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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.
41

Kommunikation med barn: Skapandet av en bilderbok : En litteraturundersökning om bilderboksriktlinjer samt tillverkning av en bilderbok / Communication with Children: The Creation of a Children’s Book : A Literature Study about Guidelines for Children’s Picture Books and the creation of a picture book

Oldenburg, Diana January 2013 (has links)
Many people believe that the analogue picture book is a dying media due to the increase of digital media. Contrary to popular belief, the publishing of children’s book in Sweden is continually increasing, which makes mapping the field quite significant. But to regulate the creation of a children’s picture book is problematic, because one does not want to impede the personal style of the writer or the illustrator of the children’s book. If the children’s book creator has an understanding of how to better communicate with children, the children’s book might have a grater impact on the child. Little research has been performed on what one should think about when creating a children’s book, which makes this study highly relevant. My approach to the problem was to make a literature review over preceding research and to test the different directives, by creating an original children’s picture book and then testing the book, and thereby the directives, on the targeted audience. Consequently the picture book and the associated data gathered, suggest 20 design guidelines for picture books for children between 3 and 6 years. Each subcategory, of the guidelines suggested, should be investigated to confirm validity and reliability. / Att digitala medier tar allt större plats i människors liv har lett till att många tror att den analoga barnboken är ett utdöende medium. Dock har utgivningen av analoga barnböcker ökat i Sverige de senaste åren, vilket indikerar motsatsen. Detta gör att en kartläggning av ämnesområdet både blir relevant och angeläget. Däremot är det problematiskt att ta fram riktlinjer för bilderboken då riktlinjerna inte bör hämma barnbokskapares personliga stil, utan snarare underlätta för dem. Min tro är att om barnboksskapare vet hur de på bästa sätt kan kommunicera med barn, kan barnboken göra ett djupare intryck på barnet. Det finns inte mycket forskning om vad man som barnboksförfattare eller illustratör bör tänka på vid skapandet av en barnbok, vilket gör denna studie betydelsefull. Studien genomfördes genom att jag gjorde en litteraturgenomgång av tidigare forskning samt testade de teorier som forskningen föreslår genom att använda mig av dem vid skapandet av en egen bilderbok. Därefter testade jag bilderboken på målgruppen för att se om bilderboken var barnanpassad. Min undersökning resulterade i 20 designriktlinjer för skapandet av en bilderbok för barn mellan 3 och 6 år. Riktlinjerna är indelade i tre underkategorier: format och layout, bilduppbyggnad och text. Den praktiska delen av mitt arbete är en bilderbok som bygger på dessa riktlinjer. Min förhoppning är att genom att följa dessa designriktlinjer blir barnboksskapare mer medvetna om hur deras barnbok bättre kan kommunicera med barn.
42

Towards developing and improving effective interaction design tools

Bonner, John V. H. January 2002 (has links)
This research began by addressing the question: can effective interface design guidelines be produced for use in the design of future consumer product technologies (CPT)? A literature review explored published studies evaluating existing Human- Computer Interaction guidelines to establish their effectiveness in relation to CPT. Through this review, effectiveness was found to be limited but potentially could be improved using user-centred design methods. In response, six short studies were undertaken to produce user-centred CPT guidelines and to evaluate them using two sets of effectiveness criteria: specificity and applicability. These studies supported findings from the HCI literature. Despite improving the specificity and applicability of the CPT guidelines, passive, non-bespoke design guidelines have still been shown to have little impact on interaction design activity. Other links between research and practice needed to be identified. Two further field investigations indicated that, whilst the use of ergonomics methods was limited in commercial design consultancies, certain types of participative methods considering 'situated design in context' might be helpful. A second literature review was conducted to explore the importance of context-based design activity. As an outcome, design tools were proposed using participative design techniques involving games and role playing. Through a second series of five laboratory and field studies, the proposed design tools were developed and iteratively evaluated. It was demonstrated that the design tools could affect interaction design activity, but further work is still required on improving one of the applicability criteria - 'organisational survival'. These findings demonstrated that interaction designers can effectively produce their own design data using the design tools provided that this design activity is situated within the context of an interaction design problem. It has also been shown that if interaction design tools are to be effective they should satisfy all specificity and applicability criteria established in this inquiry.
43

Design e emoção na utilização do mobiliário urbano em espaços públicos

Pizzato, Gabriela Zubaran de Azevedo January 2013 (has links)
Tradicionalmente, nas áreas da Ergonomia e do Design, o estudo do mobiliário urbano tem sido direcionado aos seus benefícios práticos (funcionais e utilitários), sendo que alguns estudos abordam o tema independentemente do ambiente de uso (público ou privado). Considerando este contexto, esta tese trata das emoções na interação entre usuário, mobiliário urbano e seu espaço público de uso, onde os seguintes pressupostos são adotados: 1) a emoção interfere na utilização do produto do espaço público, assim como, 2) a utilização do mobiliário urbano do espaço público suscita emoção. O trabalho tem como objetivo geral a elaboração de diretrizes para o planejamento e avaliação do mobiliário urbano de espaços públicos com apelo emocional, de forma a orientar os gestores de órgãos públicos responsáveis pelo planejamento, avaliação e manutenção do mobiliário urbano de espaços públicos. A proposta desta tese está baseada em uma abordagem de pesquisa que combina aspectos qualitativos (grupos focados, entrevistas e estudos de caso) e quantitativos (Análise Conjunta), aplicados a diferentes cenários (espaços públicos), compostos por diferentes tipos de mobiliário urbano (e.g. abrigo de ônibus, banco, playground e equipamento de ginástica). Os resultados apontam que, independentemente de gênero, a emoção positiva mais citada entre os usuários entrevistados na utilização do mobiliário urbano nos espaços públicos pesquisados foi a agradabilidade, principalmente associada a atributos relacionados à função prática do produto (e.g. segurança do ambiente) e estética (e.g. beleza da vegetação). Já a principal emoção negativa comunicada foi o medo, decorrente da insegurança urbana e apontado como empecilho ao uso de espaços públicos em geral. Por meio da utilização dos métodos descritos e com base na revisão de literatura foram estabelecidas diretrizes projetuais enfocando agradabilidade e segurança considerando oito constructos principais (físicos e não físicos): i) vegetação; ii) manutenção; iii) usuários; iv) atividades às quais é destinado o espaço; v) edificações que constituem o entorno; vi) mobiliário urbano; vii) acessibilidade; e, viii) privacidade, relacionada ao uso do espaço. / Traditionally, research on urban furniture under the Ergonomics and Design perspective focuses its practical function and some do not consider its environment of use (i.e., either public or private). Considering this context, this thesis deals with emotions in interaction of users with urban furniture and its public space, where the following assumptions are adopted: 1) the emotion interferes with the use of the product of the public space, as well as 2) the use of the urban furniture in public spaces raises emotion. The work aims to describe the development of guidelines for design and evaluation of the urban furniture of public spaces under an emotional appeal in order to guide the managers responsible for the design, evaluation and maintenance of the urban furniture. This proposal is based on a mix-method research approach by combining qualitative studies (e.g. focus group, individual interviews, and study cases) and quantitative studies (e.g. Conjoint Analysis) applied to different scenarios (public spaces) composed of different types of urban furniture (e.g. bus shelter, bench, playground and gym equipment). The results indicate that, regardless of gender, the positive emotion most cited among users interviewed in the use of urban furniture in the public spaces surveyed was the pleasantness, mainly associated with attributes related to its practical function (e.g. environmental safety) and its aesthetics function (e.g. vegetation beauty). Already the main negative emotion communicated was fear, arising from urban insecurity and appointed as an impediment to the use of public spaces in general. By using the methods described and based on the literature review design guidelines were drawn focusing pleasantness and safety and considering eight constructs (physical and nonphysical): i) vegetation; ii) maintenance; iii) users; iv) activities performed in the public space; v) buildings of the environment; vi) urban furniture; vii) accessibility; and, viii) privacy, related to space use.
44

GAIA : uma proposta de guia de recomendações de acessibilidade web com foco em aspectos do autismo

Britto, Talita Cristina Pagani 30 August 2016 (has links)
Submitted by Aelson Maciera (aelsoncm@terra.com.br) on 2017-04-24T20:49:20Z No. of bitstreams: 1 DissTCPB.pdf: 8640359 bytes, checksum: edcaf5b434340804cf95536668cf2e8c (MD5) / Approved for entry into archive by Ronildo Prado (ronisp@ufscar.br) on 2017-04-26T17:52:50Z (GMT) No. of bitstreams: 1 DissTCPB.pdf: 8640359 bytes, checksum: edcaf5b434340804cf95536668cf2e8c (MD5) / Approved for entry into archive by Ronildo Prado (ronisp@ufscar.br) on 2017-04-26T17:53:06Z (GMT) No. of bitstreams: 1 DissTCPB.pdf: 8640359 bytes, checksum: edcaf5b434340804cf95536668cf2e8c (MD5) / Made available in DSpace on 2017-04-26T18:19:28Z (GMT). No. of bitstreams: 1 DissTCPB.pdf: 8640359 bytes, checksum: edcaf5b434340804cf95536668cf2e8c (MD5) Previous issue date: 2016-08-30 / Não recebi financiamento / In the past 20 years, computer solutions has been used as a support tool for children with Autism Spectrum Disorder (ASD), as well for their parents, therapists and educators. Those solutions may be helpful to work social skill, memorizing, communication, vocabulary acquisition, literacy, and other aspects. However, there is lack of artifacts to guide software designers to plan and implement computer solutions suitable to the needs of children with ASD. The literature provide some considerations regarding this factor, but many of them are understandable only for education or computer professionals exclusively. Besides, many contributions may have a restrict access due to paywalls. Those factors motivated the development of GAIA (Guidelines for Accessible Interfaces for people with Autism), a set of 28 guidelines intend to help software developers and digital educators to better understand how to develop website that are suitable to the needs of children with Autism. To develop GAIA, this research was conducted in three stages: a) exploratory bibliographic survey, which generated the first version of the guidelines of GAIA; b) Application of an online survey to map the knowledge of web developers regarding cognitive, neuronal or learning disabilities, in order to understand their gap of knowledge; c) interviews with parents of children with ASD to understand empathically the social, therapeutic and pedagogic value of the technology for children with ASD. Triangulating the data from the three stages, it was possible to get the following conclusions: (i) developers have difficult in understanding the existing materials about web accessibility and also have a lack of knowledge about cognitive disabilities; (ii) the interviews made possible to understand in depth the context of use of the technology by children with ASD; (iii) there were recurring interaction aspects in the interviews that were not found in the literature. With those results, it was possible to refine the guidelines of GAIA e make them available through a website hosted in an open-source repository, so they can be easily accessible by people. / Nos últimos 20 anos, soluções computacionais têm sido utilizadas para auxiliar crianças com Transtorno do Espectro do Autismo (TEA), bem como seus pais, terapeutas e professores. Estas soluções podem ajudar a trabalhar as habilidades sociais, de memorização, comunicação, aquisição de vocabulário e letramento, entre outros aspectos. Porém, há uma lacuna de artefatos que possam nortear os projetistas de software a planejar e implementar soluções computacionais ajustadas às necessidades de crianças com TEA. A literatura apresenta algumas considerações, mas muitas são compreensíveis somente a psicopedagogos ou profissionais de computação, além de várias contribuições possuírem acesso restrito aos seus conteúdos. Estes fatores motivaram o desenvolvimento do GAIA (Guia de Acessibilidade de Interfaces web focado em aspectos do Autismo), um conjunto de 28 recomendações para ajudar desenvolvedores de software e educadores digitais a entender melhor como desenvolver websites mais adequados às necessidades de crianças com autismo. Para desenvolver o GAIA, esta pesquisa foi realizada em três estágios: a) pesquisa bibliográfica exploratória, que originou a primeira versão das recomendações do GAIA; b) Aplicação de um questionário online para mapear o conhecimento dos desenvolvedores web sobre deficiências cognitivas, neuronais ou de aprendizagem, a fim de compreender a lacuna de conhecimento que eles possuem; c) Entrevista com familiares de crianças com TEA para compreender de forma empática o valor social, terapêutico e pedagógico da tecnologia para crianças com TEA. Ao triangular os dados dos três estágios, pode-se chegar às seguintes conclusões: (i) os desenvolvedores têm dificuldade de compreender os materiais já existentes sobre acessibilidade web e também compreendem pouco sobre deficiências cognitivas; (ii) as entrevistas permitiram compreender em profundidade o contexto de uso da tecnologia pela criança com TEA; (iii) houve aspectos de interação recorrentes nas entrevistas que não foram encontrados na literatura. Estes resultados permitiram refinar as recomendações do GAIA e disponibilizá-las em um website hospedado em repositório de código aberto, para que possa estar de fácil acesso ao público.
45

Design e emoção na utilização do mobiliário urbano em espaços públicos

Pizzato, Gabriela Zubaran de Azevedo January 2013 (has links)
Tradicionalmente, nas áreas da Ergonomia e do Design, o estudo do mobiliário urbano tem sido direcionado aos seus benefícios práticos (funcionais e utilitários), sendo que alguns estudos abordam o tema independentemente do ambiente de uso (público ou privado). Considerando este contexto, esta tese trata das emoções na interação entre usuário, mobiliário urbano e seu espaço público de uso, onde os seguintes pressupostos são adotados: 1) a emoção interfere na utilização do produto do espaço público, assim como, 2) a utilização do mobiliário urbano do espaço público suscita emoção. O trabalho tem como objetivo geral a elaboração de diretrizes para o planejamento e avaliação do mobiliário urbano de espaços públicos com apelo emocional, de forma a orientar os gestores de órgãos públicos responsáveis pelo planejamento, avaliação e manutenção do mobiliário urbano de espaços públicos. A proposta desta tese está baseada em uma abordagem de pesquisa que combina aspectos qualitativos (grupos focados, entrevistas e estudos de caso) e quantitativos (Análise Conjunta), aplicados a diferentes cenários (espaços públicos), compostos por diferentes tipos de mobiliário urbano (e.g. abrigo de ônibus, banco, playground e equipamento de ginástica). Os resultados apontam que, independentemente de gênero, a emoção positiva mais citada entre os usuários entrevistados na utilização do mobiliário urbano nos espaços públicos pesquisados foi a agradabilidade, principalmente associada a atributos relacionados à função prática do produto (e.g. segurança do ambiente) e estética (e.g. beleza da vegetação). Já a principal emoção negativa comunicada foi o medo, decorrente da insegurança urbana e apontado como empecilho ao uso de espaços públicos em geral. Por meio da utilização dos métodos descritos e com base na revisão de literatura foram estabelecidas diretrizes projetuais enfocando agradabilidade e segurança considerando oito constructos principais (físicos e não físicos): i) vegetação; ii) manutenção; iii) usuários; iv) atividades às quais é destinado o espaço; v) edificações que constituem o entorno; vi) mobiliário urbano; vii) acessibilidade; e, viii) privacidade, relacionada ao uso do espaço. / Traditionally, research on urban furniture under the Ergonomics and Design perspective focuses its practical function and some do not consider its environment of use (i.e., either public or private). Considering this context, this thesis deals with emotions in interaction of users with urban furniture and its public space, where the following assumptions are adopted: 1) the emotion interferes with the use of the product of the public space, as well as 2) the use of the urban furniture in public spaces raises emotion. The work aims to describe the development of guidelines for design and evaluation of the urban furniture of public spaces under an emotional appeal in order to guide the managers responsible for the design, evaluation and maintenance of the urban furniture. This proposal is based on a mix-method research approach by combining qualitative studies (e.g. focus group, individual interviews, and study cases) and quantitative studies (e.g. Conjoint Analysis) applied to different scenarios (public spaces) composed of different types of urban furniture (e.g. bus shelter, bench, playground and gym equipment). The results indicate that, regardless of gender, the positive emotion most cited among users interviewed in the use of urban furniture in the public spaces surveyed was the pleasantness, mainly associated with attributes related to its practical function (e.g. environmental safety) and its aesthetics function (e.g. vegetation beauty). Already the main negative emotion communicated was fear, arising from urban insecurity and appointed as an impediment to the use of public spaces in general. By using the methods described and based on the literature review design guidelines were drawn focusing pleasantness and safety and considering eight constructs (physical and nonphysical): i) vegetation; ii) maintenance; iii) users; iv) activities performed in the public space; v) buildings of the environment; vi) urban furniture; vii) accessibility; and, viii) privacy, related to space use.
46

Design e emoção na utilização do mobiliário urbano em espaços públicos

Pizzato, Gabriela Zubaran de Azevedo January 2013 (has links)
Tradicionalmente, nas áreas da Ergonomia e do Design, o estudo do mobiliário urbano tem sido direcionado aos seus benefícios práticos (funcionais e utilitários), sendo que alguns estudos abordam o tema independentemente do ambiente de uso (público ou privado). Considerando este contexto, esta tese trata das emoções na interação entre usuário, mobiliário urbano e seu espaço público de uso, onde os seguintes pressupostos são adotados: 1) a emoção interfere na utilização do produto do espaço público, assim como, 2) a utilização do mobiliário urbano do espaço público suscita emoção. O trabalho tem como objetivo geral a elaboração de diretrizes para o planejamento e avaliação do mobiliário urbano de espaços públicos com apelo emocional, de forma a orientar os gestores de órgãos públicos responsáveis pelo planejamento, avaliação e manutenção do mobiliário urbano de espaços públicos. A proposta desta tese está baseada em uma abordagem de pesquisa que combina aspectos qualitativos (grupos focados, entrevistas e estudos de caso) e quantitativos (Análise Conjunta), aplicados a diferentes cenários (espaços públicos), compostos por diferentes tipos de mobiliário urbano (e.g. abrigo de ônibus, banco, playground e equipamento de ginástica). Os resultados apontam que, independentemente de gênero, a emoção positiva mais citada entre os usuários entrevistados na utilização do mobiliário urbano nos espaços públicos pesquisados foi a agradabilidade, principalmente associada a atributos relacionados à função prática do produto (e.g. segurança do ambiente) e estética (e.g. beleza da vegetação). Já a principal emoção negativa comunicada foi o medo, decorrente da insegurança urbana e apontado como empecilho ao uso de espaços públicos em geral. Por meio da utilização dos métodos descritos e com base na revisão de literatura foram estabelecidas diretrizes projetuais enfocando agradabilidade e segurança considerando oito constructos principais (físicos e não físicos): i) vegetação; ii) manutenção; iii) usuários; iv) atividades às quais é destinado o espaço; v) edificações que constituem o entorno; vi) mobiliário urbano; vii) acessibilidade; e, viii) privacidade, relacionada ao uso do espaço. / Traditionally, research on urban furniture under the Ergonomics and Design perspective focuses its practical function and some do not consider its environment of use (i.e., either public or private). Considering this context, this thesis deals with emotions in interaction of users with urban furniture and its public space, where the following assumptions are adopted: 1) the emotion interferes with the use of the product of the public space, as well as 2) the use of the urban furniture in public spaces raises emotion. The work aims to describe the development of guidelines for design and evaluation of the urban furniture of public spaces under an emotional appeal in order to guide the managers responsible for the design, evaluation and maintenance of the urban furniture. This proposal is based on a mix-method research approach by combining qualitative studies (e.g. focus group, individual interviews, and study cases) and quantitative studies (e.g. Conjoint Analysis) applied to different scenarios (public spaces) composed of different types of urban furniture (e.g. bus shelter, bench, playground and gym equipment). The results indicate that, regardless of gender, the positive emotion most cited among users interviewed in the use of urban furniture in the public spaces surveyed was the pleasantness, mainly associated with attributes related to its practical function (e.g. environmental safety) and its aesthetics function (e.g. vegetation beauty). Already the main negative emotion communicated was fear, arising from urban insecurity and appointed as an impediment to the use of public spaces in general. By using the methods described and based on the literature review design guidelines were drawn focusing pleasantness and safety and considering eight constructs (physical and nonphysical): i) vegetation; ii) maintenance; iii) users; iv) activities performed in the public space; v) buildings of the environment; vi) urban furniture; vii) accessibility; and, viii) privacy, related to space use.
47

Interface Design – a User-Centered Design Process : A qualitative study how to improve the Usability of a web-based consumer tool that measuring the quality of streamed videos

Larsson, Ingrid January 2015 (has links)
The purpose of this examination is to study how to create a user-friendly interface to a new non-released website. The research has been done in collaboration with the research institute Acreo and a project named Streamingkollen; a consumer tool that aims to improve the customer’s quality of experience (QoE) of streamed videos by measuring the video streaming quality.     In this study the focus has consequently been placed on the users of the service, in order to optimize their experience of the website and the interface.    In order to achieve a high level of usability, a user centered design process has been used. A user analysis, a heuristic evaluation and user tests on prototypes have been used as methods in the design process and the development of the interface.    The result from the user tests shows that the major reason why the user disliked, felt frustrated or couldn’t manage the service was when the design of the site was not consistent and minimal, when words, phrases and concepts on the site were not familiar and communicated in the same language as the users and when they lacked informative feedback of the operations made on the site.    The user-centered development in the study gave good results; many of the potential usability problems were identified and avoided.
48

Usability Evaluation of Notebook Computers and Cellular Telephones Among Users with Visual and Upper Extremity Disabilities

Mooney, Aaron Michael 26 July 2002 (has links)
Information appliances such as notebook computers and cellular telephones are becoming integral to the lives of many. These devices facilitate a variety of communication tasks, and are used for employment, education, and entertainment. Those with disabilities, however, have limited access to these devices, due in part to product designs that do not consider their special needs. A usability evaluation can help identify the needs and difficulties those with disabilities have when using a product and universal design principles can then be applied to enhance accessibility and usability. This study addresses the usability of two of the most common information appliances - notebook computers and cellular telephones. The usability of notebook computers was evaluated using a remote ethnographic method where participants recorded usability-related critical incidents. Participants included those with a wide range of abilities, such as legal blindness, total blindness, and upper extremity physical disabilities. Objective and subjective measures were used to determine the effects of several specific design parameters for cellular telephones. The notebook computer study revealed that participants have difficulty with non-standard keyboard layouts, the use of isometric pointing devices, case latches, and inadequate system feedback. User performance and ratings in the cellular telephone study were the best with the 12 mm lateral pitch and 0.7 mm key height, while the fewest task failures were committed using the 0.5 mm keystroke. Participants also preferred telephone models with large <Power>, <Send> and <End> keys located in prominent locations, and 22-point and 36-point display fonts. These results were used to generate product-specific design guidelines that can be used to design notebook computers and cellular telephones that are more usable and accessible for users with visual and upper extremity physical disabilities. Universal design implications are also discussed. / Master of Science
49

Konsekvenser av bristande användbarhet i ett säkerhetsklassat it-system / Consequences of lack of usability in a secure IT system

Swenning Leyser, Egil, Järpemo, August January 2021 (has links)
Det finns mycket forskning om designriktlinjer för att öka användbarheten i säkra it-system samt att problem med användbarheten kan ge problem i it-system. Men forskningen om vilka faktiska konsekvenser som kan uppstå av hur användbarhet implementerats i säkra it-system, är begränsad. Syftet med studien är att fylla denna kunskapslucka och genomfördes som en fallstudie som baserar sig på kvalitativa intervjuer med sju deltagare. Deltagarna intervjuades gällande deras användning av it-systemet PRIO, deras svar analyserades sedan för att hitta teman. Dessa teman användes som grund när vi arbetade genom resultatet. Vi hittade att PRIO har bristande användbarhet och hittade konsekvenser på grund av detta: brist på information och brist på enkelhet i it-systemet som leder till handhavandefel, dålig prestanda som leder till långa uppstartstider som i sin tur leder till säkerhetsrisker tack vare den mänskliga faktorn, samt att driftstörningar leder till att it-systemet inte går att använda. / There is a lot of research on design guidelines to increase the usability of secure IT systems and that problems with usability can cause problems in IT systems. However, research on the actual consequences that can arise from how usability has been implemented in secure IT systems is limited. The purpose of the study is to fill this gap of knowledge and the study was conducted as a case study based on qualitative interviews with seven participants. The participants were interviewed about their use of the IT system PRIO, their responses were then analyzed to find themes. These themes were used as a basis when we worked through the results. We found that PRIO has a lack of usability and found consequences because of this: lack of information and lack of simplicity in the IT system leading to handling errors, poor performance leading to long start-up times which in turn leads to security risks due to the human factor, and that operational disruptions leads to the IT system not being able to be used. / <p></p><p></p><p></p><p></p>
50

Designing a Mobile Application to Measure Walking Speed for NPH Patients

Lindén, Martin January 2023 (has links)
Impairments in walking and balance are symptoms of normal pressure hydrocephalus. Measuring walking speed is therefore important for diagnosing and following the rehabilitation of patients with the diagnosis. However, performing the measurement at the hospital is costly and requires a lot of resources. Therefore, this study aims to propose a design concept enabling patients to measure their walking speed at home. When designing for the elderly and people with cognitive impairments there are various aspects that need to be considered. For instance, one needs to consider that these individuals may have reduced vision, attention, and memory. Through a literature review, guidelines on how to design both generally and specifically for the target group have been gathered. These guidelines were used to develop a prototype which has been evaluated in usability tests and interviews. In total, eleven people participated in the study. The study included a low-fidelity evaluation and a high-fidelity evaluation of the prototype. While the prototype was generally considered intuitive and user-friendly, participants suggested improvements such as reducing unnecessary instructions. Further, it was evident that some elements were hard to see. Overall, participants had a positive attitude to the application and to perform measurements outside of the hospital. The evaluations resulted in a set of final design requirements that concluded simplicity, clarity, and visibility to be vital when designing for the elderly and people with cognitive impairments. / Nedsättningar i gång och balans är symtom på normaltryckshydrocefalus. Att mäta gånghastighet är därför viktigt för att diagnostisera och följa rehabiliteringen av patienter med diagnosen. Att utföra mätningen på sjukhuset är dock kostsamt och kräver mycket resurser. Därför syftar denna studie till att föreslå ett designkoncept som gör det möjligt för patienter att mäta sin gånghastighet hemma. När man designar för äldre och personer med kognitiva funktionsnedsättningar finns det olika aspekter som måste beaktas. Till exempel måste man tänka på att dessa individer kan ha nedsatt syn, uppmärksamhet och minne. Genom en litteraturgenomgång har riktlinjer för hur man designar både generellt och specifikt för målgruppen samlats in. Dessa riktlinjer användes för att utveckla en prototyp som har utvärderats i användarberhetstester och intervjuer. Totalt deltog elva personer i studien. Studien inkluderade en utvärdering av prototypen tidigt i designprocessen och en i slutet av designprocessen. Medan prototypen i allmänhet ansågs logisk och användarvänlig, föreslog deltagarna att minska onödiga instruktioner. Vidare var det uppenbart att vissa element i prototypen var svåra att se. Sammantaget hade deltagarna en positiv inställning till applikationen och att utföra mätningar utanför sjukhuset. Utvärderingarna resulterade i en uppsättning slutliga designkrav som beskriver enkelhet, tydlighet och synlighet som avgörande vid design för äldre och personer med kognitiva funktionsnedsättningar.

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