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Avaliação de força de preensão manual e teste de usabilidade em embalagens com tampas de segurança : parâmetros para o design ergonômico /Bonfim, Gabriel Henrique Cruz. January 2014 (has links)
Orientador: Luis Carlos Paschoarelli / Banca: José Carlos Plácido da Silva / Banca: Paulo Kawauchi / Resumo: É muito importante que os aspectos ergonômicos como segurança, conforto e bem estar sejam considerados na manipulação de objetos para que contemplem as capacidades física e mental dos usuários, bem como características variadas, como gênero e idade. As embalagens são exemplo de interfaces manuais comuns do cotidiano, dentro desse exemplo encontram-se as Embalagens Especiais de Proteção à Criança (EEPCs) que necessitam de mais de um movimento para serem abertas, o que pode levar o usuário a ter sérias dificuldades na tentativa de abertura, gerando constrangimentos principalmente naqueles com menores capacidade biomecânicas, como as mulheres ou os idosos. Por isso, o design de embalagens deve estar atento aos requisitos ergonômicos a fim de disponibilizar produtos que sejam confiáveis e seguros. No caso das EEPCs, elas devem ser ao mesmo tempo acessíveis a idosos e de difícil acesso para crianças. No Brasil, tais embalagens não são obrigatórias, mas podem ser encontradas em diversos produtos, como por exemplo os enxaguantes bucais que se utilizam de uma tampa com sistema de abertura do tipo aperte e gire (squeeze and turn). Entretanto, muitos estudos mostram que essas embalagens difíceis de abrir, especialmente por parte dos idosos. Por esse motivo, esse estudo objetivou avaliar e analisar a influência do design na usabilidade e na aplicação de forças manuais durante uma simulação de abertura de enxaguantes bucais com tampas de proteção. Para isso foi realizado um teste de usabilidade com 67 sujeitos de diferentes gêneros e faixas etárias, utilizando três embalagens de enxaguantes bucais com diferentes formatos. Também foi realizada uma avaliação biomecânica (preensão de torque), em atividades simuladas com 113 indivíduos de diferentes gêneros e faixas etárias, utilizando as mesmas embalagens. Os resultados mostram que a embalagem com maior tampa oferece as melhroes condições de usabilidade e... / Abstract: It is very important that the ergonomic aspects such as safety, comfort and well-being be considered in manipulating objects to contemplate the physical and mental skills of the users as well as various characteristics, such as gender and age. Packages are examples of common manual interfaces of everyday life, among those examples are the Child Resistant packaging (CRP) that require more of one movement to be opened, which leads the user to serious difficulties in opening, causing embarrassment especially in those people with lower biomechanical capabilities, such as women or the elderly. Therefore, the packaging design should be aware of the ergonomic requirements in order to develop products that are reliable and secure. In the case of CRP, they must be bath accessible to elderly and inaccessible to children. In Brazil, such packages are nat mandatory, but they can be found in several products, such as mauthwashes with a squeeze-and-turn cap system. However, many studies have shown that those packages are considered difficult to open, especially to the elderly. Therefore, this study aimed to evaluate and analyze the influence of the design in usability and the application of manual forces during an opening simulation of mouthwashes with squeeze-and-turn caps. So, a usability test, with 67 subjects of different genders and age group, was performed using three packages of mouthwashes with different shapes. A biomechanical evaluation (grip torque) was also performed in a simulated task with 113 individuals of different genders and age group, using the same packages. The results showed that the package with the largest cap affers the best of usability and force application, mainly due to the design of the cap, because its size allows better visualization of the opening instructions, that cap also has grooves only at the places where it should be pressed, which provides greater friction between cap and fingers, enabling a higher application... / Mestre
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Unmediated Interaction: Communicating with Computers and Embedded Devices as If They Are Not ThereSmith, Brian Anthony January 2018 (has links)
Although computers are smaller and more readily accessible today than they have ever been, I believe that we have barely scratched the surface of what computers can become. When we use computing devices today, we end up spending a lot of our time navigating to particular functions or commands to use devices their way rather than executing those commands immediately. In this dissertation, I explore what I call unmediated interaction, the notion of people using computers as if the computers are not there and as if the people are using their own abilities or powers instead. I argue that facilitating unmediated interaction via personalization, new input modalities, and improved text entry can reduce both input overhead and output overhead, which are the burden of providing inputs to and receiving outputs from the intermediate device, respectively. I introduce three computational methods for reducing input overhead and one for reducing output overhead. First, I show how input data mining can eliminate the need for user inputs altogether. Specifically, I develop a method for mining controller inputs to gain deep insights about a players playing style, their preferences, and the nature of video games that they are playing, all of which can be used to personalize their experience without any explicit input on their part. Next, I introduce gaze locking, a method for sensing eye contact from an image that allows people to interact with computers, devices, and other objects just by looking at them. Third, I introduce computationally optimized keyboard designs for touchscreen manual input that allow people to type on smartphones faster and with far fewer errors than currently possible. Last, I introduce the racing auditory display (RAD), an audio system that makes it possible for people who are blind to play the same types of racing games that sighted players can play, and with a similar speed and sense of control as sighted players. The RAD shows how we can reduce output overhead to provide user interface parity between people with and without disabilities. Together, I hope that these systems open the door to even more efforts in unmediated interaction, with the goal of making computers less like devices that we use and more like abilities or powers that we have.
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Say, Do, Make?:user involvement in information systems designTokkonen, H. (Helena) 05 March 2019 (has links)
Abstract
User involvement in information systems design has recently gained interest in the media. Numerous systems have been digitalized during product development to help people’s everyday lives. But are information systems designed to meet users’ needs or support users’ goals?
The goal of this research was to understand how user involvement is perceived in information systems design and how users are involved. Is the basis of user involvement what a user Says or what a user Does, or is a user actively participating in the whole design process? The informants of the present study entailed different design projects that were investigated with a qualitative method by interviewing 20 designers of selected design cases.
At first an a priori model of user involvement in information systems design was created based on an analysis of extant literature. The model was used in the analysis of information systems design cases. Based on the empirical data a revised, a posteriori model, UICD model was developed. The UICD model provides on overall picture of user involvement in information systems design. UICD model can aid designers to understand user involvement comprehesively: what users Say, what users Do and what users Make in design process. Compared to the a priori model, UICD model includes the impact of other key stakeholders in information systems design process. / Tiivistelmä
Käyttäjien osallistuttaminen tietojärjestelmien suunnitteluun on herättänyt julkista keskustelua. Monia yhteiskunnallisia ja yksityisiä palveluja on digitalisoitu sekä tuotteiden yhteyteen on suunniteltu järjestelmiä helpottamaan asiakkaiden toimintaa. Mutta ovatko suunnittelut ratkaisut käyttäjän tavoitteiden mukaisia ja vastaavatko ne käyttäjien tarpeisiin?
Tämän tutkimuksen tavoitteena oli ymmärtää kuinka käyttäjien osallistuttaminen käsitetään informaatiojärjestelmien suunnittelussa ja miten käyttäjiä on osallistettu. Perustuuko käyttäjien osallistuttaminen tietoon siitä mitä hän sanoo tai mitä hän tekee vai osallistuuko hän koko suunnitteluprosessin ajan tulevan ratkaisun kehittämiseen? Tutkimuksen kohteina oli 20 erilaista projektia, joihin syvennyttiin laadullisella tutkimuksella haastattelemalla projekteissa toimineita suunnittelijoita.
Tässä tutkimuksessa laadittiin ensin kirjallisuuskatsaukseen pohjalta malli käyttäjien osallistuttamisesta informaatiojärjestelmien suunnittelutyöhön. Mallia käytettiin empiirisesti kerätyn tiedon analyysin pohjana. Tämän jälkeen mallia muokattiin siten, että se selittää tutkimuksen havainnot. Näin saatu UICD malli luo kokonaiskuvan käyttäjälähtöisyyden ulottuvuuksista informaatiojärjestelmien suunnittelutyössä. UICD malli auttaa suunnittelijoita ymmärtämään käyttäjien osallistuttamisen kokonaisvaltaisesti: mitä käyttäjät sanovat, mitä käyttäjät tekevät ja miten käyttäjät osallistuvat informaatiojärjestelmien suunnitteluun. UICD malli laajentaa aiemman tutkimuksen näkemystä muun muassa keskeisten sidosryhmien vaikutuksesta informaatiojärjestelmien suunnitteluun.
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Assessing PPGIS Usability and its Relationship to Spatial Data Production: a Case StudyHitchins, Timothy Michael 12 September 2018 (has links)
Modern Geoweb-enabled PPGIS methodologies incorporate interactive map applications as the main driver for public engagement and data collection. However, little research explores exactly how the public interact with these applications to produce spatial data, a fact that contributes to criticisms of final data quality. Usability evaluation offers a solution for developing better PPGIS data production systems by identifying problems in the application interface for which the public engage. Drawing on a case study example of a PPGIS application developed to collect socio-spatial data from members of a random public, this paper addresses usability in a three-stage approach. First, controlled experimentation methods capture performance, preference, and data production metrics. Second, visual and statistical analysis of the captured usability data identify problems in the interface. Results indicate that users learned, became efficient, and were generally satisfied with the application, but also committed errors that may have affected data quality. Third, a solution-oriented critique of the application interface suggests new design options to mitigate future problems in similar applications. The paper ends by providing a conceptual framework for usability as it relates to PPGIS data production and incorporates it into an informed discussion on data quality and future research needs for maintaining the viability of PPGIS projects.
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User-Centered Design Strategies for Clinical Brain-Computer Interface Assistive Technology DevicesLight, Geraldine 01 January 2019 (has links)
Although in the past 50 years significant advances based on research of brain-computer interface (BCI) technology have occurred, there is a scarcity of BCI assistive technology devices at the consumer level. This multiple case study explored user-centered clinical BCI device design strategies used by computer scientists designing BCI assistive technologies to meet patient-centered outcomes. The population for the study encompassed computer scientists experienced with clinical BCI assistive technology design located in the midwestern, northeastern, and southern regions of the United States, as well as western Europe. The multi-motive information systems continuance model was the conceptual framework for the study. Interview data were collected from 7 computer scientists and 28 archival documents. Guided by the concepts of user-centered design and patient-centered outcomes, thematic analysis was used to identify codes and themes related to computer science and the design of BCI assistive technology devices. Notable themes included customization of clinical BCI devices, consideration of patient/caregiver interaction, collective data management, and evolving technology. Implications for social change based on the findings from this research include focus on meeting individualized patient-centered outcomes; enhancing collaboration between researchers, caregivers, and patients in BCI device development; and reducing the possibility of abandonment or disuse of clinical BCI assistive technology devices.
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An approach for using personas and scenarios to procure user-requirements within a procuring organizationAnderljung, Andreas January 2009 (has links)
<p>The aim of this master thesis is to investigate how a procuring organization can use personas and scenarios to gather user-requirements in the procurement of software. To reach this understanding a case study is carried out to answer the questions of research; which is a definition that suits IKEA Components, which tools and how to use them; and what are the obstacles and enablers for working with personas and scenarios in procurement of software. The thesis consists of a theoretical study in the usability area followed by an empirical investigation with semi-structured interviews and observations. The study resulted in 4 personas and 8 connected scenarios that are based on user requirements. The first finding due to the question of research includes a usability definition applied to a real context. The second reveals examples of how personas and scenarios can make the development team understand the user requirements and thus contribute to procurement. The last finding is that the main obstacles and enablers for IKEA Components is the complexity of the main system, lack of resources and the management support.</p>
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How to develop usable groupwareEriksson, Anna, Falk, Linda January 2010 (has links)
<p>TOUCHE (Task-Oriented and User-Centered process model for developing interfaces for Human-Computer-Human Environments) is a process model for software development created to develop groupware. The creation of TOUCHE is part of a research project carried out at three Spanish universities. The aim of the project is to create a complete process model for the development of usable groupware. This thesis is part of this project and aims to further advance the TOUCHE process model so that it fulfills its aim on developing for usability. The thesis is based on research from the HCI (Human-Computer Interaction) and CSCW (Computer-Supported Cooperative Work) fields. In the thesis a new version of TOUCHE is created which has a strong focus on developing for usability.This is done by selecting four principles from the HCI field, incorporating what is considered to be most important when developing for usability. The principles are a strong focus on, and the involvement of users throughout the whole process, an iterative process, multidisciplinary design, and aim for groupware usability. TOUCHE is analyzed from these principles and missing elements are identified. The difficulties of integrating these elements into TOUCHE are discussed and finally elements are chosen to be integrated into TOUCHE. These elements include a usability guide, evaluation cycles, prototyping, pre-documentation and a multidisciplinary team.</p>
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Enhancement of Critical Care Response Teams Through the Use of Electronic Nursing-mediated Vital Signs SurveillanceYeung, Melanie 17 February 2010 (has links)
Failure to recognize changes in a patient’s clinical condition is a barrier to the effectiveness of CCRT outreach programs. The development of a vital signs capture and decision system could alert care providers and CCRTs when a patient’s clinical condition deteriorates. However, point-of-care vital signs capture and documentation is often problematic in clinical practice.
Ethnographic research was conducted to understand the difficulties of replacing pen and paper charts and barriers to electronic nursing documentation systems. Analysis of workflows directed the design of two solutions; 1) Apple iPhone facilitated manual vital signs entry, 2) Motorola MC55 enabled automatic data capturing from physiological monitors.
Nurses participated in high-fidelity usability testing, comparing the traditional method of paper documentation with the two electronic solutions. As a result of user-centered design process, both solutions were comparable to the efficiency of paper methods, were found acceptable to nurses, and could be successfully incorporated into current workflows.
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Enhancement of Critical Care Response Teams Through the Use of Electronic Nursing-mediated Vital Signs SurveillanceYeung, Melanie 17 February 2010 (has links)
Failure to recognize changes in a patient’s clinical condition is a barrier to the effectiveness of CCRT outreach programs. The development of a vital signs capture and decision system could alert care providers and CCRTs when a patient’s clinical condition deteriorates. However, point-of-care vital signs capture and documentation is often problematic in clinical practice.
Ethnographic research was conducted to understand the difficulties of replacing pen and paper charts and barriers to electronic nursing documentation systems. Analysis of workflows directed the design of two solutions; 1) Apple iPhone facilitated manual vital signs entry, 2) Motorola MC55 enabled automatic data capturing from physiological monitors.
Nurses participated in high-fidelity usability testing, comparing the traditional method of paper documentation with the two electronic solutions. As a result of user-centered design process, both solutions were comparable to the efficiency of paper methods, were found acceptable to nurses, and could be successfully incorporated into current workflows.
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How to develop usable groupwareEriksson, Anna, Falk, Linda January 2010 (has links)
TOUCHE (Task-Oriented and User-Centered process model for developing interfaces for Human-Computer-Human Environments) is a process model for software development created to develop groupware. The creation of TOUCHE is part of a research project carried out at three Spanish universities. The aim of the project is to create a complete process model for the development of usable groupware. This thesis is part of this project and aims to further advance the TOUCHE process model so that it fulfills its aim on developing for usability. The thesis is based on research from the HCI (Human-Computer Interaction) and CSCW (Computer-Supported Cooperative Work) fields. In the thesis a new version of TOUCHE is created which has a strong focus on developing for usability.This is done by selecting four principles from the HCI field, incorporating what is considered to be most important when developing for usability. The principles are a strong focus on, and the involvement of users throughout the whole process, an iterative process, multidisciplinary design, and aim for groupware usability. TOUCHE is analyzed from these principles and missing elements are identified. The difficulties of integrating these elements into TOUCHE are discussed and finally elements are chosen to be integrated into TOUCHE. These elements include a usability guide, evaluation cycles, prototyping, pre-documentation and a multidisciplinary team.
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