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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.
31

A design model of a competency based modular training system for the printing, newspaper and packaging industries

Thomas, David Llewellyn, 1944- 06 1900 (has links)
The study centres on the development of a didactically justified design model of a competency based modular training system for the Printing, Newspaper and Packaging Industries. The design model is represented in a diagram form identifying the components of the design model in relation to their systems function. The components of the design model are; training needs analysis, aims and objectives of training, the learner initial situation, the code of practice for training within industry, the pre-interactive training phase, the interactive training phase and training outcomes. Checklists are developed for using the design model as well as some practical examples of the implementation of the design model in creating a training system which features sound andragogic didactic principles and practices. The use of the design model enables the development of a practical competency based modular training system which meets the unique requirements of the Printing, Newspaper and Packaging Industries. / Educational Studies / M. Ed. (Didactics)
32

Theoretical advances in the modelling and interrogation of biochemical reaction systems : alternative formulations of the chemical Langevin equation and optimal experiment design for model discrimination

Mélykúti, Bence January 2010 (has links)
This thesis is concerned with methodologies for the accurate quantitative modelling of molecular biological systems. The first part is devoted to the chemical Langevin equation (CLE), a stochastic differential equation driven by a multidimensional Wiener process. The CLE is an approximation to the standard discrete Markov jump process model of chemical reaction kinetics. It is valid in the regime where molecular populations are abundant enough to assume their concentrations change continuously, but stochastic fluctuations still play a major role. We observe that the CLE is not a single equation, but a family of equations with shared finite-dimensional distributions. On the theoretical side, we prove that as many Wiener processes are sufficient to formulate the CLE as there are independent variables in the equation, which is just the rank of the stoichiometric matrix. On the practical side, we show that in the case where there are m_1 pairs of reversible reactions and m_2 irreversible reactions, there is another, simple formulation of the CLE with only m_1+m_2 Wiener processes, whereas the standard approach uses 2m_1+m_2. Considerable computational savings are achieved with this latter formulation. A flaw of the CLE model is identified: trajectories may leave the nonnegative orthant with positive probability. The second part addresses the challenge when alternative, structurally different ordinary differential equation models of similar complexity fit the available experimental data equally well. We review optimal experiment design methods for choosing the initial state and structural changes on the biological system to maximally discriminate between the outputs of rival models in terms of L_2-distance. We determine the optimal stimulus (input) profile for externally excitable systems. The numerical implementation relies on sum of squares decompositions and is demonstrated on two rival models of signal processing in starving Dictyostelium amoebae. Such experiments accelerate the perfection of our understanding of biochemical mechanisms.
33

Modèle novateur de conception d’interface humain-ordinateur centrée sur l’utilisateur : le designer en tant que médiateur

Zahedi, Mithra 03 1900 (has links)
Cette recherche porte sur des questions relatives à la conception des interfaces humain-ordinateur. Elle s’inscrit dans le courant des recherches sur l’utilisabilité et elle s’intéresse particulièrement aux approches centrées sur l’utilisateur. Nous avons été très souvent témoin des difficultés éprouvées par les utilisateurs dans l’usage de certaines interfaces interactives et nous considérons que ces difficultés découlent d’un problème de design. Le design d’interface doit être basé sur les besoins de l’utilisateur dans le cadre de ses activités, dont les caractéristiques devaient être bien comprises et bien prises en considération pour mener à la conception d’interfaces qui respectent les critères d’utilisabilité. De plus, la communauté des chercheurs ainsi que l’industrie admettent maintenant que pour améliorer le design, il est crucial de développer les interfaces humain-ordinateur au sein d’une équipe multidisciplinaire. Malgré les avancées significatives dans le domaine du design centrées sur l’utilisateur, les visées annoncées sont rarement réalisées. La problématique étudiée nous a conduit à poser la question suivante : En tant que designer d’une équipe multidisciplinaire de conception, comment modifier la dynamique de collaboration et créer les conditions d’une conception véritablement centrée sur l’interaction humain-ordinateur ? Notre démarche de recherche a été guidée par l’hypothèse voulant que l’activité de design puisse être le moyen de faciliter la création d’un langage commun, des échanges constructifs entre les disciplines, et une réflexion commune centrée sur l’utilisateur. La formulation de cette hypothèse nous a mené à réfléchir sur le rôle du designer. Pour mener cette recherche, nous avons adopté une méthodologie mixte. Dans un premier temps, nous avons utilisé une approche de recherche par projet (recherche-projet) et notre fonction était celle de designer-chercheur. La recherche-projet est particulièrement appropriée pour les recherches en design. Elle privilégie les méthodes qualitatives et interprétatives ; elle étudie la situation dans sa complexité et de façon engagée. Nous avons effectué trois études de cas successives. L’objectif de la première étude était d’observer notre propre rôle et nos interactions avec les autres membres de l’équipe de projet pendant le processus de design. Dans la seconde étude, notre attention a été portée sur les interactions et la collaboration de l’équipe. Nous avons utilisé le processus de design comme méthode pour la construction d’un langage commun entre les intervenants, pour enrichir les réflexions et pour favoriser leur collaboration menant à redéfinir les objectifs du projet. Les limites de ces deux cas nous ont conduit à une intervention différente que nous avons mise en œuvre dans la troisième étude de cas. Cette intervention est constituée par la mise en place d’un atelier intensif de conception où les intervenants au projet se sont engagés à développer une attitude interdisciplinaire permettant la copratique réflexive pour atteindre les objectifs d’un projet de construction d’un site web complexe centré sur l’utilisateur. L’analyse et l’interprétation des données collectées de ces trois études de cas nous ont conduit à créer un modèle théorique de conception d’interface humain-ordinateur. Ce modèle qui informe et structure le processus de design impliquant une équipe multidisciplinaire a pour objectif d’améliorer l’approche centrée sur l’utilisateur. Dans le cadre de ce modèle, le designer endosse le rôle de médiateur en assurant l’efficacité de la collaboration de l’équipe. Dans un deuxième temps, afin de valider le modèle et éventuellement le perfectionner, nous avons utilisé une approche ethnographique comportant des entrevues avec trois experts dans le domaine. Les données des entrevues confirment la validité du modèle ainsi que son potentiel de transférabilité à d’autres contextes. L’application de ce modèle de conception permet d’obtenir des résultats plus performants, plus durables, et dans un délai plus court. / In complex design projects, problems typically arise when the design process is undertaken by multi-disciplinary groups of experts as well as non-experts because they do not share a common vision about the user’s needs, do not have identical goals related to the task, and do not have a common language to have productive dialogues as the design process progresses. This research addressed issues related to the human-centered design approach within the context of human-computer interfaces (HCI). It explored ways in which a designer can create conditions whereby various contributors involved in the design process can benefit from the potential that the multi-disciplinary context afford to enrich their personal knowledge and reflection and at the same time work efficiently and collaboratively to design an interface that is user centered. The research used a mixed methodology. In the first instance, a project-grounded research (research through design) was used in three successive case studies with increasing degrees of intervention and control by the researcher. Project-grounded research involves the development of knowledge and theory related to the design activity in an authentic design project. The focus of the first case was for the designer/researcher to observe her role and interaction with others during the design process. In the second case, the focus shifted to the collaborative interactions. The design process was used as a method to foster consensus building and the adoption of a common language to communicate and mutual goals to aim for. Limitations identified in these two cases led to the design of an intervention that was implemented in the third case. This intervention comprised an intensive workshop whereby team members engaged in an interdisciplinary attitude building exercise leading to joint-reflective practice toward achieving the goal which was to create a website. Data generated from these three cases informed the development of a theoretical model that represents steps of “optimal” collaborative design process, focusing on user-centeredness. In this model, the designer is attributed the additional and central role of mediator (designer as mediator) that facilitates the convergence of disparate foci and ways of thinking. In the second instance, the model was presented to three design experts individually for validation purposes. Interview data collected from this process affirmed the validity of the concepts and relations depicted in the model as well as its transferability potential to other complex contexts. The proposed model has the promise of structuring design activities to unfold in a more efficient and timely manner while being sustainable.
34

Paradigma ou campo: uma análise da produção acadêmica sobre o processo de projeto

Stefani, Alessandra Márcia de Freitas 20 August 2014 (has links)
Made available in DSpace on 2016-03-15T19:24:21Z (GMT). No. of bitstreams: 1 Alessandra Marcia de Freitas Stefani.pdf: 3196213 bytes, checksum: da3548a1ae5d5dbe211382b2e0998be7 (MD5) Previous issue date: 2014-08-20 / Fundo Mackenzie de Pesquisa / This research takes place in the context of FAU-Mackenzie and from the author's experience as Computer Graphic Professor of Designer, who proposes a reflection on the academic discussion about the impact of digital tools in the design process. Having as main objective to identify factors in academic discourse to help understanding in what extent digital tools are effectively shaping a new paradigm or if what is new lately is the construction of a discourse configuring and defining a research field aiming to add value to players and agents who would not deserve within the scene of traditional academic discourses the same spotlight in design process. It uses as theoretical foundation Pierre Bourdieu´s thinking tools - habitus, field and capital - as well as the notion of paradigm shift by Thomas Kuhn in order to map design research field and to investigate the digital design model presented by Rivka Oxman in her article Theory and Design in the First Digital Age', published in Design Studies Magazine, 2006. In order to analyze academic context for design process this thesis focus on textual production of two authors considered references in the field of design research - Rivka Oxman and Nigel Cross - who are elected by this study as spokespersons of their fields and their scientific communities. This theoretical research was based on an extensive bibliographic survey of intellectual production made by the referenced authors and it considers their texts as narratives and discourses to understand our studied object the digital design process within its social context of their scientific and cultural production. Among the contributions belonging to this study there is one table with some unanswered questions about left over blanks in digital design by Oxman which can function as themes for future research and investigations with regards to digital design model. In addition, another benefit of this study was the presentation of the full translation of the article 'Theory and Design in The First Digital Age' (2006), by Rivka Oxman, which fills a gap in the Brazilian research as there are only a few texts translated about digital design in the academic production. / Esta pesquisa se dá no contexto da FAU-Mackenzie, a partir da experiência da autora como professora de Computação Gráfica no curso de Design, e propõe uma reflexão sobre a discussão acadêmica acerca do impacto das ferramentas digitais no processo de projeto. Tem como objetivo principal identificar fatores presentes no discurso acadêmico, que ajudem a compreender em que medida as ferramentas digitais estão efetivamente moldando um novo paradigma de processo de projeto ou se, em última análise, o que há de novo é a construção de um discurso, que ao configurar e delimitar um campo de pesquisa busca valorizar protagonistas e agentes que na cena tradicional dos discursos acadêmicos acerca do processo de projeto não mereceriam o mesmo destaque. Utiliza como fundamentação teórica as ferramentas de pensamento habitus, campo e capital - tal como construída por Pierre Bourdieu e a noção de transição de paradigmas, definida por Thomas Kuhn, para mapear o campo de pesquisa em projeto e investigar o Modelo de projeto digital apresentado por Rivka Oxman, no texto Theory and Design in the First Digital Age , publicado na revista Design Studies, 2006. A fim de analisar o processo de projeto em âmbito acadêmico, a tese faz um recorte de estudo sobre a produção textual de dois autores considerados referências no campo de pesquisa em projeto - Rivka Oxman e Nigel Cross, que são aqui eleitos como porta-vozes de seus campos e respectivas comunidades científicas. Esta pesquisa teórica baseou-se em um levantamento bibliográfico extenso da produção intelectual publicada pelos autores referenciados e considera tais textos como narrativas e discursos dos autores para ambientar o objeto de estudo processo de projeto digital - no contexto social de sua produção científica e cultural. Entre as contribuições presentes neste estudo estão um quadro de questões sobre as lacunas não respondidas no modelo de projeto digital de Oxman, contribuição que pode servir de base para futuras pesquisas e investigações sobre este tema. Além disso, outra contribuição deste estudo foi a apresentação integral da tradução do texto Theory and Design in the First Digital Age (2006), de Rivka Oxman, que preenche uma lacuna na pesquisa em projeto digital no Brasil, já que existem poucos textos traduzidos desta produção acadêmica.
35

Application of persuasive systems design for adopting green information systems and technologies

Shevchuk, N. (Nataliya) 04 October 2019 (has links)
Abstract Critical environmental situation requires academics and practitioners of various disciplines join efforts at planning sustainable development of the society. In information systems research, Green Information Systems and Technologies domain is the one that directly contributes to strengthening environmental values of individuals, communities, and organizations. Abundance of technology influences people most of the time. Although this influence is not always positive, research on persuasive technologies and behavior change support systems searches for the beneficial ways to utilize the impact of information systems on the daily activities of individuals. Ability to assist with encouraging certain behaviors is a defining characteristic of many contemporary systems and devices. Building on the knowledge obtained from the health domain, this dissertation investigates using persuasive technologies for fostering pro-environmental behavior change. Theoretical frameworks of the articles included in the dissertation are based primarily on the Persuasive Systems Design (PSD) model, accompanied by the other prominent socio-psychological theories commonly utilized in information systems research. This dissertation focuses on finding out how to encourage people to adopt and continue using mobile applications designed to assist with acquiring sustainable habits and behaviors. The dissertation is composed of the historical analysis, systematic literature review, and four experimental studies that explore different aspects of persuasive Green IS/IT. Besides analyzing existing research using PSD model as a tool for evaluation, new empirical studies provide fresh insights on Green IS/IT designed for behavior change. Addressed topics include technology adoption and continuance intention, perceived persuasiveness, self-disclosure and risk, endogenous motivations, gamification, and cognitive absorption. Conducted statistical analyses investigate relationships among PSD constructs and other related concepts to discover factors that can convince people initiate and continue using Green IS/IT to develop or maintain environmentally sound practices. Overall, the results reveal a high potential of the PSD model to become a vehicle for enhancement of the existing Green IS/IT. The dissertation provides implications for both academics and practitioners as well as suggestions for the future evolvement of persuasive Green IS/IT research. / Tiivistelmä Ympäristön ja ilmaston vakava tilanne vaatii kaikilta osapuolilta kestävää kehitystä tukevaa toimintaa. Niin sanotut ‘vihreät’ tietojärjestelmät ja informaatioteknologiat pyrkivät vaikuttamaan ihmisten käyttäytymiseen vahvistamalla yksilöiden, yhteisöjen ja organisaatioiden ympäristöarvoja ja niiden mukaista käyttäytymistä. Yltäkylläinen teknologiatarjonta vaikuttaa käyttäytymiseemme koko ajan. Vaikka tämä vaikutus ei aina olekaan positiivista, vakuuttavien ja suostuttelevien teknologioiden sekä käyttäytymisen muutosta tukevien järjestelmien tutkimus pyrkii etsimään niitä hyödyllisiä keinoja, joilla tietojärjestelmien avulla voidaan vaikuttaa myönteisesti jokapäiväiseen elämäämme. Monien nykyaikaisten järjestelmien ja laitteiden perusominaisuutena voidaankin nykyään pitää niiden kykyä rohkaista ja kannustaa käyttäjiä myönteiseen kohdekäyttäytymiseen. Tämä väitöskirja rakentuu erityisesti terveystoimialalta omaksuttuun suostuttelevia teknologioita koskevaan tutkimustietoon ja pyrkii soveltamaan tätä ympäristöystävällisen käyttäytymisen vahvistamiseen. Tämän väitöstutkimuksen johtavana teoreettisena viitekehityksenä toimii Persuasive Systems Design -malli (PSD). Sen lisäksi hyödynnetään joitakin muita tietojärjestelmätutkimuksessa hyödynnettyjä sosiaalipsykologian teorioita. Väitöskirja keskittyy tarkastelemaan, miten voidaan kannustaa ottamaan käyttöön mobiilisovelluksia, jotka on jo alun perin suunniteltu tukemaan kestävän kehityksen kannalta myönteistä käyttäytymistä ja käyttäytymisen muutosta, sekä jatkamaan niiden käyttöä. Väitöskirja koostuu aihealueen historiallisesta analyysistä ja systemaattisesta kirjallisuuskatsauksesta sekä neljästä kokeellisesta tutkimuksesta, jotka tutkivat ’vihreiden’ tietojärjestelmien ja informaatioteknologioiden vakuuttavia ja suostuttelevia ohjelmisto-ominaisuuksia. Sen lisäksi että olemassa olevaa kirjallisuutta on analysoitu PSD-mallia käyttäen, samaan malliin pohjautuvat empiiriset tutkimukset tuottavat tuoreita oivalluksia käyttäytymisen muutosta tukevaan suunnitteluun liittyen. Tutkimuksessa tarkastellaan teknologian käyttöönottoa, aikomuksia jatkaa teknologian käyttöä, koettua vakuuttavuutta ja suostuttelevuutta, sensitiivisten tietojen jakamista ja siihen liittyviä riskejä, sisäsyntyistä motivaatiota, pelillistämistä sekä kognitiivista absorptiota. Tilastollisten analyysien avulla tarkastellaan PSD-mallin ydinkäsitteiden ja muiden konstruktien välisiä suhteita, jotta tunnistettaisiin niitä tekijöitä, joiden avulla voidaan vaikuttaa hyödyllisten ‘vihreiden’ tietojärjestelmien ja informaatioteknologioiden käyttöönottoon ja käytön jatkamiseen, ja yleisemmin kannustamaan ympäristöystävällisiin käytänteisiin. Tutkimustulokset osoittavat PSD-mallin merkityksen kestävää kehitystä tukeville tietojärjestelmille ja informaatioteknologioille. Suoritetun tutkimuksen perusteella ehdotetaan teemoja jatkotutkimusta varten. Väitöstutkimuksen tuloksilla on merkitystä sekä tieteenharjoittajille että käytännön soveltajille.
36

Computer Assisted Evaluation Of Student Performance In An Engineering Course

Sindhu, R 10 1900 (has links)
Increasing enrollment of students and declining availability of qualified and experienced faculty are leading to increased assessment loads of the existing faculty. Moreover, the assessment techniques are changing drastically due to the ever-increasing demand of new knowledge and abilities from the students. The tools offered by information technology can now be effectively used in enhancing the productivity of a teacher. This thesis proposes a mechanism for creating both summative and formative assessment instruments for a course in an engineering program. The assessment instruments will vary widely in nature depending on the subject. With increasing prevalence of digital devices in all walks of life a first level knowledge of digital systems is considered necessary for all engineers especially under electrical and computer engineering curricula. The first level course ‘Basics of Digital Systems’ is chosen for developing a framework of computer assisted evaluation. Creation of assessment instruments is best done in the context of an instructional system design (ISD) model. ADDIE, a generic model is chosen for the study. Bloom’s classification of levels of cognition, Vincenti’s categorization of engineering knowledge, and ‘Gronlund 2-level’ method for writing the learning objectives are integrated to create a ‘Bloom-Vincenti–Gronlund’(BVG)framework for preparing the learning objectives/assessment instruments. Developing tools for evaluation of performance of students in the assessment tests requires consideration of many issues: analysis of problems and their solution methods, errors normally committed by students, grading preferences of the instructor and feedback to students. A set of tools are developed that are able to evaluate the truth tables, state tables, excitation tables, timing diagram and VHDL codes. The developed tools are validated. The submission of the assignment and the integration of all the tools for evaluation will be more effective if they can be integrated in a learning management system (LMS). ‘MOODLE’, an open source LMS, is identified for the integration of the tools. The developed tools execute the files submitted by the students, evaluate them, and provide feedback to the students. In summary, the thesis addressed some key issues related to “assessment and evaluation of students’ performance” and proposed an integrated computer assisted system for the evaluation of students’ performance in the course ‘Basics of Digital Systems’.
37

Modèle novateur de conception d’interface humain-ordinateur centrée sur l’utilisateur : le designer en tant que médiateur

Zahedi, Mithra 03 1900 (has links)
Cette recherche porte sur des questions relatives à la conception des interfaces humain-ordinateur. Elle s’inscrit dans le courant des recherches sur l’utilisabilité et elle s’intéresse particulièrement aux approches centrées sur l’utilisateur. Nous avons été très souvent témoin des difficultés éprouvées par les utilisateurs dans l’usage de certaines interfaces interactives et nous considérons que ces difficultés découlent d’un problème de design. Le design d’interface doit être basé sur les besoins de l’utilisateur dans le cadre de ses activités, dont les caractéristiques devaient être bien comprises et bien prises en considération pour mener à la conception d’interfaces qui respectent les critères d’utilisabilité. De plus, la communauté des chercheurs ainsi que l’industrie admettent maintenant que pour améliorer le design, il est crucial de développer les interfaces humain-ordinateur au sein d’une équipe multidisciplinaire. Malgré les avancées significatives dans le domaine du design centrées sur l’utilisateur, les visées annoncées sont rarement réalisées. La problématique étudiée nous a conduit à poser la question suivante : En tant que designer d’une équipe multidisciplinaire de conception, comment modifier la dynamique de collaboration et créer les conditions d’une conception véritablement centrée sur l’interaction humain-ordinateur ? Notre démarche de recherche a été guidée par l’hypothèse voulant que l’activité de design puisse être le moyen de faciliter la création d’un langage commun, des échanges constructifs entre les disciplines, et une réflexion commune centrée sur l’utilisateur. La formulation de cette hypothèse nous a mené à réfléchir sur le rôle du designer. Pour mener cette recherche, nous avons adopté une méthodologie mixte. Dans un premier temps, nous avons utilisé une approche de recherche par projet (recherche-projet) et notre fonction était celle de designer-chercheur. La recherche-projet est particulièrement appropriée pour les recherches en design. Elle privilégie les méthodes qualitatives et interprétatives ; elle étudie la situation dans sa complexité et de façon engagée. Nous avons effectué trois études de cas successives. L’objectif de la première étude était d’observer notre propre rôle et nos interactions avec les autres membres de l’équipe de projet pendant le processus de design. Dans la seconde étude, notre attention a été portée sur les interactions et la collaboration de l’équipe. Nous avons utilisé le processus de design comme méthode pour la construction d’un langage commun entre les intervenants, pour enrichir les réflexions et pour favoriser leur collaboration menant à redéfinir les objectifs du projet. Les limites de ces deux cas nous ont conduit à une intervention différente que nous avons mise en œuvre dans la troisième étude de cas. Cette intervention est constituée par la mise en place d’un atelier intensif de conception où les intervenants au projet se sont engagés à développer une attitude interdisciplinaire permettant la copratique réflexive pour atteindre les objectifs d’un projet de construction d’un site web complexe centré sur l’utilisateur. L’analyse et l’interprétation des données collectées de ces trois études de cas nous ont conduit à créer un modèle théorique de conception d’interface humain-ordinateur. Ce modèle qui informe et structure le processus de design impliquant une équipe multidisciplinaire a pour objectif d’améliorer l’approche centrée sur l’utilisateur. Dans le cadre de ce modèle, le designer endosse le rôle de médiateur en assurant l’efficacité de la collaboration de l’équipe. Dans un deuxième temps, afin de valider le modèle et éventuellement le perfectionner, nous avons utilisé une approche ethnographique comportant des entrevues avec trois experts dans le domaine. Les données des entrevues confirment la validité du modèle ainsi que son potentiel de transférabilité à d’autres contextes. L’application de ce modèle de conception permet d’obtenir des résultats plus performants, plus durables, et dans un délai plus court. / In complex design projects, problems typically arise when the design process is undertaken by multi-disciplinary groups of experts as well as non-experts because they do not share a common vision about the user’s needs, do not have identical goals related to the task, and do not have a common language to have productive dialogues as the design process progresses. This research addressed issues related to the human-centered design approach within the context of human-computer interfaces (HCI). It explored ways in which a designer can create conditions whereby various contributors involved in the design process can benefit from the potential that the multi-disciplinary context afford to enrich their personal knowledge and reflection and at the same time work efficiently and collaboratively to design an interface that is user centered. The research used a mixed methodology. In the first instance, a project-grounded research (research through design) was used in three successive case studies with increasing degrees of intervention and control by the researcher. Project-grounded research involves the development of knowledge and theory related to the design activity in an authentic design project. The focus of the first case was for the designer/researcher to observe her role and interaction with others during the design process. In the second case, the focus shifted to the collaborative interactions. The design process was used as a method to foster consensus building and the adoption of a common language to communicate and mutual goals to aim for. Limitations identified in these two cases led to the design of an intervention that was implemented in the third case. This intervention comprised an intensive workshop whereby team members engaged in an interdisciplinary attitude building exercise leading to joint-reflective practice toward achieving the goal which was to create a website. Data generated from these three cases informed the development of a theoretical model that represents steps of “optimal” collaborative design process, focusing on user-centeredness. In this model, the designer is attributed the additional and central role of mediator (designer as mediator) that facilitates the convergence of disparate foci and ways of thinking. In the second instance, the model was presented to three design experts individually for validation purposes. Interview data collected from this process affirmed the validity of the concepts and relations depicted in the model as well as its transferability potential to other complex contexts. The proposed model has the promise of structuring design activities to unfold in a more efficient and timely manner while being sustainable.
38

The impact of socio-cultural factors upon human-centred design in Botswana

Moalosi, Richie January 2007 (has links)
This thesis explores the relationship between culture and human-centred design in Botswana, a topic on which there is little previous research. The pinnacle of good product innovation is when it is grounded on sensitive cultural analysis of users' culture; however, it has been observed that designers have not yet been able to encode cultural phenomena to the same extent as cognitive and physical human factors. The study develops a theoretical framework of cultural analysis, comparing traditional with contemporary socio-cultural factors that can be applied to designing products. The content analysis method was used to extract and synthesise traditional and contemporary socio-cultural factors from Botswana's cultural sources. An experimental study was undertaken in Botswana to investigate how socio-cultural factors can be integrated in product design, and the participants' challenge was to transfer and apply these into product features that reflect Botswana's culture. This data was analysed using the qualitative method of textual and visual content analysis. A culture-orientated design model has been proposed to assist designers to consciously integrate culture in their design practice. The framework demonstrates how to specify, analyse and integrate socio-cultural factors in the early stages of the design process by advancing local thought, content and solutions. It advances a new approach to design education, theory, research and practice. It emerged that culture can be used as a resource of information and a source of inspiration for product innovation that connects with users' traditions. The research findings show that culture-orientated products have meaningful content that reflects users' lifestyles as well as providing them with symbolic personal, social and cultural values, and that these aspects facilitate product acceptance.
39

A design model of a competency based modular training system for the printing, newspaper and packaging industries

Thomas, David Llewellyn, 1944- 06 1900 (has links)
The study centres on the development of a didactically justified design model of a competency based modular training system for the Printing, Newspaper and Packaging Industries. The design model is represented in a diagram form identifying the components of the design model in relation to their systems function. The components of the design model are; training needs analysis, aims and objectives of training, the learner initial situation, the code of practice for training within industry, the pre-interactive training phase, the interactive training phase and training outcomes. Checklists are developed for using the design model as well as some practical examples of the implementation of the design model in creating a training system which features sound andragogic didactic principles and practices. The use of the design model enables the development of a practical competency based modular training system which meets the unique requirements of the Printing, Newspaper and Packaging Industries. / Educational Studies / M. Ed. (Didactics)
40

Exploring the influence of persuasive reminders and virtual rehearsal on the efficacy of health behavior change support system

Langrial, S. (Sitwat) 16 May 2014 (has links)
Abstract Information technologies have opened new opportunities to develop persuasive systems that support people to adopt and sustain healthy behaviors. Both web-based and ubiquitous information systems have shown promising results in supporting people to adopt healthy routines. Persuasive systems have therefore received increasing attention from researchers over the past decade. Behavior Change Support Systems are an object of persuasive technology. These systems are designed to facilitate behavior change process over an extended period of time. This dissertation comprises of six studies, including two investigative, two experimental, and two field studies. An effort has been made to consecutively build these studies to formulate a central research question: To what extent virtual rehearsal augmented with reminders influence overall efficacy of health Behavior Change Support Systems? The primary theoretical underpinning is the Persuasive Systems Design model, which highlights seven postulates and twenty-eight software features for developing Behavior Change Support Systems. However, in the presented work, reminders and virtual rehearsal are explicitly studied. The interplay between these software features is examined through using a mixed-method research approach, using qualitative methodology as a core research approach. The results indicate that carefully selected and integrated persuasive software features have significant impact on the overall efficacy of Behavior Change Support Systems. Presented work addresses health behavioral change as a critical aspect of healthcare, and also extends contemporary research on critical issues in healthcare including task adherence, attrition and compliance. / Tiivistelmä Uudet informaatioteknologiat ovat mahdollistaneet sellaisten vakuuttavien järjestelmien kehittämisen, jotka voivat tukea terveellisten käyttäytymismallien omaksumisessa ja niiden ylläpitämisessä. Sekä web-pohjaisilla että jokapaikan tietojärjestelmillä on saatu lupaavia tuloksia terveellisten rutiinien omaksumisessa. Vakuuttavat järjestelmät ovat näin viimeisen vuosikymmenen aikana saaneet kasvavaa huomiota tutkijoilta. Yksi vakuuttavan teknologian tutkimuskohteista on käyttäytymisen muutoksen tukijärjestelmät. Nämä järjestelmät on suunniteltu helpottamaan käyttäytymisen muutoksessa pitkähkön aikajakson kuluessa. Tämä väitöskirja koostuu kuudesta tutkimuksesta, sisältäen kaksi eksploratiivista, kaksi kokeellista ja kaksi kenttätutkimusta. Kyseiset tutkimukset on suunnitelut siten, että on voitu muodostaa yksi keskeinen tutkimuskysymys: Missä määrin virtuaalinen harjoittelu yhdessä muistutusten kanssa voi vaikuttaa käyttäytymisen muutoksen tukijärjestelmien tehokkuuteen? Pääasiallisena teoreettisena pohjana toimii vakuuttavien järjestelmien PSD-suunnittelumenetelmä (Persuasive Systems Design Model), joka korostaa seitsemää perusoletusta ja 28 ohjelmisto-ominaisuutta tällaisten käyttäytymisen muutoksen tukijärjestelmien kehittämisessä. Tässä väitöskirjassa on keskitytty tutkimaan erityisesti virtuaalisia muistutuksia ja virtuaalista harjoittelua. Kyseisiä ohjelmisto-ominaisuuksia on tarkasteltu käyttämällä mixed-method -tutkimustapaa erityisesti laadullisella tutkimusotteella. Tässä tutkimuksessa saadut tulokset osoittavat, että järjestelmien huolella valituilla ja toteutetuilla vakuuttavilla ominaisuuksilla on merkittävä vaikutus käyttäytymisen muutoksen tukijärjestelmien tehokkuuteen. Väitös osoittaa terveyskäyttäytymisen muutoksen olevan kriittinen osa terveydenhoitoa. Väitöstyö myös lisää terveydenhoidon tietämystä sen kriittisissä ongelmissa, erityisesti harjoituksiin sitoutumisessa tai vastaavasti harjoitusten tekemättä jättämisessä ylipäätään ja ohjeiden noudattamisessa.

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