3 resultados para client-centered design

em Universidade Federal do Rio Grande do Norte(UFRN)


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Este trabalho tem como objetivo o desenvolvimento de interfaces com o usuário para aplicativo móvel smartphones com intuito de contribuir para a eficiência das atividades de profissionais e pesquisadores da área de fisioterapia ao oferecer suporte ao acompanhamento clínico da dor no tratamento de pacientes fibromiálgicos. Utilizando a abordagem de Design Centrado no Usuário - DCU, foram realizadas entrevistas e uma investigação contextual para a identificação inicial dos problemas e necessidades dos usuários. Verificou-se que as atividades de monitoramento e acompanhamento das sessões do tratamento de pacientes fibromiálgicos são, tradicionalmente, realizadas por meio de manipulando de formulários e fichas em papel (registro das condições de saúde do paciente) e escalas de classificação da dor em formato impresso (apresentadas ao paciente para indicação de sua dor percebida para cada ponto pré-determinado do corpo). Os procedimentos envolvidos nestas atividades dificultam o gerenciamento do desempenho do tratamento, o que, segundo relatos, reflete no comprometimento dos pacientes na adesão e frequência as sessões. A partir da observação e do levantamento das necessidades desses profissionais diante de suas atividades, foi proposto um aplicativo para smartphone com a intenção de minimizar os problemas ocasionados pelo uso das ferramentas convencionais e de prover informações rápidas acerca dos dados coletados. Então, seguindo a abordagem do DCU foi elaborado um modelo conceitual durante a etapa de concepção de soluções, o qual guiou a criação dos protótipos. A avaliação das interfaces do protótipo foi realizada com o envolvimento dos usuários a partir da técnica de avaliação cooperativa. Seus resultados proporcionaram o refinamento das interfaces e o desenvolvimento de uma nova proposta do design das interfaces em protótipo de alta fidelidade, produzido para o ambiente Android. Assim, esse trabalho faz parte do processo de desenvolvimento de um produto de software personalizado com foco na concepção e avaliação das interfaces com o usuário. Por meio da metodologia aplicada, observaram-se indícios os quais sugerem que as interfaces propostas apresentaram-se como um recurso facilitador e capaz de contribuir para eficiência das atividades no acompanhamento do tratamento de pacientes fibromiálgicos

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Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.

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Suicide rates have been rising all over the world. In Rio Grande do Norte state, a study carried out by Dutra (1999) investigated suicide rates among youngsters and found that in 1997 alone 244 cases of suicide attempt were registered. The author took an interest in studying this phenomenon among adolescents after reviewing Dutra s study and the technical literature on suicide. In addition to that, another topic caught her attention and raised new research questions: suicide attempts motivated by love, i.e., the end of a relationship, the fantasy of being abandoned by a partner. These have made the author to question how love manifested itself among adolescents and how it could become a reason for adolescents to give up their lives. Based on the data she analyzed and the research questions she developed, her research objective was to understand how adolescents who have attempted suicide because of love-related reasons have gone through this experience. The theoretical reference for the research was the Client-centered Therapy and more specifically, the construct self , according to Carl Rogers. The methodological strategy was inspired by the existential-phenomenological strategy. It used the narrative as a research instrument, inspired by the work of Walter Benjamim (1994) which was developed into a research strategy by Schmidt (1990). Four youngsters (three male and one female) have participated in this study. They have attempted suicide for love-related reasons during dolescence, when they were 12 to 18 years old. The interviews were recorded on cassette tapes, transcribed and literalized into narratives. The understanding of the narratives was based on the meanings that emerged from the youngsters speeches, as well as from the moments that touched the author. These moments highlighted the meaning of the experience of giving up life and the experience of love-based relationship as experienced by the youngsters. The study detected, among the adolescents who were interviewed, the existence of impulsiveness related to the suicide attempt. Also, the majority of the interviewees came from unstructured family backgrounds and had lost of one of their parents or had to face their parents divorce. The suicide was attempted by these youngsters through the ingestion of medicines. The research also revealed that the youngsters had regretted attempting suicide and felt guilty about it. With regards to their self-evaluation, the author observed that the youngsters had low self-esteem, negative perceptions about themselves and distorted views of themselves. These findings helped the author to reflect on the close relationship between the construct self and the suicide attempt. She also observed that a few factors, i.e., family context, education, social and cultural values, have influenced the way the youngsters perceived themselves . The results of this research confirm the idea that we have to understand the suicide attempt as a multi-determined phenomenon. This study contributed to the analysis and reflection on the factors that contribute to suicide attempts thus providing a foundation for the development of public health programs and policies to deal with this topic