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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

Concevoir des services collaboratifs adaptés à des pratiques métier : une méthode centrée usages : application au domaine de la construction / Designing collaborative services adapted to business practices : a usage-centered method : Application to the construction sector

Zignale, Daniel 17 July 2013 (has links)
Dans le domaine du projet de conception-construction architecturale, la gestion de la collaboration entre les différents acteurs d'un projet est un enjeu important. D'un projet à un autre, en fonction du projet, mais aussi des acteurs qui y interviennent, les pratiques de travail varient. Parallèlement, de nombreux services sont proposés et utilisés pour assister la collaboration, certains sur un modèle « grand public » et d'autres plus orientés vers un usage professionnel. L'expérience CRTI-weB est un projet de développement d'un collecticiel mené avec et pour les professionnels du secteur au Luxembourg. Malgré l'étude des besoins métiers menée en amont du développement, l'outil présente cependant des manques d'adaptation. Ce constat d'inadaptation n'est pas un cas isolé, il reflète une lacune générale de ce genre d'outils à satisfaire pleinement les attentes des professionnels. C'est pourquoi ce travail doctoral propose un cadre d'analyse supporté par la modélisation des comportements des utilisateurs. Nous adoptons alors plusieurs points de vue relatifs à différents champs de recherches : le génie logiciel, la conception d'interfaces homme-machine, l'entreprise orientée services et la conception de système d'information, et enfin le travail collaboratif assisté par ordinateur (TCAO). Nous proposons la méthode PUSH (Practices and Usages based Services enHancement) qui orchestre ces différents points de vue et permet de générer un ensemble d'exigences pour le développement de services dits « adaptés ». Communication et traçabilité sont les maitres mots de cette méthode de conception. Le contexte d'étude à la fois orienté recherche et développement nous a permis d'évaluer et d'améliorer la définition des concepts mis en avant ainsi que la mise en place de la méthode PUSH à travers trois expérimentations / In the sector of the architectural design-construction project, the management of the collaboration between the different actors of a project is an important issue. From a project to another, considering the project type and also the actors involved, business practices vary. In parallel, many services are proposed and used to assist the collaboration, some of them being generic and others more specific to professional usage. The CRTI-weB experience is a groupware development project lead with and for professionals of the Luxembourgish sector. Despite the analysis of business needs lead before development, the tool has some lacks of adaptation. This statement isn't isolated; in general, this type of tools doesn't fully satisfy professionals' expectations. This doctoral work proposes an analysis framework supported by users' behaviors modeling. We adopt several viewpoints related to several research fields: software engineering, human-computer interactions design, service-oriented enterprise and information system design, and finally computer-supported collaborative work (CSCW We propose the PUSH method (Practice and Usages based Service enhancement) that orchestrates the different viewpoints to generate an amount of requirements for the development of adapted services. The communication and the traceability are supported by this design method. The context of study, both research and development-oriented (through the collaboration of the MAP-CRAI laboratory in Nancy and the CRP Henri Tudor in Luxembourg) allows us evaluating and enhancing the definition of our concepts and the applicability of the PUSH method through three experimentations
12

Understanding First-time User Experiences in an Educational Crowdsourcing Platform

Akash Ravi (11878004) 18 April 2023 (has links)
<p>User onboarding for Graphical User Interface (GUI) applications usually involve walkthrough tutorials explaining various UI elements, functions, and navigation screens. These First-time User Experiences (FTUEs) are crucial in determining any subsequent user interaction. The purpose of this study has been explored by eliciting answers to two research questions in specific. The study primarily investigates a user's perception of a tailored onboarding experience. Following this, the impact of these tutorials on the user's performance has also been used as a way to verify their effectiveness.</p> <p><br></p> <p>The emergence of educational crowdsourcing platforms has revolutionized traditional models of teaching and learning by engaging students in collaborative, real-world problem-solving activities. However, the success of crowdsourcing platforms in education largely depends on their ability to provide a positive and engaging user experience, particularly for first-time users. As a part of another ongoing study, the need for an engaging onboarding tutorial to educate users on the concept of worked-out examples and peer evaluations was evident. Thus, the interventions developed in this study are built upon a crowdsourcing platform designed to collect worked-out examples from university students. </p> <p><br></p> <p>Through a combination of qualitative and quantitative research methods, this study seeks to provide insights into the design of effective onboarding tutorials in the context of crowdsourcing educational resources. There have been numerous attempts to devise effective onboarding strategies. For instance, the interplay of narration and animation has been utilized as a way to gamify and design engaging FTUEs. The design choices for tailoring the experience were hence determined through Rapid Iterative Testing and Evaluation (RITE) methods. Analysis of the experimental data shows that there is a statistically significant improvement in the FTUE when users are presented with a tailored onboarding tutorial. Their usage patterns also tend to improve post their interactions with the tutorials. These results hope to contribute to a better understanding of user engagement in FTUEs, thus paving the way for furthering product adoption and value metrics on a broad scale.</p>
13

Speed, precision and grip force analysis of human manual operations with and without direct visual input / Analyse de la précision, de la rapidité et de la force de gestes humains guidés par informations visuelles directes ou par image 2D/3D

Batmaz, Anil Ufuk 03 July 2018 (has links)
Le système perceptif d’un chirurgien doit s’adapter aux contraintes multisensorielles liées à la chirurgie guidée par l’image. Trois expériences sont conçues pour explorer ces contraintes visuelles et haptiques pour l’apprentissage guidé par l’image. Les résultats montrent que les sujets sont plus rapides et plus précis avec une vision directe. La stéréoscopie 3D n’améliore pas les performances des débutants complets. En réalité virtuelle, la variation de la longueur, largeur, position et complexité de l'objet affecte les performances motrices. La force de préhension appliquée sur un système robotique chirurgical dépend de l'expérience de l'utilisateur. En conclusion, le temps et la précision sont importants, mais la précision doit rester une priorité pour un apprenti. L'homogénéité des groupes d'étude est important pour la recherche sur la formation chirurgicale. Les résultats ont un impact direct sur le suivi des compétences individuelles pour les applications guidées par l'image. / Perceptual system of a surgeon must adapt to conditions of multisensorial constrains regard to planning, control, and execution of the image-guided surgical operations. Three experimental setups are designed to explore these visual and haptic constraints in the image-guided training. Results show that subjects are faster and more precise with direct vision compared to image guidance. Stereoscopic 3D viewing does not represent a performance advantage for complete beginners. In virtual reality, variation in object length, width, position, and complexity affect the motor performance. Applied grip force on a surgical robot system depends on the user experience level. In conclusion, both time and precision matter critically, but trainee gets as precise as possible before getting faster should be a priority. Study group homogeneity and background play key role in surgical training research. The findings have direct implications for individual skill monitoring for image-guided applications.
14

Digital Age: A Study of Older Adults' User Experiences with Technology

Allegra W Smith (11104764) 23 July 2021 (has links)
<div>Older adults aged 60+ represent the fastest growing segment of the US population, yet they are rarely seen as users of technology. Members of this age cohort often struggle with the material and conceptual requirements of computing—such as clicking small targets or remembering usernames and passwords for account logins—leading them to adopt technologies like smartphones and social media at much lower rates than their younger counterparts. Digital devices and interfaces are not typically designed with older adult users in mind, even though all users are always aging, and the “silver economy” represents a powerful, and often untapped, market for technological innovations. The little existing research in this area often conflates age with disability, framing elders according to a deficit model. While it is certainly important to consider the impacts that aging bodies have on technology use, they are not the sole factor shaping usage for older age cohorts. Moreover, if we reduce elder users to their “impairments,” we risk stereotyping them in ways that curtail design possibilities, as well as these users’ possibilities for full participation in digital life. For this reason, studies of technology users aged 60+ and their communities are necessary to shed light on the multifaceted needs of older age cohorts, and the interventions into technology design, documentation, and education that can help them reach their digital goals. </div><div><br></div><div>To build an understanding of the unique technology use of a group of the oldest Americans (aged 75+), as well as to assess their needs and desires for digital engagement, I conducted interviews and observations with computer users in a senior living community. Data collection revealed a great diversity of computing purposes and activities, ranging from social functions such as email and messaging, to managing finance and medicine, to art and design applications, and beyond. Moreover, participants’ accounts of how and where they developed their computing skills shed light on their motivations for engaging with technology, as well as their fears of technology’s intrusiveness. Analysis of participants’ performance on a series of digital tasks yielded insights into physical and cognitive factors, as well as a clear divide in forms of knowledge and mental models that older adults draw upon when attempting to engage with technology. To conclude, I provide recommendations for technology design and education, as well as future research to account for age as a factor mediating user experience.</div>

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