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Gamers with the Purpose of Language Resource Acquisition : Personas and Scenarios for the players of Language Resourcing Games-With-A-PurposeDroutsas, Nikolaos January 2021 (has links)
Ethical, cheap, and scalable, purposeful games leverage player entertainment to incentivise contributors in language resourcing. However, discourse is scarce around the enjoyability of these games, whose playerbases are divided between a tiny minority of reliable contributors and a vast majority of inconsistent contributors. This study aims to deepen the discourse around design possibilities tailored to the unevenly contributing playerbases of such games by building on player-reported data to create three engaging personas and narrative scenarios. Using Pruitt and Grudin’s way of weighing feature suitability in persona-focused design, social incentives and majority voting are indicated as the most and least prominent features, respectively. Indeed, the weight of the primary persona, representing 3.5% of the playerbase, is 72%, more than double the combined weight, 56%, of the remaining 96.5% of the playerbase. Sticking to the original definition of purposeful games is essential for any gaming approach to crowdsourced data collection to remain ethical, cheap, and scalable.
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Supporting customer focused design in the assistive technology industryBamforth, Sarah E. January 2003 (has links)
Assistive technologies (AT) are the products provided to elderly and disabled people to enable them to live more independently. Despite their ability to help maintain independence and prevent injury, the literature discussed within this thesis indicates that assistive technologies are not meeting the needs of the end-user. In response, research has been undertaken with the following objectives: 1. To identify how and why assistive technology products are failing to satisfy the customer. 2. To establish if a design tool can be created that overcomes the issues identified in the inductive research and which enables companies to design customer-satisfying assistive technology products. In progressing these objectives, two phases of research were planned. The first comprised four parallel studies (focus groups, case studies, questionnaires and a literature study), which together examined the state of AT products and the product-development activities of AT manufacturers. The second phase of research examined four customer-focused product design methods for their suitability for utilisation by small companies within the AT sector. On finding that no method in its entirety was suitable, a customer-focused design tool for small AT companies was developed. The resulting tool comprises eight elements for application in the initial stages of the product development process. The tool was tested in four separate studies, which examined its usability and acceptability to AT companies and which gave further insights into the AT sector. The research both finds that AT products are failing the customer in five areas and that manufacturers are contributing to this failure through a lack of customer-focus in their design processes. In addition to identifying the market research and product development activities of small AT companies, a key contribution to knowledge resulting from the research is the concept of sectoral readiness for methods of design. In its conclusion the thesis finds that the two research objectives have been met.
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Modélisation de l'affordance dans le domaine des constructions durables / Modelling the affordance in the field of green buildingBona, Audrey 20 May 2016 (has links)
Les performances énergétiques des constructions durables sont nettement inférieures à celles attendues et la question de l’impact du comportement des usagers devient primordiale. Différentes solutions sont déployées afin d’atteindre les performances prévues : elles s’étendent de l’information des usagers à l’aide de manuels, jusqu’à l’influence des comportements, en passant par l’automatisation des bâtiments réduisant ainsi la capacité d’action des usagers. La question est alors de savoir s’il est possible de concevoir des bâtiments toujours plus performants du point de vue énergétique sans venir altérer la relation usager/habitat et sans contraindre davantage les usagersNous proposons d’intégrer la notion d’affordance dans les constructions durables en posant l’hypothèse qu’elle pourrait permettre d’induire des comportements en adéquation avec les exigences de performances des constructions durables, en évitant au maximum l’introduction de procédures plus ou moins artificielles et en créant une compréhension, la plus immédiate possible, des usages des espaces fonctionnels et des équipements.Une première phase d’étude a été menée dans le but d’analyser l’activité des usagers au sein de leur habitat et traduire cette analyse en outils exploitables par les concepteurs. Un ensemble de personas a ainsi été défini. Parallèlement, une caractérisation de l’interaction usager/habitat a été réalisée par l’identification des critères venant l’influencer. Grâce à la pondération de ces facteurs d’impact, un modèle de calcul du niveau d’affordance de l’interaction entre les usagers et leur logement a pu être proposé. / The energetic performance of sustainable buildings is significantly lower than expected and therefore the impact of user behaviour becomes a crucial element. Different solutions are implemented to achieve predicted performance; these range from information i.e. user guides, to the influence of user behaviour through building automation reducing the users’ control. The possibility of designing more efficient buildings without altering the relationship between the user and the building, and without constraining the users is then to be investigated.We propose to integrate the notion of affordance in sustainable buildings under the assumption that this could be useful in inducing behaviour aligned with the performance requirements of sustainable buildings, while minimising the introduction of procedures more or less artificial and creating an immediate understanding of the use of a functional space and its equipment.A first experimental phase was conducted to analyse users' activities within their housing and translate this into tools for designers. A set of personas has been set. Meanwhile, a characterisation of the user/building interaction was carried out by identifying the criteria influencing it. With the weighting of these impact factors, a calculation model for the affordance level of this interaction was proposed.
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The visible patient. Hybridity and inpatient ward design in a Namibian context.Nord, Catharina January 2003 (has links)
Even if one is confident that the staff provide the bestpossible treatment, being admitted into hospital is still astressful situation. In recent decades, architecturalresearchers have elaborated on aspects of the patient'sperspective where the design of the physical environment maypositively enhance the healing experience. The emergingunderstanding reveals that this is not an issue to be solvedsimply by decorative design, for it entails the spatialinterpretation and integration of broader and deeper facets ofhuman response, within which suffering, empathy andprofessional care are embraced. This thesis elucidates the patients' use of space accordingto their cultural perceptions in two inpatient wards in aregional hospital in northwestern Namibia. The study appliescase study methodology with the focus on the interactionbetween patients, visitors and nursing staff in relation to thephysical environment. The theoretical basis within medical anthropologyconceptualises sickness as a cultural event in the dual notionillness and disease, signifying two ways of understandingsickness, the individual and the professional interpretations.The Foucauldian theory on discipline and space suggests thatthe biomedical discipline is spatially represented by themodern hospital, from which aspects of illness areexcluded. The results show that circumstances in the physicalenvironment highly influence the patients' illness experienceby possessing certain qualities or by the activities renderedpossible by spatial conditions. The two wards possess manymodern qualities adding to an enclosed and restrictingenvironment. Patients come from a culturally dynamic andchanging context where new approaches to healthcare andhospital physical space are generated. Whereas patients haveintegrated hospital-based biomedicine as a medical alternative,modern hospital space cannot accommodate certain patient needs.Patients, visitors and nursing staff negotiate space in orderto overcome spatial weaknesses. Family members' overnightaccommodation in the hospital, as well as their voluntarycontribution to patient care, are two important aspects whichare not spatially incorporated. An alternative ward design is suggested in which patients'and family members' active participation in the healing processis encouraged, with support from the nursing staff. The higherflexibility the design offers caters for the spatialintegration of future hybrid processes.
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The visible patient. Hybridity and inpatient ward design in a Namibian context.Nord, Catharina January 2003 (has links)
<p>Even if one is confident that the staff provide the bestpossible treatment, being admitted into hospital is still astressful situation. In recent decades, architecturalresearchers have elaborated on aspects of the patient'sperspective where the design of the physical environment maypositively enhance the healing experience. The emergingunderstanding reveals that this is not an issue to be solvedsimply by decorative design, for it entails the spatialinterpretation and integration of broader and deeper facets ofhuman response, within which suffering, empathy andprofessional care are embraced.</p><p>This thesis elucidates the patients' use of space accordingto their cultural perceptions in two inpatient wards in aregional hospital in northwestern Namibia. The study appliescase study methodology with the focus on the interactionbetween patients, visitors and nursing staff in relation to thephysical environment.</p><p>The theoretical basis within medical anthropologyconceptualises sickness as a cultural event in the dual notionillness and disease, signifying two ways of understandingsickness, the individual and the professional interpretations.The Foucauldian theory on discipline and space suggests thatthe biomedical discipline is spatially represented by themodern hospital, from which aspects of illness areexcluded.</p><p>The results show that circumstances in the physicalenvironment highly influence the patients' illness experienceby possessing certain qualities or by the activities renderedpossible by spatial conditions. The two wards possess manymodern qualities adding to an enclosed and restrictingenvironment. Patients come from a culturally dynamic andchanging context where new approaches to healthcare andhospital physical space are generated. Whereas patients haveintegrated hospital-based biomedicine as a medical alternative,modern hospital space cannot accommodate certain patient needs.Patients, visitors and nursing staff negotiate space in orderto overcome spatial weaknesses. Family members' overnightaccommodation in the hospital, as well as their voluntarycontribution to patient care, are two important aspects whichare not spatially incorporated.</p><p>An alternative ward design is suggested in which patients'and family members' active participation in the healing processis encouraged, with support from the nursing staff. The higherflexibility the design offers caters for the spatialintegration of future hybrid processes.</p>
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Gaze Interaction in Modern TrucksFjellström, Jonatan January 2014 (has links)
In this master thesis project carried out on Scania’s interaction design department in Södertälje an evaluation of the technology gaze interaction has been done. The aim was to see if the technology was suitable for implementation in a truck environment and what potential it had. The work started by doing a context analysis to get a deeper knowledge of the research done on within the area related to the subject. Following the context analysis a comprehensive need finding process was done. In this process, data from interviews, observations, ride along with truck drivers, benchmarking and more was analysed. The analysis of this was used to identify the user needs. Based on the user needs the concept development phase was conducted. The whole development phase was done in different stages and started off by an idea generation process. The work flow was made in small iterations with the idea to continuously improve the concepts. All concepts were evaluated in a concept scoring chart to see which of the concepts that best fulfilled the concept specifications. The concepts that best could highlight the techniques strengths and weaknesses were chosen and these are Head Up Display Interaction and Gaze Support System.. These concepts focused on the interaction part of the technique rather than a specific function. Test of the two concepts were conducted in a simulator to get data and see how they performed compared to today´s Scania trucks. The result overall was good and the test subjects were impressed with the systems. However there was no significance in most of the cases of driving except for some conditions where the concepts prove to be better than the systems used today. Gaze interaction is a technology that is suitable for a truck driving environment given that a few slight improvements are made. Implementation of the concepts have a good potential of reducing road accidents caused by human errors.
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