise ergonômica, a partir da literatura e procedimentos de campo, a fim de propor um software que auxiliasse o processo de escolha e aplicação do método. Com o apoio da engenharia de software, realizou-se um levantamento de requisitos para identificar as necessidades dos especialistas locais em Pato Branco – PR. Esses requisitos foram ranqueados e mapeados em protótipo de software, validado pelos profissionais. A partir dessas análises (processo e requisitos), um framework conceitual foi proposto a fim de representar uma nova abordagem para o processo, onde a avaliação é realizada a partir do aspecto avaliável, sendo possível aplicar todos os métodos relacionados que estejam incorporados ao software. Esta nova abordagem não substitui a anterior, entretanto, dispensa a escolha do método sem a excluir, permitindo ao especialista conhecer, aplicar e analisar o resultado de diversos métodos, independentemente de seu portfólio profissional. A versão inicial do protótipo foi desenvolvida e um teste piloto foi aplicado junto a uma empresa de ergonomia, para validação do software. Os resultados da aplicação do software enriqueceram a atual abordagem, permitindo a aplicação de um método que não pertencia ao portfólio do profissional, reforçando as avaliações anteriores e trazendo novas contribuições à avaliação ergonômica. / To propose a specialist in ergonomics and ergonomic assessment methods/tools interface, this study searched to know and analyze the investigated scenario and propose solutions. This study begins in the investigation of these methods, defining them, quantifying the related publications and contrasting this information with the methods used by professionals, their insights and recommendations. These prospects took the authors to investigate the process of ergonomic analysis, from the literature and field procedures, in order to propose a software that would help the process of choosing and applying the methods. Software engineering supports a survey of requirements to identify the needs of local experts in Pato Branco - PR. These requirements were ranked and mapped in software prototype, validated by professionals. From these analyzes (process and requirements), a conceptual framework has been proposed to represent a new approach to the process where the assessment is carried out from the evaluable aspect, it is possible to apply all related methods that are incorporated into the software. This new approach does not replace the previous one, however, dispenses the choice without exclude it, allowing the expert to know, apply and analyze the results of different methods, regardless of their professional portfolio. The initial version of the prototype was developed and a pilot test was applied to an ergonomics company, for software validation. The software application results enriched the current approach, allowing the application of a method that did not belong to the professional portfolio, reinforcing previous evaluations and bringing new contributions to the ergonomic evaluation.
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The Recognition of Icons Among Four Groups of Computer UsersHenry, Jo-Ann Theresa Juchniewicz 12 1900 (has links)
One idea common in the computer industry today is that by the time a technological innovation reaches the mass market it is already obsolete. News of recent technological developments race quickly through the computer industry, creating large scale competition among various businesses for the dollars of both educational institutions and industries. In an effort to produce sophisticated and powerful software readily accessible to users whose area of expertise is not programming, software developers have increasingly turned toward the simplest form of language and concept representation--the icon. As icons become increasingly sophisticated and their function grows, so will their availability in various interfaces. The number of users who operate them will also increase. Advanced help systems and animation will assist in relieving some difficulties while creating others. In either case, icon recognizability will be a crucial factor for anyone (novice or expert) who will use them. The purpose of this study was to verify whether all users unfamiliar with a graphical user interface (GUI) system, specifically icons, will require assistance with 40' "W those icons that are unrecognizable in either form or function. Based on the results of this study, an icon recognizability does exist among different groups of computer users. This recognizability is based upon the experience of the users and not upon the type of software they may use most often.
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Comparing the meaning of the learnibility principle for children and adultsChimbo, Bester 06 1900 (has links)
The learnability principle relates to improving usability of software, performance and productivity. It was formulated mainly for the adult user group. Children represent an important user group, but fewer guidelines exist for their educational and entertainment applications. This study compares these groups, addressing the question: “Does learnability of software interfaces have a different meaning for children and adults?”.
A literature survey conducted on learnability and learning processes considered the meaning of learnability across generations. Users learning software systems were observed in a usability laboratory where eye tracking data could also be recorded.
Insights emerged, from data analysis, showing different tactics when children and adults approached unfamiliar software and revealing aspects of interfaces they approached differently. The findings will help designers distinguish varying needs of users and improve learnability. An additional subprinciple of learnability, „engageability‟, is proposed. Factors that make products engaging for children are different from those engaging adults. / Computing / M. Sc. (Information Systems)
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Comparing the meaning of the learnibility principle for children and adultsChimbo, Bester 06 1900 (has links)
The learnability principle relates to improving usability of software, performance and productivity. It was formulated mainly for the adult user group. Children represent an important user group, but fewer guidelines exist for their educational and entertainment applications. This study compares these groups, addressing the question: “Does learnability of software interfaces have a different meaning for children and adults?”.
A literature survey conducted on learnability and learning processes considered the meaning of learnability across generations. Users learning software systems were observed in a usability laboratory where eye tracking data could also be recorded.
Insights emerged, from data analysis, showing different tactics when children and adults approached unfamiliar software and revealing aspects of interfaces they approached differently. The findings will help designers distinguish varying needs of users and improve learnability. An additional subprinciple of learnability, „engageability‟, is proposed. Factors that make products engaging for children are different from those engaging adults. / Computing / M. Sc. (Information Systems)
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Comparing the meaning of the learnability principle for children and adultsChimbo, Bester 06 1900 (has links)
Abstract in English and Afrikaans / The learnability principle relates to improving usability of software, performance and productivity. It was formulated mainly for the adult user group. Children represent an important user group, but fewer guidelines exist for their educational and entertainment applications. This study compares these groups, addressing the question: “Does learnability of software interfaces have a different meaning for children and adults?”.
A literature survey conducted on learnability and learning processes considered the meaning of learnability across generations. Users learning software systems were observed in a usability laboratory where eye tracking data could also be recorded.
Insights emerged, from data analysis, showing different tactics when children and adults approached unfamiliar software and revealing aspects of interfaces they approached differently. The findings will help designers distinguish varying needs of users and improve learnability. An additional subprinciple of learnability, „engageability‟, is proposed. Factors that make products engaging for children are different from those engaging adults. / Die leerbaarheidsbeginsel hou verband met die verbetering van die bruikbaarheid van sagteware, werkverrigting en produktiwiteit. Dit was hoofsaaklik vir die volwasse gebruikersgroep geformuleer. Kinders verteenwoordig in belangrike gebruikersgroep, maar minder riglyne is vir hulle opvoedkundige en vermaaktoepassings beskikbaar. Hierdie studie vergelyk hierdie groepe en speek die volgende vraag aan: “Het leerbaarheid van sagtewarekoppelvlakke verskillende betekenisse vir kinders en volwassenes?”
„n Literatuuroorsig oor leerbaarheid en leerprosesse is uitgevoer met in ag neming van die betekenis van leerbaarheid vir verskillende generasies. Gebruikers is waargeneem in „n bruikbaarheidslaboratorium terwyl hulle geleer het om sagetware te gebruik. Data in verband met oogbewegings op die skerm is ook opgeneem.
Insigte wat uit die data-analise te voorskyn gekom het toon verskillende taktieke wanneer kinders en volwassenes met onbekende sagteware gekonfronteer word. Hulle benadering tot sekere aspekte van „n koppelvlak verskil. Die bevindinge sal ontwerpers help om te onderskei tussen wisselende gebruikersbehoeftes. „n Addisionele sub-beginsel van leerbaarheid, naamlik „engageability‟ word voorgestel. Faktore wat „n produk aantreklik maak vir kinders is verskillend van dit wat volwassenes aantrek. / Information Systems / M. Sc. (Information Systems)
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Trust management of social network in health careChomphoosang, Pawat 12 November 2013 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / The reliability of information in health social network sites (HSNS) is an
imperative concern since false information can cause tremendous damage to
health consumers. In this thesis, we introduce a trust framework which captures
both human trust level and its uncertainty, and also present advantages of using
the trust framework to intensify the dependability of HSNS, namely filtering
information, increasing the efficiency of pharmacy marketing, and modeling how
to monitor reliability of health information. Several experiments which were
conducted on real health social networks validate the applicability of the trust
framework in the real scenarios.
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Contribution à l'étude de l'utilisabilité dans le contexte des systèmes d'information à usage professionnel: conception d'un laboratoire d'utilisabilité et applicationsKoenig, Vincent January 2005 (has links)
Doctorat en Sciences Psychologiques et de l'éducation / info:eu-repo/semantics/nonPublished
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