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Identfying Adolescents' Perceptions of the Facilitators and Barriers to the Promotion of Healthy Sexuality of Adolescents of Prince Edward IslandMcQuaid, Rosanne 25 August 2011 (has links)
According to several studies, there have been improvements in adolescent sexual behaviour; declining adolescent pregnancies, fewer adolescents having more than one sexual partner, and an increasing numbers of adolescents using contraceptives. Notwithstanding these improvements, there are concerns regarding adolescents’ sexual health including adolescents’ limited knowledge of sexual health issues, high rates of sexually transmitted infections and the need to eliminate barriers to adolescent sexual health services. The purpose of this study was to explore adolescents’ perceptions of the facilitators and barriers to the promotion of healthy sexuality of adolescents living in PEI.
A qualitative descriptive design guided by CST and a socio-ecological framework was used to explore participants’ perceptions. Six female high school students, 16-18 years of age, participated in a face-to-face semi-structured interview followed by a second face-to-face follow up interview. Seven themes emerged from the data that was analyzed through thematic analysis: The Illusion of Accessible Resources; Risky Behaviours; Peer Pressure Alive and Well in High School; Cyberbullying; Parental Influence on Adolescent Decision Making; Inefficient and Underutilized School Health Resources; and Inefficient and Underutilized Community Health Resources. While it is evident that some promotion of healthy sexuality of adolescents is occurring in PEI, more investigation and development is needed to better support adolescents with comprehensive school services including guidance and education. The results of this study can be used to guide this future development.
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Explorative Design of an Indoor Positioning based Mobile Application for Workplaces : To ease workflow management while investigating any privacy concerns in sharing one’s location data indoorsSaxena, Vidhu Vaibhav January 2015 (has links)
This thesis elaborates on the design process of a mobile phone based application for indoor positioning at workplaces. The aim of the application is to ease workflow management and help increase the work efficiency of individuals and teams by reducing the amount of time spent in looking and waiting for each other. In doing so, the research takes a closer look on the user’s perspective on sharing one’s location data. An attempt is made to explore users’ behavior, investigating if any privacy concerns arise out of sharing one’s indoor location data and how it effects the adoption of the service within the context of a workspace. This exploratory approach employed a number of qualitative tools in order to gather data and analyze it. In order to understand the complex context of a work environment where activities (or actions) are defined by a number of factors, actors, mediators, communication channels, etc., the research followed an activity centred approach. The resulting solution is in the form of a service that provides layers of contextual information, responding to the overall activity being performed and the smaller actions that constitute it. A prototype of this application is then taken for user testing. The test results show that the users were hesitant in sharing their location data; citing a number of speculated scenarios where this information may be used in ways that induced a sense of being spied upon. However, in the overall acceptance and adoption of the system, the context of use (the workspace) was found to play a very crucial role.
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Budget Your Carbon Emissions : Interactive visualisation of an individual’s carbon budget / Budgetera dina koldioxidutsläpp : Interaktiv visualisering av individers koldioxidbudgetRaghunathan, Jayanthi January 2021 (has links)
Climate change is now more of a reality than ever. Carbon budget provides an upper limit on the amount of carbon that can be emitted, for the earth to be within an accepted temperature rise. People are aware that eating less meat, flying less and reducing product consumption would decrease their emission, but they are not sure on how much less. Existing studies show that people are quite willing to accept the concept of carbon budget but there is no tool that visualises this information at an individual level. This study investigated the features that must be included in a carbon budget tool when visualising an individual’s information to create awareness. An exploratory design approach was used in this study where the design was iteratively developed from user feedback. Four preliminary designs were first developed and discussed in a focus group. With the feedback from the focus group, one design was finalised and redesigned as a carbon budget tool. This was tested in a one-on-one user testing where users had to complete tasks using the tool. The study results provided evidence that personalised information, effective text, labels, interactive features, and clear and simple layout are important features that must be included when designing a tool to visualise an individual’s carbon budget. The participants also rated an increase in awareness of carbon budget concept after using the tool. / Klimatförändringarna är nu mer verkliga än någonsin. En koldioxidbudget anger en övre gräns för mängden utsläpp av klimatgaser som kan släppas ut för att hålla ökningen av jordens medeltemperaturen inom en acceptabel gräns. Många människor är medvetna om att lägre köttkonsumtion, färre flygresor och en minskad konsumtion av saker skulle minska deras utsläpp, men de är inte säkra på hur mycket varje ändring påverkar utsläppen. Befintliga studier visar att människor accepterar begreppet koldioxidbudget i sig, men det finns idag inga verktyg för att visualisera en koldioxidbudget på individuell nivå. Denna studie undersöker vilka funktioner som behöver ingå i ett verktyg för visualisering av en individuell koldioxidbudget, med syfte att skapa medvetenhet hos användaren. En utforskande designmetod användes där verktygets design utvecklades iterativt med feedback från användare. Först utvecklades fyra preliminära designprototyper som diskuterades i en fokusgrupp. Med feedback från fokusgruppen vidareutvecklades en av prototyperna till en slutgiltig version. Detta testades i en användartestning där användare utförde uppgifter med verktyget. Studieresultaten visade att personlig information, effektiv text, etiketter, interaktiva funktioner och tydlig och enkel layout är viktiga funktioner som måste inkluderas när man utformar ett verktyg för att visualisera en koldioxidbudget för individuell användning. Deltagarna bedömde också att de uppnått en ökad medvetenhet om konceptet koldioxidbudget efter att ha använt verktyget.
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The "Creative Workspace": A Comparative Analysis of Stakeholder PerceptionsRadziunaite, Augustina 01 July 2016 (has links) (PDF)
The rise of information technologies and creative industries formed a new class of “creative knowledge workers” with special needs for a workspace design. The recent tendency of playful and bold workspace designs for creative industries was labeled by some researchers as a “creative workspace,” but a body of knowledge about design strategies supporting “creative knowledge workers’” performance is still limited.
This master’s thesis research attempts to define “creative workspace” design phenomenon based on the three main stakeholder groups’ perceptions. The research analyzes existing literature and conducts in-depth interviews with designers and users to collect the data and compare the findings. Based on the findings, research proposes an interactive exploratory design game helping to easier communicated spatial ideas related to the “creative workspace” design.
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Superfície mágica: criando superfícies interativas por meio de câmeras RGBD e projetores / Magic Surface: creating interactive surfaces using RGBD cameras and projectorsSousa, Alexandre Martins Ferreira de 23 June 2015 (has links)
Em computação ubíqua, existe a ideia de tornar o computador onipresente, \"invisível\", de modo a aproximar computadores e humanos. Com o avanço das tecnologias de hardware e de software, torna-se interessante investigar possibilidades inovadoras de interação com os computadores. Neste trabalho, exploramos novas formas de interação inspiradas nos atos de desenhar, agarrar e gesticular. Para testá-las, desenvolvemos novos algoritmos baseados em câmeras RGBD para detecção, classificação e rastreamento de objetos, o que permite a concepção de uma instalação interativa que utilize equipamentos portáteis e de baixo custo. Para avaliar as formas de interação propostas, desenvolvemos a Superfície Mágica, um sistema que transforma uma superfície comum (como uma parede ou uma mesa) num espaço interativo multi-toque. A Superfície Mágica identifica toques de dedos de mãos, de canetas coloridas e de um apagador, oferecendo também suporte a uma varinha mágica para interação 3D. A Superfície Mágica suporta a execução de aplicativos, permitindo que uma superfície comum se transforme numa área interativa para desenho, num explorador de mapas, num simulador 3D para navegação em ambientes virtuais, entre outras possibilidades. As áreas de aplicação do sistema vão desde a educação até a arte interativa e o entretenimento. A instalação do protótipo envolve: um sensor Microsoft Kinect, um projetor de vídeo e um computador pessoal. / Ubiquitous computing is a concept where computing is thought to be omnipresent, effectively \"invisible\", so that humans and computers are brought together in a seamless way. The progress of hardware and software technologies make it compelling to investigate innovative possibilities of interaction with computers. In this work, we explore novel ways of interaction that are inspired by the acts of drawing, grasping and gesturing. In order to test them, we have developed new RGBD camera-based algorithms for object detection, classification and tracking. This allows the conception of an interactive installation that uses portable and low cost equipment. In order to evaluate the proposed ways of interaction, we have developed the Magic Surface, a system that transforms a regular surface (such as a wall or a tabletop) into a multitouch interactive space. The Magic Surface detects touch of hand fingers, colored pens and eraser. It also supports the usage of a magic wand for 3D interaction. The Magic Surface can run applications, allowing the transformation of a regular surface into an interactive drawing area, a map explorer, a 3D simulator for navigation in virtual environments, among other possibilities. Areas of application range from education to interactive art and entertainment. The setup of our prototype includes: a Microsoft Kinect sensor, a video projector and a personal computer.
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Superfície mágica: criando superfícies interativas por meio de câmeras RGBD e projetores / Magic Surface: creating interactive surfaces using RGBD cameras and projectorsAlexandre Martins Ferreira de Sousa 23 June 2015 (has links)
Em computação ubíqua, existe a ideia de tornar o computador onipresente, \"invisível\", de modo a aproximar computadores e humanos. Com o avanço das tecnologias de hardware e de software, torna-se interessante investigar possibilidades inovadoras de interação com os computadores. Neste trabalho, exploramos novas formas de interação inspiradas nos atos de desenhar, agarrar e gesticular. Para testá-las, desenvolvemos novos algoritmos baseados em câmeras RGBD para detecção, classificação e rastreamento de objetos, o que permite a concepção de uma instalação interativa que utilize equipamentos portáteis e de baixo custo. Para avaliar as formas de interação propostas, desenvolvemos a Superfície Mágica, um sistema que transforma uma superfície comum (como uma parede ou uma mesa) num espaço interativo multi-toque. A Superfície Mágica identifica toques de dedos de mãos, de canetas coloridas e de um apagador, oferecendo também suporte a uma varinha mágica para interação 3D. A Superfície Mágica suporta a execução de aplicativos, permitindo que uma superfície comum se transforme numa área interativa para desenho, num explorador de mapas, num simulador 3D para navegação em ambientes virtuais, entre outras possibilidades. As áreas de aplicação do sistema vão desde a educação até a arte interativa e o entretenimento. A instalação do protótipo envolve: um sensor Microsoft Kinect, um projetor de vídeo e um computador pessoal. / Ubiquitous computing is a concept where computing is thought to be omnipresent, effectively \"invisible\", so that humans and computers are brought together in a seamless way. The progress of hardware and software technologies make it compelling to investigate innovative possibilities of interaction with computers. In this work, we explore novel ways of interaction that are inspired by the acts of drawing, grasping and gesturing. In order to test them, we have developed new RGBD camera-based algorithms for object detection, classification and tracking. This allows the conception of an interactive installation that uses portable and low cost equipment. In order to evaluate the proposed ways of interaction, we have developed the Magic Surface, a system that transforms a regular surface (such as a wall or a tabletop) into a multitouch interactive space. The Magic Surface detects touch of hand fingers, colored pens and eraser. It also supports the usage of a magic wand for 3D interaction. The Magic Surface can run applications, allowing the transformation of a regular surface into an interactive drawing area, a map explorer, a 3D simulator for navigation in virtual environments, among other possibilities. Areas of application range from education to interactive art and entertainment. The setup of our prototype includes: a Microsoft Kinect sensor, a video projector and a personal computer.
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A social work training programme for caregivers of infants in San Bernardino County, CaliforniaCalitz, Maria-Lina Lusitano 22 September 2005 (has links)
This research concentrates on the developing, implementing, and evaluating of a practical training program for the caregiver of an infant in order to provide in the infant’s primary needs and development. The research problem of quality care for the infant during the time that his mother is working was identified and discussed in chapter 1. Intervention research was used as research methodology. This methodology implies a combined quantitative and qualitative approach. The first part of this research (chapters 2&3) addresses the problem analysis and information gathering linked to the development of a theoretical basis for the intervention model. Infancy as developmental stage is discussed as well as the developmental tasks that the infant must achieve during this phase in order to grow and develop as a self-actualized individual (chapter 2). It is essential for the caregiver to gain knowledge and skills about infancy, the needs and the developmental tasks of this phase. The tasks, roles, and responsibilities of the caregiver were discussed in chapter 3. The second part of this research (chapter 4) is related to the design of the intervention program, the conducting of a pilot test and the refining of the intervention. This in-home care program is theoretically funded, and it is divided practically into the five workdays of the week, in accordance with the five developmental tasks that the infant must achieve in this developmental phase. Ten caregivers willingly participated in this intervention program. In chapter 5, the empirical findings with the development and implementation of the training program for in-home care of an infant are discussed. From the information gathered during the focus groups with the mothers of infants and caregivers as well as the results from the questionnaires from pre-tests and post-tests, the researcher came to the conclusion that the research problem of quality caretaking of an infant for the time his mother is working is addressed. Through internalizing theoretical knowledge and practical skills during the training program, the caregivers are able to care optimally for an infant at home. They are equipped with play techniques and mediums which are adapted within the gestalt approach and supported by relevant aids. The caregiver is able to stimulate the infant’s developmental needs and tasks in this developmental phase. Conclusions and recommendations (chapter 6) of this study are put forward in accordance with the process that was followed in developing and implementing the training program for optimal caretaking of the infant in the safe and familiar environment of his own home. / Thesis (DPhil (Social Work))--University of Pretoria, 2006. / Social Work and Criminology / Unrestricted
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Designing for the Distracted : A User-Centered Approach to Explore and Act on the User Experiences of People with Short Attention Spans / Design för de distraherade : Ett användarcentrerat tillvägagångssätt för att utforska och agera på användarupplevelserna för personer med korta uppmärksamhetsspannRydén, Matilda January 2023 (has links)
Short attention spans are a growing phenomenon, impacting users in their daily interactions with technology. While there have been studies in the field of HCI on how to design for directing or maximizing user attention, few have focused on users with short attention spans and their felt experiences. To fill this research gap, this study employed a user-centered design approach involving a pre-study and a workshop concerning web design. A thematic analysis of the data revealed ten themes which, among other things, dealt with web navigation, overwhelming interfaces and distractions. The results showed that attention is an embodied experience and relying solely on quantitative data, such as eye tracking, may not provide a complete understanding of it. Therefore, involving those affected in the design process can assist designers in creating the best possible experience, aligning with the end-users’ own definition of what constitutes a good experience. Additionally, designers should adapt to minimalist design principles to meet the needs of this user group. This paper contributes to research by giving in-depth insights into the felt experiences of short attention spans, and how these experiences may be designed for. / Korta uppmärksamhetspann är ett växande fenomen som påverkar användare i deras dagliga interaktioner med teknologi. Även om det har gjorts studier inom HCI om hur man designar för att rikta eller maximera användares uppmärksamhet, har få fokuserat på användare med korta uppmärksamhetspann och deras erfarenheter. För att bidra med kunskap inom detta område, använde denna studie en användarcentrerad designmetodik som innefattade en förstudie och en workshop om webdesign. En tematisk analys av datan resulterade i tio teman som bland annat handlade om webnavigering, överväldigande gränssnitt och distraktioner. Resultatet visade att uppmärksamhet är en förkroppsligad upplevelse och att enbart förlita sig på kvantitativ data såsom eye-tracking inte nödvändigvis ger en fullständing representation. Involvera de berörda i designprocessen kan därför hjälpa designers att skapa den bästa möjliga upplevelsen, i linje med slutanvändarnas egen definition av vad som utgör en god upplevelse. Dessutom bör designers använda sig av minimalistiska designprinciper för att tillgodose behoven hos denna användargrupp. Denna artikel bidrar till forskningen genom att ge inblickar i de upplevda erfarenheterna av korta uppmärksamhetspann och hur dessa erfarenheter kan designas för.
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