• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 77
  • 8
  • 8
  • 7
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 132
  • 132
  • 122
  • 45
  • 43
  • 35
  • 33
  • 31
  • 28
  • 21
  • 17
  • 16
  • 14
  • 14
  • 13
  • 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.
21

The SMART personalised self-management system for congestive heart failure: results of a realist evaluation

Bartlett, Y.K., Haywood, A., Bentley, C.L., Parker, J., Hawley, M.S., Mountain, Gail, Mawson, S. 07 November 2014 (has links)
Yes / Technology has the potential to provide support for self-management to people with congestive heart failure (CHF). This paper describes the results of a realist evaluation of the SMART Personalised Self-Management System (PSMS) for CHF. Methods The PSMS was used, at home, by seven people with CHF. Data describing system usage and usability as well as questionnaire and interview data were evaluated in terms of the context, mechanism and outcome hypotheses (CMOs) integral to realist evaluation. Results The CHF PSMS improved heart failure related knowledge in those with low levels of knowledge at baseline, through providing information and quizzes. Furthermore, participants perceived the self-regulatory aspects of the CHF PSMS as being useful in encouraging daily walking. The CMOs were revised to describe the context of use, and how this influences both the mechanisms and the outcomes. Conclusions Participants with CHF engaged with the PSMS despite some technological problems. Some positive effects on knowledge were observed as well as the potential to assist with changing physical activity behaviour. Knowledge of CHF and physical activity behaviour change are important self-management targets for CHF, and this study provides evidence to direct the further development of a technology to support these targets.
22

A Fine Balance : Addressing Usability and Users’ Needs in the Development of IT Systems for the Workplace

Boivie, Inger January 2005 (has links)
<p>IT systems with poor usability are a serious problem in many workplaces. Many workers, particularly office workers, spend a large part of their workday at the computer, and usability problems can cause frustration and impact negatively on productivity. This thesis discusses some of the problems associated with addressing usability and users’ needs in IT systems development.</p><p>Usability issues and users’ needs are often marginalised or even abandoned in systems development. Technical issues and deadlines are given precedence, while usability activities and user activities are cut back or cancelled. Research shows that there are various obstacles to usability and user involvement, including difficulties with understanding the usability concept, insufficient usability expertise and a lack of time and resources.</p><p>This thesis presents a number of studies that look at the problem from different angles. The main question is why usability and users’ needs are marginalised in bespoke systems development, where IT systems are built for a specific work context. The research presented in this thesis also addresses user-centred systems design as a way of integrating usability issues and users’ needs into systems development. The thesis concludes with a discussion about different ways of viewing and representing the users’ work: the systems theoretical view and the view of work as a social process. The former emphasises the formal aspects of work and views users as components in an overall system, whereas the latter focuses on work as a social process and people as active agents. The discussion concludes with the argument that the conflict between these two views is played out in the systems development process, which may help explain some of the difficulties that arise when working with usability and users’ needs.</p>
23

A Fine Balance : Addressing Usability and Users’ Needs in the Development of IT Systems for the Workplace

Boivie, Inger January 2005 (has links)
IT systems with poor usability are a serious problem in many workplaces. Many workers, particularly office workers, spend a large part of their workday at the computer, and usability problems can cause frustration and impact negatively on productivity. This thesis discusses some of the problems associated with addressing usability and users’ needs in IT systems development. Usability issues and users’ needs are often marginalised or even abandoned in systems development. Technical issues and deadlines are given precedence, while usability activities and user activities are cut back or cancelled. Research shows that there are various obstacles to usability and user involvement, including difficulties with understanding the usability concept, insufficient usability expertise and a lack of time and resources. This thesis presents a number of studies that look at the problem from different angles. The main question is why usability and users’ needs are marginalised in bespoke systems development, where IT systems are built for a specific work context. The research presented in this thesis also addresses user-centred systems design as a way of integrating usability issues and users’ needs into systems development. The thesis concludes with a discussion about different ways of viewing and representing the users’ work: the systems theoretical view and the view of work as a social process. The former emphasises the formal aspects of work and views users as components in an overall system, whereas the latter focuses on work as a social process and people as active agents. The discussion concludes with the argument that the conflict between these two views is played out in the systems development process, which may help explain some of the difficulties that arise when working with usability and users’ needs.
24

Blindenspezifische Methoden für das User-Centred Design multimodaler Anwendungen

Miao, Mei 18 November 2014 (has links) (PDF)
Multimodale Anwendungen bieten den blinden Benutzern neue Möglichkeiten und Chancen, die durch Verlust des Sehsinnes entstandenen Defizite über andere Sinneskanäle auszugleichen. Die benutzerorientierte Gestaltung ist der sicherste Weg, um interaktive Systeme gebrauchstauglich zu gestalten. Dabei sind die Benutzer hauptsächlich an zwei Aktivitäten beteiligt. Dies sind die Nutzungsanforderungsanalyse und die Evaluation. Hinsichtlich dieser zwei Aktivitäten wurden in der vorliegenden Arbeit Usability-Methoden untersucht bzw. neu entwickelt, um die nutzerzentrierte Gestaltung multimodaler Anwendungen für blinde Benutzer zu unterstützen. Bezogen auf die Aktivität Nutzungsanforderungsanalyse wurde ein Verfahren entwickelt, welches speziell die Besonderheiten blinder Benutzer und multimodaler Anwendungen bei der Nutzungsanforderungsanalyse berücksichtigt. Zusätzlich wurden zwei Schritte des Verfahrens, die Erstellung mentaler Modelle und die Modalitätsauswahl, die speziell auf den Kontext multimodaler Anwendungen für blinde Benutzer ausgerichtet sind, weiter vertiefend untersucht. Für den Schritt Erstellung mentaler Modelle wurden zwei Erstellungsmethoden, Teaching-Back und Retrospective Think-Aloud, mit blinden Benutzern untersucht. Dabei sind sowohl die Gestaltung vom Teaching-Back als auch der Vergleich beider Methoden von Interesse. Für den Schritt Modalitätsauswahl stand die Analyse des multimodalen Nutzerverhaltens blinder Benutzer im Mittelpunkt. Vier Eingabemodalitäten, Sprache, Touchscreen-Gesten, Touchscreen-Tastatur und Touchscreen-Braille bzw. deren Kombinationen wurden unter Einfluss von acht Aufgabentypen bei der Bedienung einer mobilen multimodalen Navigationsanwendung untersucht. In Hinblick auf die Usability-Evaluationsmethoden wurde zuerst das Augenmerk auf die Auswertung und die Erhebung mentaler Karten von blinden Benutzern gerichtet, da sie eine wichtige Rolle bei der Entwicklung von Navigationssystemen spielen. Zwei Auswertungsmethoden für mentale Karten hinsichtlich des Überblicks- und Routenwissens wurden entwickelt. Beide Methoden ermöglichen es, die mentalen Karten anhand speziell entwickelter Bewertungskriterien, wie Anzahl der Elemente und Eigenschaften der Straßen, quantitativ zu bewerten. Bezüglich der Erhebung mentaler Karten wurden zwei Erhebungsmethoden – Rekonstruktion mit Magnetstreifen und verbale Beschreibung – mit blinden Probanden hinsichtlich unterschiedlicher Aspekten untersucht. In zwei weiteren Untersuchungen wurden taktiles Paper-Prototyping und computerbasiertes Prototyping für die frühen Entwicklungsphasen bzw. Labor- und synchroner Remote-Test für die späteren Entwicklungsphasen mit blinden Benutzern verglichen. Dabei wurden die Effektivität der Evaluation, die Erkenntnisse und Erfahrungen der Probanden sowie des Testleiters als Vergleichskriterien in beiden Untersuchungen eingesetzt.
25

Blindenspezifische Methoden für das User-Centred Design multimodaler Anwendungen

Miao, Mei 09 October 2014 (has links)
Multimodale Anwendungen bieten den blinden Benutzern neue Möglichkeiten und Chancen, die durch Verlust des Sehsinnes entstandenen Defizite über andere Sinneskanäle auszugleichen. Die benutzerorientierte Gestaltung ist der sicherste Weg, um interaktive Systeme gebrauchstauglich zu gestalten. Dabei sind die Benutzer hauptsächlich an zwei Aktivitäten beteiligt. Dies sind die Nutzungsanforderungsanalyse und die Evaluation. Hinsichtlich dieser zwei Aktivitäten wurden in der vorliegenden Arbeit Usability-Methoden untersucht bzw. neu entwickelt, um die nutzerzentrierte Gestaltung multimodaler Anwendungen für blinde Benutzer zu unterstützen. Bezogen auf die Aktivität Nutzungsanforderungsanalyse wurde ein Verfahren entwickelt, welches speziell die Besonderheiten blinder Benutzer und multimodaler Anwendungen bei der Nutzungsanforderungsanalyse berücksichtigt. Zusätzlich wurden zwei Schritte des Verfahrens, die Erstellung mentaler Modelle und die Modalitätsauswahl, die speziell auf den Kontext multimodaler Anwendungen für blinde Benutzer ausgerichtet sind, weiter vertiefend untersucht. Für den Schritt Erstellung mentaler Modelle wurden zwei Erstellungsmethoden, Teaching-Back und Retrospective Think-Aloud, mit blinden Benutzern untersucht. Dabei sind sowohl die Gestaltung vom Teaching-Back als auch der Vergleich beider Methoden von Interesse. Für den Schritt Modalitätsauswahl stand die Analyse des multimodalen Nutzerverhaltens blinder Benutzer im Mittelpunkt. Vier Eingabemodalitäten, Sprache, Touchscreen-Gesten, Touchscreen-Tastatur und Touchscreen-Braille bzw. deren Kombinationen wurden unter Einfluss von acht Aufgabentypen bei der Bedienung einer mobilen multimodalen Navigationsanwendung untersucht. In Hinblick auf die Usability-Evaluationsmethoden wurde zuerst das Augenmerk auf die Auswertung und die Erhebung mentaler Karten von blinden Benutzern gerichtet, da sie eine wichtige Rolle bei der Entwicklung von Navigationssystemen spielen. Zwei Auswertungsmethoden für mentale Karten hinsichtlich des Überblicks- und Routenwissens wurden entwickelt. Beide Methoden ermöglichen es, die mentalen Karten anhand speziell entwickelter Bewertungskriterien, wie Anzahl der Elemente und Eigenschaften der Straßen, quantitativ zu bewerten. Bezüglich der Erhebung mentaler Karten wurden zwei Erhebungsmethoden – Rekonstruktion mit Magnetstreifen und verbale Beschreibung – mit blinden Probanden hinsichtlich unterschiedlicher Aspekten untersucht. In zwei weiteren Untersuchungen wurden taktiles Paper-Prototyping und computerbasiertes Prototyping für die frühen Entwicklungsphasen bzw. Labor- und synchroner Remote-Test für die späteren Entwicklungsphasen mit blinden Benutzern verglichen. Dabei wurden die Effektivität der Evaluation, die Erkenntnisse und Erfahrungen der Probanden sowie des Testleiters als Vergleichskriterien in beiden Untersuchungen eingesetzt.
26

Creature comforts : an exploration of comfort in the home

Burris, Andrea January 2014 (has links)
In response to climate change, there is a growing need for the UK to reduce carbon emissions in the domestic sector. As a majority of energy consumed within the domestic sector is as a result of space and water heating, research in the field focuses on thermal comfort. The literature on thermal comfort is dominated by an examination of the physiological aspects, and although the influences of psychological and socio-cultural aspects are often recognised, their relationship to the physiological aspects is not fully understood. Additionally, the literature typically studies various elements of comfort (e.g. thermal, acoustic, lighting, etc.) in isolation to each other rather than taking a holistic approach which would mirror how they are experienced in the real world and identify potential associations. As a result, this thesis explores the multi-dimensions of comfort in the domestic environment. This research begins by taking a user-centred approach to exploring UK householders perspectives of comfort in the home. Through interviewing householders, the findings revealed householders attributed a wide scope of factors to their own experience of comfort, from aesthetics to feeling secure in their home; the findings highlighted the significance of psychological factors to householders comfort. The following stage involved a focused and in-depth exploration of the psychological dimensions of domestic comfort through photo elicitation interviews. The findings supported the presence of four intertwined psychological dimensions and further established the multidimensional nature of comfort. The final study was conducted to establish when comfort and unwinding takes place in householders everyday lives. Through the use of two self-reporting ethnographic tools, namely SenseCams and diaries, householders were observed in their homes. The findings captured householders engaging in various comfort making activities and also demonstrated the value of using self-reporting tools in the home context. In the final stage, a classification of domestic comfort was generated which presents an accumulation of the findings from this research to produce a holistic and multi-dimensional notion of domestic comfort.
27

Using interactive digital media to engage children on the autistic spectrum

Woolner, A. January 2010 (has links)
The incidence of autism is increasing in the U.K., with as many as 1% of children now thought to be affected by an autistic spectrum disorder (ASD). This research explores the potential of emerging interactive digital media to engage children affected by an ASD, and the development of design strategies for future professional work in this field. This is accomplished through a literature and state of the art review, and by working alongside families and professionals involved in the provision of care for children with an ASD. As a a result of this process new artefacts have been created, alongside a design methodology for future work. The research reveals the need for tailorable low arousal sensory environments within mainstream schools to meet the needs of certain members of the pupil population and demonstrates how interactive digital media can be incorporated into such spaces as part of an holistic approach to a child’s school experience. Using digital media modules trained professionals can work with the child, using the media as a point of engagement.
28

A consumer-focused design approach for businesses to leverage sustainable consumption

Moreno-Beguerisse, Maria A. January 2013 (has links)
Increasing economic, social and environmental problems around the world have shown that current models of economic development cannot be sustained. Thus, new patterns of consumption are needed. According to the literature, global companies are well placed to attempt leveraging sustainable consumption, as their production lines; supply chains; products and services extend across many continents, and as such the cumulative effect of their actions are wide reaching. This research sets out to better understand the intertwined factors that companies in two different contexts (Mexico and the UK), need to consider in order to leverage sustainable consumption. Through the literature review it was seen that sustainable consumption requires a multitude of changes, which have to occur at a systems level. In response to this, user-centred design (UCD) principles were seen as a valuable approach to give a broader account of the complexities around consumption and consumer's behaviour that could be communicated to higher management. A series of interviews, a focus group and a document analysis was undertaken to collect qualitative data. The findings led to the construction of a theoretical framework supported by UCD principles. The theoretical framework was then translated into the Sustainable Consumption Leveraging (SCL) Model and its toolkit. The SCL Model is a mechanism that takes into account the interaction of elements in a specific business context to identify areas of opportunity to leverage sustainable consumption through a consumer-focused approach. During a series of workshops, the SCL Model and its toolkit were tested to distinguish further opportunities of improvement and to understand where global companies stand with regards leveraging sustainable consumption. The research concludes by saying that companies need to work in collaboration with other actors to build a strong sustainability and innovation strategy that could help them to find new ways of doing business that can enhance more sustainable lifestyles.
29

An investigation into alternative human-computer interaction in relation to ergonomics for gesture interface design

Chen, Tin Kai January 2009 (has links)
Recent, innovative developments in the field of gesture interfaces as input techniques have the potential to provide a basic, lower-cost, point-and-click function for graphic user interfaces (GUIs). Since these gesture interfaces are not yet widely used, indeed no tilt-based gesture interface is currently on the market, there is neither an international standard for the testing procedure nor a guideline for their ergonomic design and development. Hence, the research area demands more design case studies on a practical basis. The purpose of the research is to investigate the design factors of gesture interfaces for the point-andclick task in the desktop computer environment. The key function of gesture interfaces is to transfer the specific body movement into the cursor movement on the two-dimensional graphical user interface(2D GUI) on a real-time basis, based in particular on the arm movement. The initial literature review identified limitations related to the cursor movement behaviour with gesture interfaces. Since the cursor movement is the machine output of the gesture interfaces that need to be designed, a new accuracy measure based on the calculation of the cursor movement distance and an associated model was then proposed in order to validate the continuous cursor movement. Furthermore, a design guideline with detailed design requirements and specifications for the tilt-based gesture interfaces was suggested. In order to collect the human performance data and the cursor movement distance, a graphical measurement platform was designed and validated with the ordinary mouse. Since there are typically two types of gesture interface, i.e. the sweep-based and the tilt-based, and no commercial tilt-based gesture interface has yet been developed, a commercial sweep-based gesture interface, namely the P5 Glove, was studied and the causes and effects of the discrete cursor movement on the usability was investigated. According to the proposed design guideline, two versions of the tilt-based gesture 3 interface were designed and validated based on an iterative design process. Most of the phenomena and results from the trials undertaken, which are inter-related, were analyzed and discussed. The research has contributed new knowledge through design improvement of tilt-based gesture interfaces and the improvement of the discrete cursor movement by elimination of the manual error compensation. This research reveals that there is a relation between the cursor movement behaviour and the adjusted R 2 for the prediction of the movement time across models expanded from Fitts’ Law. In such a situation, the actual working area and the joint ranges are lengthy and appreciably different from those that had been planned. Further studies are suggested. The research was associated with the University Alliance Scheme technically supported by Freescale Semiconductor Co., U.S.
30

Role, Identity and Work : Extending the design and development agenda

Dinka, David January 2006 (has links)
In order to make technology easier to handle for its users, the field of HCI (Human- Computer Interaction) has recently often turned the environment and the context of use. In this thesis the focus is on the relation between the user and the technology. More specifically, this thesis explores how roles and professional identity effects the use and views of the technology used. The exploration includes two different domains, a clinical setting and a media production setting, where the focus is on the clinical setting. These are domains that have strong professional identities in common, in the clinical setting neurosurgeons and physicists, and the media setting journalists. These settings also have a strong technological profile, in the clinical setting the focus has been on a specific neurosurgical tool called Leksell GammaKnife and in the journalistic setting the introduction of new media technology in general has been in focus. The data collection includes interviews, observations and participatory design oriented workshops. The data collected were analyzed with qualitative methods inspired by grounded theory. The work with the Leksell GammaKnife showed that there were two different approaches towards the work, the tool and development, depending on the work identity. Depending on if the user were a neurosurgeon or a physicist, the definition of the work preformed was inline with their identity, even if the task preformed was the same. When it comes to the media production tool, the focus of the study was a participatory design oriented development process. The outcome of the process turned out to be oriented towards the objectives that were inline with the users identity, more than with the task that were to be preformed. At some level, even the task was defined from the user dentity.

Page generated in 0.0513 seconds