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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.
11

Social Barriers to Physical Activity for Individuals with Physical Disabilities

Cappe, Shauna January 2012 (has links)
The purpose of this thesis was to explore socially constructed discursive barriers to physical activity for people with physical disabilities. This research was informed by a critical disability studies framework. Eight interviews were conducted, split between end-users and stakeholders. The end-user article discusses their perspectives with regard to their own PA participation, their use of PA resources, and their views of how disability is constructed. The stakeholder article deals with their views with regard to Canada’s progress in creating inclusive PA guidelines, the research process as it effects people with physical disabilities, and how disability is constructed. The results showed awareness among both groups of the social model of disability, but that the medical model is still firmly rooted. Work is needed to create inclusive promotional materials and disseminate them effectively. An effective advocacy and lobbying effort was suggested as one avenue towards a possible solution to this issue.
12

Catalogue across languages? : The opportunities and challenges of the multilingual Online Public Access Catalogue as an interface between librarians and end-users / Katalog utan språkgränser? : Möjligheterna och utmaningarna med den flerspråkiga onlinebibliotekskatalogen som gränssnitt mellan bibliotekarier och slutanvändare

Guichard -Marneur, Maud January 2023 (has links)
There exist two assumptions that may well be connected. The first is that in an increasingly global and technological world, language barriers have fallen. Online machine translation services are monetarily free for everyone to use. So why is working with multilingual material so difficult in the library context? The second assumption is that the library catalogue is a technical fossil that has long been surpassed by the search and retrieval performance of the World Wide Web. Isn't the library catalogue simply a technical necessity of little interest? This study addresses the challenges and opportunities of the multilingual Online Public Access Catalogue (OPAC) as a key interface between librarians and end-users. The multilingual OPAC as interface definesaccess (for whom, to what, where). The competences, technology, and standards that come into play in an OPAC to access library references irrespective of the query language are investigated. The study combines a case study looking at the Swedish library context, its multilingual acquisition, and cataloguing workflows, with an evaluation of three selected OPACs to assess if and to which extent an OPAC can perform across languages.
13

Purchase intention in an electronic commerce environment: A trade-off between controlling measures and operational performance

Shareef, M.A., Dwivedi, Y.K., Kumar, V., Davies, G., Rana, Nripendra P., Baabdullah, A.M. 25 September 2020 (has links)
Yes / Purpose: The purpose of this paper is to understand the integrated impact of the application of protection measures against identity theft on consumers’ synergistic perception of trust, the cost of products/services and operational performance (OP) – all of which in turn is postulated to contribute to purchase intention (PI) when shopping online. Design/methodology/approach: In order to accomplish the specified aim, this study first conducted an experiment by involving the students from a university in Bangladesh. Then a survey was conducted to capture their opinion based on the previous experiment. Findings: The study identified that in e-commerce, OP and trust have potential impact on pursuing consumers’ PI. Traditionally, price is always an issue in marketing; however, for e-commerce, this issue does not have direct impact on PI. Research limitations/implications: The main limitation of this study is that a less established e-commerce example was utilized to conduct the experiment and survey for validating the model. Also, the study was conducted only in the context of Bangladesh and a student sample was utilized. Future studies can test the model in different contexts (particularly to verify the impact of privacy) by utilizing data from consumers. Practical implications: This study has resolved a controversial issue by generating clear guidelines that the overall conjoint effect of OP, trust, and price on PI is neither negative nor neutral. Synergistically, the application of these controlling tools of identity theft can substantially enhance consumers’ trust, which is the single most predictor to pursue consumer PI. Originality/value: This study has provided in-depth insight into the impact of different controlling measures in e-commerce PI. Practitioners have potential learning from this study that if consumers find the application of different controlling mechanisms against cybercrimes, particularly identity theft, enhancing the reliability, authenticity and security of transactions in this virtual medium, they do not mind paying a higher price. Such insights have not been provided by existing studies on this topic. Developing trust on e-commerce purchase is the driving force, not the price.
14

“The importance of collaboration between the project team, end-users, and stakeholders in managing complex decisions and risks in project environments”

Rye, Sara, Danquah, J. 22 July 2023 (has links)
No / The importance of a collaborative approach between the project team, end-users, and stakeholders in managing complex decisions and risks in project environments has long been emphasized. The Porter model emphasizes the need to focus on client needs and competitive advantage. However, a lack of resources and capability development may hinder the project team's ability to provide appropriate services. Supervisors, team members, and end-users can play a supportive role in easing complexity in risk management and decision-making. It is important to understand standards as performance measures for decision-making and the need for detailed knowledge of the project brief. The value of group decision support systems and low-intensity involvements in decision-making would give rise to involving end-users in critical decision-making, the importance of focusing on organizational culture and strategic planning, and the need for a change of mindset to align individual perceptions with the norm. It is also important to gather and analyze information before making a decision. While some project teams see end-users as a threat to their judgment, the research emphasizes the duty to respond to end-users' needs and highlights the value they add to risk assessment.
15

Quality of antiretroviral therapy in public health facilities in Nigeria and the perceptions of the end users

Chiegil, Robert Joseph 29 February 2012 (has links)
The health care industry in Nigeria is increasingly grappling with challenges of meeting end users’ requirements and expectations for quality antiretroviral therapy (ART) service provision. This study sought to explore and describe the quality of antiretroviral therapy in public health facilities in Nigeria and the perceptions of the end users. A descriptive qualitative research design was used in the study in order to generate ideas from end users for improving quality of ART service provision, and prompt additional research activities. Unstructured focus group discussions were conducted with end users (n=64) in 6 locations across the 6 geopolitical zones of Nigeria. Data was analysed using the framework approach because it reflects the original accounts and observations of the end users and the Weft QDA version 1.0.1 software to validate the results. Findings revealed that end users were satisfied with uninterrupted antiretroviral drug supplies, courtesy treatment, volunteerism of support group members and quality counselling services. End users expect public health facilities to accept diagnostic results from collaborating facilities, implement continuous quality improvement (CQI), maintain clean and adequate health infrastructure, reduce end user waiting time, reduce stigma, comprehensively assess end users during each clinic visit and ensure uninterrupted ART services. They also expect effective collaboration between healthcare providers and support group members, to enhance the quality of life of people living with HIV (PLHIV). End users identified the following as quality gaps in ART service provision: weak health facility leadership, non-attractive ART service infrastructure, frequently interrupted laboratory services, demotivated and inadequate health care workers, long waiting time, interrupted medicine supplies and inadequate procedure for complaints management. In conclusion, the following recommendations were proffered: deploy and train additional health care workers, integrate ART into regular health services, improve supply chain management of health commodities, and reduce end user overload in clinics. Finally, a best practice guideline for the provision of end user focused ART service provision was developed. / Health Studies / D.Litt. et Phil. (Health Studies)
16

Learning loops in sustainable design : applying Social Return on Investment (SROI) to buildings

Watson, Kelly January 2017 (has links)
Design quality work has sought to identify the impact of building design on users during the last 25 years. However, it has rarely considered the role that social context plays in this relationship, an issue that dovetails with the emerging concept of "social value". To drive learning in design, the social value of buildings requires measurement and dissemination, yet existing post-occupancy methodologies have focused on technical building performance rather than user experience. A shift in evaluative focus is needed. The social value of buildings is conceptualised as the mutual interaction between physical building design, active building users and the dynamic social relations that exist within the community of building users. This research has investigated the effective measurement of the social value of buildings and its potential influence on learning in design and commissioning processes, through the critical application of a social impact methodology called Social Return on Investment (SROI). Three case buildings were selected from the nonclinical healthcare sector with differing levels of user-centred design to trial SROI and develop a framework for its application to the built environment. SROI is designed to quantify complex social outcomes, identified through qualitative stakeholder engagement, and generate a transferable metric in the form of a monetised return-on-investment ratio. A methodological account is given of the challenges faced when applying it to the case buildings and the modifications required as a result, representing a unique information source about applied social value research in buildings. However, the effectiveness of SROI at measuring the social value of buildings is questioned due to the process of simplification required to turn qualitative user narratives into monetised data. Its potential utility as a decision-making tool in the built environment is investigated through engagement with design and commissioning professionals. The findings suggest that SROI has limited utility in design-related decisions, but considerable potential as a high level investment tool to inform funding and commissioning decisions. Due to the accessibility of its methodology and transferability of its results, SROI is well-placed as a tool for end user clients, commissioners and investors, as much as design experts. SROI represents a development in lay (e)valuation practices in the built environment, with broader implications for user-centred learning in the context of the growing wellbeing agenda.
17

The value of personalised consumer product design facilitated through additive manufacturing technology

Abdul Kudus, Syahibudil I. January 2017 (has links)
This research attempted to discover how Additive Manufacturing (AM) can best be used to increase the value of personalised consumer products and how designers can be assisted in finding an effective way to facilitate value addition within personalisable product designs. AM has become an enabler for end-users to become directly involved in product personalisation through the manipulation of three-dimensional (3D) designs of the product using easy-to-use design toolkits. In this way, end-users are able to fabricate their own personalised designs using various types of AM systems. Personalisation activity can contribute to an increment in the value of a product because it delivers a closer fit to user preferences. The research began with a literature review that covered the areas of product personalisation, additive manufacturing, and consumer value in product design. The literature review revealed that the lack of methods and tools to enable designers to exploit AM has become a fundamental challenge in fully realising the advantages of the technology. Consequently, the question remained as to whether industrial designers are able to identify the design characteristics that can potentially add value to a product, particularly when the product is being personalised by end-users using AM-enabled design tools and systems. A new value taxonomy was developed to capture the relevant value attributes of personalised AM products. The value taxonomy comprised two first-level value types: product value and experiential value. It was further expanded into six second-level value components: functional value, personal-expressive value, sensory value, unique value, co-design value, and hedonic value. The research employed a survey to assess end-users value reflection on personalised features; measuring their willingness to pay (WTP) and their intention to purchase a product with personalised features. Thereafter, an experimental study was performed to measure end-users opinions on the value of 3D-printed personalised products based on the two value types: product value and experiential value. Based on the findings, a formal added value identification method was developed to act as a design aid tool to assist designers in preparing a personalisable product design that embodies value-adding personalisation features within the product. The design method was translated into a beta-test version paper-based design workbook known as the V+APP Design Method: Design Workbook. The design aid tool was validated by expert designers. In conclusion, this research has indicated that the added value identification method shows promise as a practical and effective method in aiding expert designers to identify the potential value-adding personalisation features within personalisable AM products, ensuring they are able to fully exploit the unique characteristics and value-adding design characteristics enabled by AM. Finally, the limitations of the research have been explained and recommendations made for future work in this area.
18

Amélioration de la cartographie du risque d'inondation par l'intégration des besoins et préférences des destinataires / Improving flood maps by integrating the needs and the preferences of end-users

Palka, Gaëtan 11 December 2015 (has links)
La gestion du risque d'inondation a évolué d'une approche structurelle à une politique nonstructurelle supportée par des outils graphiques, dont les cartes, présents à toutes les étapes de la gestion du risque d'inondation. Cependant, si elles sont parmi les meilleurs outils pour la représentation, la communication et l'aide à la décision, ces cartes se caractérisent par des lacunes dans leur figuration, notamment en raison d'une faible prise en compte de la maîtrise d'usage lors de leur conception. L'objectif principal de cette recherche est de définir les règles cartographiques spécifiques à différentes catégories d'acteurs directement usagers des cartes lors d'une phase d'évacuation (habitants, décideurs locaux et force de secours) en tenant compte de leurs caractéristiques et de leurs questions afin de produire des cartes plus efficaces pour la gestion de cette étape. Dans cette logique, l'application IMaDeS (Interactive Map Design System) a été développée pour permettre aux destinataires de co-concevoir leurs cartes dont les parangons sont évalués par oculométrie couplée à un questionnaire. / Flood risk management has evolved from a structural approach to a non-structural policy supported by graphical tools (including maps), present at all stages of the flood risk management. However, although they are among the best tools for representation, communication and decision-making, these maps are characterized by gaps in their figuration, particularly because of a weak integration of their use in the design. The main objective of this research is to define the specific mapping rules for different categories of stakeholders who are the end-users of maps during an evacuation (inhabitants, local decision-makers and rescue forces) by using their characteristics and their issues to produce more efficient maps in order to manage evacuation. Toward this goal, the IMaDeS application (Interactive Map Design System) was developed to allow stakeholders to co-build their maps and the most representative templates are evaluated by eye-tracking paired with a questionnaire.
19

Mobile learning in higher education : Students’ acceptance of mobile learning in three top Chinese universities

Zhu, Qiyao, Hu, Yan, Guo, Wentao January 2012 (has links)
Introduction: Along with the swift spread of 3G and wireless network, wireless technologies are applied in many areas, especially in education. The advent of mobile learning overcomes several limitations and barriers of traditional classroom education. As for higher education in China, mobile learning is in its infancy stage. Understanding end-users’ acceptance of mobile learning is crucial, because new technological advances cannot enhance performance if they are not accepted by end-users. This study focuses on three top Chinese universities and answers the following research questions: How do students perceive mobile devices as a learning tool incorporated in class and what are their attitudes towards mobile learning? What are the motivational factors that affect students’ acceptance of mobile learning? Purpose: The purpose of this study is to test the proposed Technology Acceptance Model (TAM) in explaining students’ acceptance in three top Chinese universities. The goal of this work is to enhance the understanding of user acceptance of incorporating learning into mobile device inside and outside classes. Method: A deductive, theory-testing approach was used in this study. Eleven hypotheses were built based on a literature review and on the proposed TAM model, and were tested using primary data and literature review. Primary data was gathered via semi-structured interviews and questionnaires. The data collected through the questionnaire was analysed by Structural Equation Modeling. Conclusion: Through testing the proposed model, the authors found that students are positive towards mobile learning but they do not have a strong willingness to adopt it. The proposed TAM model can improve the understanding of students’ motivation by suggesting what factors are the most important in enhancing students acceptance of mobile learning.
20

Design Thinking och Fyrstegaren : En jämförande studie om två människocentrerade designprocesser

Ahlgren Andersson, Ellen, Enecker, Maria January 2016 (has links)
Design Thinking is a prototype-driven, solution-based and human-centered innovation approach and design process that has been receiving a growing amount of attention in both the industry and research during the last decade. In this paper we intend to evaluate Design Thinking in relation to the in-house design process of the digital transformation agency Mogul AB. Their process, called the Four Step Model, was developed by the design team as a result of years of experience and evaluation of best-practice. The aim of our study is to compare Design Thinking’s initial phases Empathize and Define to the corresponding strategy phase in the Four Step Model. Using this comparison we aim to evaluate in what way Design Thinking could be integrated in the Mogul’s Four Step Model in order to obtain a more human-centered process and result. This study is based on a) research on Design Thinking and human-centered design processes b) interviews with representatives from Mogul's design team, and c) documentation from our own work process, producing a recruitment site for Mogul, where we used Design thinking as our working method. Our study shows that Mogul's design process would benefit from integrating a number of tools and mindsets from Design Thinking. Our key findings suggest that the Four Step Model should be more iterative and include the end user in an extended degree during the whole design process, and especially during the initial stages of the process. The Four Step Model would also benefit from more tangible tools for obtaining a deeper understanding of the end user’s needs. By embracing these mindsets from Design Thinking, the Four Step Model could become more useful, efficient and human-centered. / Design Thinking är en prototypdriven, lösningsorienterad och människocentrerad innovationsmetod och designprocess som har fått alltmer uppmärksamhet, både i branschen och designforskningen, det senaste decenniet. I denna rapport har vi för syfte att utvärdera Design Thinking i relation till den interna designprocess som används på den digitala transformationsbyrån Mogul AB. Deras process, som kallas Fyrstegaren, har utvecklats av Moguls designteam, och är ett resultat av många års yrkesverksamhet och erfarenhet av best practice. Syftet med vår studie är att jämföra Design Thinkings initiala faser Empathize och Define, med den motsvariga Strategifasen i Fyrstegaren. Med denna jämförelse ämnar vi utvärdera på vilka sätt Design Thinking skulle kunna integreras i Moguls fyrstegare för en mer människocentrerad process och resultat. Studien är baserad på a) forskning om Design Thinking och människocentrerade designprocesser, b) intervjuer med representanter från Moguls designteam, och c) dokumentation från vår egen praktiska produktutveckling av en rekryteringswebbplats till Mogul, där Design Thinking har varit vår arbetsmetod. Studien visar att Moguls designprocess skulle gynnas av att integrera ett antal verktyg och tankesätt från Design Thinking. Våra nyckelfynd föreslår att Fyrstegaren borde bli mer iterativ och inkludera slutanvändaren genom hela processen, främst i dess inledande faser. Fyrstegaren skulle också behöva fler handgripliga verktyg för att skapa en djupare förståelse för användaren och dess behov. Genom att integrera dessa principer från Design Thinking menar vi att Fyrstegaren skulle kunna bli mer ändamålsenlig, effektiv och människocentrerad.

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