56 resultados para User centred design


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Energy harvesting for wireless sensors and consumer electronic devices can significantly improve reliability and environmental sustainability of the devices. This is achieved by eliminating the dependency of these devices on rechargeable batteries, using clean and/or renewable energy sources. Energy harvesting from various energy sources is widely discussed among researchers and entrepreneurs, including harvesting energy from microscale phenomena. This topic is receiving increasing attention due to the rising numbers of low-power consumer electronic devices and wireless sensors, but also the increasing demand for more convenient and available devices. This article presents a feasibility study for an energy harvesting system based on a human's breathing motion. The system is based on a modified pants belt that is integrated with an array of piezoelectric films and a harvesting circuit. The proposed energy harvester generates electricity from reciprocal abdominal motions of the human subject. In comparison with existing breathing-based energy harvesters, the proposed system allows for safe and convenient energy harvesting with no influence on the natural movement of the lungs. Stomach pressure analysis and measurement, as well as the design and simulations of the proposed harvester, are presented. © 2013 The Author(s).

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This paper discusses the design of a virtual reality (VR) training system for micro-robotic cell injection. A brief explanation of cell injection and the challenges associated with the procedure are first presented. This is followed by discussion of the skills required by the bio-operator to achieve successful injection, such as accuracy, trajectory and applied force. The design of the VR system which includes the visual display, input controllers, mapping strategies, haptic guidance and output data is then discussed. Initial evaluation of the VR system is presented including analysis and discussion based on conducted user evaluations. Finally, given the findings of the initial evaluation, this paper concludes that an effective haptically-enabled virtual cell injection training system is feasible, and recommendations for improvement and future work are given.

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Most visual diagramming tools provide point-and-click construction of computer-drawn diagram elements using a conventional desktop computer and mouse. SUMLOW is a unified modelling language (UML) diagramming tool that uses an electronic whiteboard (E-whiteboard) and sketching-based user interface to support collaborative software design. SUMLOW allows designers to sketch UML constructs, mixing different UML diagram elements, diagram annotations, and hand-drawn text. A key novelty of the tool is the preservation of hand-drawn diagrams and support for manipulation of these sketches using pen-based actions. Sketched diagrams can be automatically 'formalized' into computer-recognized and -drawn UML diagrams and then exported to a third party CASE tool for further extension and use. We describe the motivation for SUMLOW, illustrate the use of the tool to sketch various UML diagram types, describe its key architecture abstractions and implementation approaches, and report on two evaluations of the toolset. We hope that our experiences will be useful for others developing sketching-based design tools or those looking to leverage pen-based interfaces in software applications.

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As people have unique tastes, the way to satisfy a small group of targeted customers or to be generic to meet most people's preference has been a traditional question to many fashion designers and website developers. This study examined the relationship between individuals' personality differences and their web design preferences. Each individual's personality is represented by a combination of five traits, and 15 website design-related features are considered to test the users' preference. We introduced a data mining technique called targeted positive and negative association rule mining to analyze a dataset containing the survey results collected from undergraduate students. The results of this study not only suggest the importance of providing specific designs to attract individual customers, but also provide valuable input on the Big Five personality traits in their entirety.

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The significant effects of the building industry on the natural environment are well documented and improving the environmental performance of buildings is an on-going challenge. This is particularly the case for projects with restrictive budgets and timelines and because many existing environmental assessment tools are designed to be used too late in the design process. The use of tools during the early design stages may assist in achieving greater improvements in a building’s environmental performance. However, user-friendly tools with the ability to comprehensively compare environmental information between various building assemblies and materials, which can be easily adopted during the early design stages of a project, are not readily available. This paper presents the progress to date in developing a tool which supports building designers in identifying and selecting preferred building assemblies with the aim of minimising a building’s life cycle energy demand. The tool is based on comprehensive energy performance data for a broad range of building assemblies across all Australian climate zones. Allowing for adjustments to a set of pre-defined and user-defined assemblies the designer is able to see how assemblies perform in relation to each other. This provides valuable information to support decision-making relating to minimising the life cycle energy demand of buildings.

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Purpose – The purpose of this paper is to investigate the feasibility of creating a declarative user interface language suitable for rapid prototyping of mobile and Web apps. Moreover, this paper presents a new framework for creating responsive user interfaces using JavaScript. Design/methodology/approach – Very little existing research has been done in JavaScript-specific declarative user interface (UI) languages for mobile Web apps. This paper introduces a new framework, along with several case studies that create modern responsive designs programmatically. Findings – The fully implemented prototype verifies the feasibility of a JavaScript-based declarative user interface library. This paper demonstrates that existing solutions are unwieldy and cumbersome to dynamically create and adjust nodes within a visual syntax of program code. Originality/value – This paper presents the Guix.js platform, a declarative UI library for rapid development of Web-based mobile interfaces in JavaScript.

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BACKGROUND OR CONTEXT: Current work in remote laboratories focuses on student interaction in a setting that can be at times disconnected from real world systems. Laboratories have been developed that show models of a working system, focusing on a single aspect, but very few laboratories allow the user to see the outputs of a working system that interacts with the real world as would be expected outside of a laboratory setting. It was aimed with this paper to show a design of a novel approach to building a remote laboratory that would be able to interact with a fully functional renewable energy system, and to show the students the outputs of such a system in real time. It allows for the user to be presented with information in a new context.
PURPOSE OR GOAL: With this research it is hoped to achieve a remote laboratory that will be able to present students with the data from a renewable energy system live, as it is generated as well as all the logged date generated. It is aimed with this novel approach to building a remote laboratory to assist the students in learning about renewable energy systems while allowing the student to access real data, instead of simulated data. Links to increased motivation due to realism in data given as well as change in student perception on learning in remote laboratories mean that a system such as this could change the way students approach learning about renewable energy generation systems. This will require further research however.
APPROACH: This remote laboratory required gathering data from an already established system. The live results were not recorded, and a log file was generated daily, however this was not fast enough to give to students as it was generated, so a system that could maintain communication between all systems, while also polling for data itself was required. In addition to this, the system had to communicate to a server that would give students access to the live data. The server was set up in such a way that students were not required to install any programs on their computer, multiple students could access the data at any given time, and a wide range of devices, including mobile devices, could all access the remote laboratory.
DISCUSSION: Key outcomes include the design of the remote laboratory, including screenshots of data acquisition from the renewable energy system from different devices. The design is split into two sections, one covering the server side architecture while another covers the data acquisition architecture. A very brief discussion on students’ initial interaction is also undertaken.
RECOMMENDATIONS/IMPLICATIONS/CONCLUSION: Research has shown that the degree of realism in remote education can have an effect on students’ behaviors/motivation in a remote laboratory. By allowing students to knowingly access a real system that is currently being used to generate power from renewable energy sources, the methods and motivations that students use when approaching renewable energy systems may change.

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This paper discusses the concepts of remixing and morphing in learning design. In particular, it focuses on how the authors used approaches and findings from a high school action research study to inform their work in higher education. This was done in an attempt to build authentic and active student learning experiences that align with the needs of the 21st Century, and they argue that remixing offers a creative and social approach to the designing of learning. The high school study embedded social and participatory media into the face-to-face classroom. This opened up opportunities for students to interact and share user-generated content. The authors discuss how they have used the approaches and findings from this high school study in their work in teacher education and pre-service teacher education, as well in as learning design in the Business and Law Faculty. The authors' university has a strategic plan that identifies the world as globally connected, with new ideas available at the touch of a button and innovation 'anywhere' and at 'any time' and this paper supports that agenda. Using the concept of remixing the authors build on their previous work in learning design and make explicit the sharing nature within a remix approach. The use of the concept of remix is demonstrated within a bigger picture of what is sometimes called 'course-wide' thinking. The authors argue that this work contributes evidence and analysis that can inform course designers, practitioner-researchers and the work of academics, from across disciplines, to design courses that recognise and support active student learning.

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AIMS AND OBJECTIVES: This paper examines the communication strategies that nurses, doctors, pharmacists and patients use when managing medications. BACKGROUND: Patient-centred medication management is best accomplished through interdisciplinary practice. Effective communication about managing medications between clinicians and patients has a direct influence on patient outcomes. There is a lack of research that adopts a multidisciplinary approach and involves critical in-depth analysis of medication interactions among nurses, doctors, pharmacists and patients. DESIGN: A critical ethnographic approach with video reflexivity was adopted to capture communication strategies during medication activities in two general medical wards of an acute care hospital in Melbourne, Australia. METHODS: A mixed ethnographic approach combining participant observations, field interviews, video recordings and video reflexive focus groups and interviews was employed. Seventy-six nurses, 31 doctors, 1 pharmacist and 27 patients gave written consent to participate in the study. Data analysis was informed by Fairclough's critical discourse analytic framework. FINDINGS: Clinicians' use of communication strategies was demonstrated in their interpersonal, authoritative and instructive talk with patients. Doctors adopted the language discourse of normalisation to standardise patients' illness experiences. Nurses and pharmacists employed the language discourses of preparedness and scrutiny to ensure that patient safety was maintained. Patients took up the discourse of politeness to raise medication concerns and question treatment decisions made by doctors, in their attempts to challenge decision-making about their health care treatment. In addition, the video method revealed clinicians' extensive use of body language in communication processes for medication management. CONCLUSIONS: The use of communication strategies by nurses, doctors, pharmacists and patients created opportunities for improved interdisciplinary collaboration and patient-centred medication management in an acute hospital setting. Language discourses shaped and were shaped by complex power relations between patients and clinicians and among clinicians themselves. RELEVANCE TO CLINICAL PRACTICE: Clinicians need to be encouraged to have regular conversations to talk about and challenge each other's practices. More emphasis should be placed on ensuring that patients are given opportunities to voice their concerns about how their medications are managed.

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BACKGROUND: A core component of family-centred nursing care during the provision of end-of-life care in intensive care settings is information sharing with families. Yet little is known about information provided in these circumstances.

OBJECTIVE: To identify information most frequently given by critical care nurses to families in preparation for and during withdrawal of life-sustaining treatment.

DESIGN: An online cross-sectional survey.

METHODS: During May 2015, critical care nurses in Australia and New Zealand were invited to complete the Preparing Families for Treatment Withdrawal questionnaire. Data analysis included descriptive statistics to identify areas of information most and least frequently shared with families. Cross tabulations with demographic data were used to explore any associations in the data.

RESULTS: From the responses of 159 critical care nurses, information related to the emotional care and support of the family was most frequently provided to families in preparation for and during withdrawal of life-sustaining treatment. Variation was noted in the frequency of provision of information across body systems and their associated physical changes during the dying process. Significant associations (p<0.05) were identified between the variables gender, nursing experience and critical care experiences and some of the information items most and least frequently provided.

CONCLUSIONS: The provision of information during end-of-life care reflects a family-centred care approach by critical care nurses with information pertaining to emotional care and support of the family paramount. The findings of this study provide a useful framework for the development of interventions to improve practice and support nurses in communicating with families at this time.

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Teleoperation remains an important aspect for robotic systems especially when deployed in unstructured environments. While a range of research strives for robots that are completely autonomous, many robotic applications still require some level of human-in-The-loop control. In any situation where teleoperation is required an effective User Interface (UI) remains a key component within the systems design. Current advancements in Virtual Reality (VR) software and hardware such as the Oculus Rift, HTC Vive and Google Cardboard combined with greater transparency to robotic systems afforded by middleware such as the Robot Operating System (ROS) provides an opportunity to rapidly improve traditional teleoperation interfaces. This paper uses a System of System (SoS) approach to present the concept of a Virtual Reality Dynamic User Interface (VRDUI) for the teleoperation of heterogeneous robots. Different geometric virtual workspaces are discussed and a cylindrical workspace aligned with interactive displays is presented as a virtual control room. A presentation mode within the proposed VRDUI is also detailed, this shows how point cloud information obtained from the Microsoft Kinect can be incorporated within the proposed virtual workspace. This point cloud data is successfully processed into an OctoMap utilizing the octree data structure to create a voxelized representation of the 3D scanned environment. The resulting OctoMap is then displayed to an operator as a 3D point cloud using the Oculus Rift Head Mounted Display (HMD).