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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.
81

TELEHEALTH BEYOND DISPARITIES & DIVIDES : Rural care practitioners’ adoption  of telehealth: a case study

Cheema, Shazada, Robertsson, Emelie January 2023 (has links)
Telehealth in rural and underserved areas are increasing rapidly due to centralization and cutbacks in healthcare. Since many telehealth studies has a patient-centered focus or organizational perspectives, we find a gap in research regarding practitioners' view in the unique contexts of rural areas. The question we seek to answer is how rural care providers experience telehealth solutions and what factors influence the adoption of its use. A mixed method case study with an interpretative approach is employed, examining a sample of rural cottage hospitals and their healthcare personnel in Northern Sweden. Data is collected through interviews, observations, and an online survey. Our thematic analysis reveals crucial connections between urban and rural settings causing sociocultural barriers. Education and tailored telehealth solutions considering the uniqueness of rural areas are thus recommended. Flaws in routines and interface design also contribute to the lack of interaction, thus the importance of user-centeredness with consideration of the urban-rural-divide and digital literacy disparities is highlighted. By offering insights into the practitioners' perceived experiences and the challenges they face, this study contributes to a more comprehensive understanding of telehealth implementation and utilization in rural areas and provides insights for improving user experience and adoption.
82

Разработка концепции внедрения UX-бенчмаркинга мобильного приложения : магистерская диссертация / Development of the mobile app UX-benchmarking implementation concept

Меташева, Я. С., Metasheva, E. S. January 2021 (has links)
В работе описаны теоретические аспекты проектирования интерфейса, методы исследования и оценки пользовательского опыта. На практике представлено применение методов UX-исследований, рассмотрена деятельность предприятия. Разработан проект продукта для оценки эффективности UX-дизайна мобильных приложений. / The work describes theoretical aspects of UX/UI-design, methods of UX-research and UX metrics. It also presents the usage of UX research methods and organization’s operations. The project of a product that evaluates mobile application UX efficiency is developed.
83

L'éditorialisation du film de famille : l'architexte Famille TM comme support d'un exercice de la mémoire / Home movies editorialization : exercice family's memory through the Famille TM architext

Leyoudec, Lénaïk 17 January 2017 (has links)
Cette recherche menée au sein du pôle de recherche et développement de la société Perfect Memory s'intéresse à l'accompagnement de la mémoire familiale via un dispositif technique, interrogé par le prisme des sciences de l'information et de la communication. Elle propose la construction d'une approche d'éditorialisation du document numérique permettant à chacun de s'approprier son patrimoine culturel au travers de l'utilisation du dispositif technique co-construit, l'application Web Famille TM. L'interrogation du milieu socio-économique de la préservation et la valorisation du patrimoine culturel du particulier, auquel Perfect Memory appartient, nous amène à nous interroger sur les enjeux d'un rapprochement entre les notions de « numérique » et de « mémoire ». Un cadre théorique est ainsi construit, le document numérique est appréhendé comme support d'un exercice de la mémoire, permis par la médiation du dispositif technique. L'éditorialisation, en tant qu'ensemble d'opérations réalisées sur le document numérique par l'intermédiaire du dispositif technique, est placée au cœur de notre problématique axée sur les modalités d'accompagnement des pratiques mémorielles via le service Famille TM. La construction de notre approche d'éditorialisation est séparée en deux moments. Dans un premier temps, un corpus de documents numériques - productions familiales préservées par différentes institutions patrimoniales - est interrogé par une méthodologie sémiotique afin d'extraire les éléments saillants invariants à leur interprétation, que nous rassemblons sous l'appellation de marqueurs de mémoire. Dans un second temps, les catégories de marqueurs construits sont transcrites en recommandations éditoriales et ergonomiques destinées au dispositif technique Famille TM. Articulé jusqu'ici autour d'un axe unique - la documentarisation de l'archive -, le dispositif est enrichi de deux nouveaux modes - cinématographique et privé -, constituant autant de points d'entrée supplémentaires dans le document versé par l'utilisateur sur le service. L'approche d'éditorialisation du document est ainsi décomposée en trois modes, comportant chacun différents scénarii, articulation de fonctionnalités et d'une expérience utilisateur spécifiques, construits pour le service Famille TM. / This research project was made at the R&D department at Perfect Memory and focus on how to support family memory via a technological artifact. We question the artifact through the prism of information and communication sciences. The project offers to build a new approach, that of the editorialization of digital documents, enabling each user to rediscover their cultural heritage. This can be done by means of Famille TM, a co-built Web app. Following a study of the cultural heritage market as applied to private individuals, to whom Perfect Memory belongs, we proceed to a cross analysis of two concepts : "Digital" and "Memory". Starting from these, we built a theoretical framework in which we consider digital documents as a base for memory training. The technological artifact allows such training through a mediation process. Editorialization, as a set of processes made on the digital document through a technological artifact, appears as central to our concern: to design ways to support memory habits through Famille TM. We divide the construction of an editorialization approach into two steps. First, we build a corpus of digital documents - home movies - from various cultural heritage organizations. Then we interrogate the corpus through a semiotic methodology in order to gather salient and invariant elements in each interpretation. We name them memory markers. In a second step, we transcribe the markers categorization into editorial and ergonomic recommendations for Famille TM. Until today, the technological artifact consisted in one single mode: the documentation of archives. We introduce two extra modes: the cinematographic experience and the private experience. Each mode provides the user with an original entry point into documents uploaded on the app. To summarize our editorialization approach, we implement three modes into Famille TM and for each of them we design several scenarios made up of specific features and user experiences.
84

“Det borde en seende också förstå att det inte funkar” : En studie om tillgänglighet för synskadade i grafiskt material.

Hall, Sofia, Sandén, Lina January 2023 (has links)
I takt med teknologins utveckling växer även klyftan mellan visuellt innehåll och synskadade användare, då visualitet är den primära källan för informationsdesign. Denna artikel har som ändamål att undersöka hur en designer kan anpassa sin design och designprocess för att öka inkluderingen och minska kunskapsluckan. Artikelns litteratursamling berör ämnen som visual search, färgblindhet i samband med kontraster och andra indikatorer, formgivning och dess principer, detta skapade en bred grund för undersökningen och dess ändamål. Utöver informationssamling genomfördes intervjuer med Synskadades Riksförbund samt Unga med Synnedsättning Syd, för att skapa förståelse kring synnedsatta och deras behov. Resultaten baserades på relevant litteratur, information från metoder som intervjuer och användbarhetstest och ackumulerades i en tillgänglighetsmall gestaltad i en grafisk profil och webbplats för ett mock-up företag. / As technology advances, the gap between visual content and visually impaired users also grows, as visuality is the primary source of information design. This article aims to explore how a designer can adapt their design and design process to increase inclusivity and reduce the knowledge gap. The literature review of this article covers topics such as visual search, color blindness in relation to contrasts and other indicators, design and its principles, which created a broad foundation for the investigation and its purpose. In addition to information gathering, interviews were conducted with the Synskadades Riksförbund and Unga med Synnedsättning Syd, to gain an understanding of the visually impaired and their needs. The results were based on relevant literature, information from methods such as interviews and usability tests, and were accumulated in an accessibility template designed in a graphic identity and website for a mock-up company.
85

The Attention Crisis of Digital Interfaces and How to Consume Media More Mindfully

Liu, Kristen M. 01 January 2019 (has links)
Digital forms of media are monopolizing individuals' attention spans, utilizing visual strategies that demand our interactions. Throughout the history of media technology, mediums have become increasingly immersive, presenting more information than ever before. The user interface designs of digital platforms can damage our ability to focus and distribute attention in meaningful ways. Through analysis of our digital media consumption, this capstone project ultimately proposes mindful practices that help us lead more balanced lives and thrive in the digital age. The second half of this capstone project is a digital zine with digital illustrations, animations, and editorial-style articles. The digital zine emphasizes and subverts the elements of digital platforms that are specifically damaging to users’ patterns of behavior.
86

Designing an Interactive Micro-Learning Application : A New Way to Learn Thermography

Nilsson, Rebecka January 2021 (has links)
Micro-learning is a concept of small units of focused and condensed learning activities that can be performed on various devices. Micro-learning has turned out to be an effective approach to strengthen the long-term memory. This master’s thesis project explores the concept of micro-learning, how thermography can be taught using micro-learning, and how a micro-learning application can be designed to encourage learning of thermography. This project was done in collaboration with FLIR Systems AB that wants to develop their current training offer and investigate micro-learning as an alternative. The goal of this master’s thesis project was to design and test an interactive prototype of a micro-learning application to learn thermography. Semi-structured interviews were conducted in order to define the target group for the application, and the prototype was tested and evaluated by test participants from the target group. The user testing and evaluation showed that all test participants would use a micro-learning application for learning thermography if it was available on the market. Three out of four test participants would feel more motivated to learn thermography using a micro-learning application compared with other ways of learning. / Mikroinlärning är ett koncept bestående av små delar av fokuserade och komprimerade lärandeaktiviteter som kan utföras på olika enheter. Mikroinlärning har visats sig vara ett effektivt sätt för att stärka långtidsminnet. Detta examensarbete utforskar mikroinlärning som koncept, hur termografi kan läras ut med hjälp av mikroinlärning samt hur en mikroinlärningsapplikation kan designas för att främja lärandet av termografi. Detta projekt genomfördes i samarbete med FLIR Systems AB som vill utveckla deras nuvarande utbildningserbjudande och undersöka mikroinlärning som ett alternativ. Målet med detta examensarbete var att designa och testa en interaktiv prototyp av en mikroinlärningsapplikation för att lära sig termografi. Semistrukturerade intervjuer gjordes för att definiera målgruppen för applikationen och prototypen testades och utvärderades av testpersoner från målgruppen. Användartestet och utvärderingen visade att alla testdeltagare skulle använda en mikroinlärningsapplikation för att lära sig termografi om det fanns tillgängligt på marknaden. Tre av fyra testdeltagare skulle känna sig mer motiverade att lära sig termografi med hjälp av en mikroinlärningsapplikation jämfört med andra sätt att lära sig.
87

Investigating Attitudes of A Persuasive Eco-feedback Design for Digital Tasks

Biliou, Stella January 2022 (has links)
Sustainable development as a research topic is becoming more prevalent across different fields. From a computer science perspective sustainability can incorporate anything from how to develop low-resource-use algorithms to human-computer-interaction oriented applications for behavior change. Eco-feedback systems is the collective term for solutions that can give consumers feedback regarding the environmental impact from their product use. This thesis explores how Persuasive Systems Design (PSD) and eco-feedback can be merged for a digital context, i.e. during the use of computers and software. Two design prototypes were developed where one was considered neutral and the other had PSD applied. The prototypes were included in two separate questionnaires and distributed to capture participants' use intention and perceived persuasive potential of the different designs. Further on, the PSD prototype was used in a usability test and short interview with the intention to gather more opinions in addition to the questionnaire. The results show no significant difference in the response towards the neutral against the persuasive systems design. In total the perceived ease of use and usability score high, meaning the participants regard the design to be easy to use. The response differs greatly when it comes to usefulness and intention to use a similar system in the future. The results of this thesis give an indication of where the user interest is currently at. However, further evaluation and more research is necessary to develop stronger conclusions regarding how different users perceive eco-feedback systems.
88

How does the UX Design of video conferencing software affect student engagement in online education?

Zhang, Jing, Vamoș, Vlad January 2021 (has links)
Even before the spread of COVID-19 video conferencing software has seen a steady rise in use. Due to their convenient way of offering a way of seeing the other participants live while talking to them, it is quite easy to see why this kind of software became more and more used throughout the years. Now, during the pandemic, video conferencing software is more used than ever before, especially in learning environments. Nevertheless, studies show that student engagement is rather low with university students who take part in online learning. Throughout this paper, we venture into discovering the reasons behind this lack of engagement and how it can be improved from a User Experience Design standpoint. With findings resulted from several previous studies and identified student problems and needs from those papers we created a prototype to test which features and design elements affected student engagement.
89

Webdesign stavební společnosti / Web design of a construction company

Ličman, Jan January 2022 (has links)
This diploma Thesis deals with problematics of web design in civil engineering. Specifically, it focuses on the web design of a projective construction office. The basic concepts relevant to the problematics are defined in the theoretical part of this Thesis. The practical part begins with initial analysis which consists of an opening workshop with a client, a survey and competition research. Based on the analysis findings, target group and project direction are set. Following these steps, the web design is created. It consists of several parts – generation of ideas and possible solutions, information architecture, sketching, prototyping, prototype testing and graphic design itselfs, which is output of this diploma Thesis.
90

Low-impact user interfaces: How can we create a climate-smart approach toward front-end mobile application design? : Evaluation and proposed improvement of existing guidelines – Focused on Online Food Delivery sector.

Sundqvist, Isabella, Zurawska, Kinga Joanna January 2023 (has links)
The use of the Internet and digital services has increased significantly during recent years, and as Human-Computer Interaction (HCI) field keeps on expanding, it is influencing aspects of our daily lives, though not always for the better. Researchers and practitioners, including a small number of designers, are addressing the growing concerns about the Internet’s environmental impact, such as electronic waste, increased energy use, resource depletion, and carbon footprint, which have emerged in recent years, and are calling for a more environment-friendly approach to web and app design. However, it is still a relatively new area of concern. This study evaluates existing guidelines for designing low-impact user interfaces in the mobile food delivery sector. First, the study investigates users’ food delivery habits and their impressions of low-impact interfaces. The findings from this section are then used to design a low-impact food delivery application (FDA) prototype and are tested with users to see how to make low-impact interfaces attractive for a possible change in user behaviors. This thesis builds on previous research about sustainable web design, but the focus area of this study is to investigate whether applied guidelines and low-impact design features are desired by users on mobile screens as well. The research reveals that low-impact features are indeed useful on smaller screens as well and users are generally open-minded and acceptive of front-end changes that have a more positive impact on the environment. However, it is crucial to communicate clearly about any low-impact modifications made to an application, due to the current low level of user awareness and knowledge in this field.

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