976 resultados para client-centered design


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This work presents a reflection on Design education and specifically on the role of Drawing in this area. As a subject, Design has expanded its field of action expanding into new areas such as Experience Design or Service Design. It became necessary for the designer to have more than an education based on technological knowledge or know-how. Many authors like Meredith Davis, Don Norman or Jamie Hobson point out the urgency to review the curricula of Design courses because nowadays “ … design is more than appearance, design is about interaction, about strategy and about services. Designers change social behavior” (Norman, 2011) When shifting from a product-centered design to a person-centered design (in a structure, a service or in a relationship) what should the function of drawing in a design course be? What should its curriculum be? Our work methodology will be to confront today’s perspectives on design theory and practice in an attempt to add to the discussion on the methodological strategies in design teaching in the contemporary context.

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Dissertação apresentada à Escola Superior de Artes Aplicadas do Instituto Politécnico de Castelo Branco em associação com a Faculdade de Arquitetura da Universidade de Lisboa.

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La littérature contient une abondance d’information sur les approches de design impliquant les utilisateurs. Bien que les chercheurs soulèvent de nombreux avantages concernant ces approches, on en sait peu sur ce que les concepteurs des entreprises en pensent. Ce projet a pour but de connaître les perceptions des concepteurs de produits quant aux outils de design participatif puis, d’identifier les opportunités et limites qu’ils évoquent à ce sujet, et finalement, de faire des suggestions d’outils qui faciliteraient l’introduction du design participatif dans un processus de design existant. Après avoir fait un survol du domaine du design participatif et de ses outils, six cas sont étudiés au moyen d’entrevues semi-dirigées conduites auprès de concepteurs de produits. Les données sont analysées à l’aide de cartes cognitives. En ce qui concerne les outils de design participatif, les participants rencontrés perçoivent un accès direct aux besoins des utilisateurs et la possibilité de minimiser les erreurs en début de processus donc, d’éviter les modifications coûteuses qu’elles auraient entraînées. Les obstacles perçus par les concepteurs sont principalement liés à la résistance au changement, à la crainte de laisser créer ou décider les utilisateurs, ainsi qu’au manque de temps et de ressources de l’équipe. Finalement, sur la base des informations collectées, nous suggérons quatre outils de design participatif qui semblent plus intéressants : l’enquête contextuelle, les sondes, les tests de prototypes et l’approche « lead user ». Pour faire suite à ce travail, il serait intéressant d’élaborer un protocole de recherche plus exhaustif pour augmenter la portée des résultats, ou encore, d’appliquer le design participatif, dans une entreprise, afin d’explorer la satisfaction des gens quant aux produits conçus, les effets collatéraux sur les équipes impliquées, l’évolution des prototypes ou le déroulement des ateliers.

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Le système de santé d'aujourd'hui fait appel à de nombreuses technologies de l'information nommées TIS (Technologies de l’Information en Santé). Celles-ci ont donné naissance à de nouvelles formes d’interaction médecin-patient et ont complexifié l'approche thérapeutique dite
« centrée sur le patient ». Les TIS promettent une plus grande efficacité et l’augmentation de la satisfaction des patients par le biais d’une meilleure compréhension de la maladie pour le patient. Or, elles peuvent également devenir des sources de conflit pour le professionnel de la santé, étant donné leur utilisation en dehors des rencontres cliniques ainsi que leur tendance à agir comme des barrières communicationnelles lors des consultations. Cette recherche vise a étudier les critères de design nécessaires à la conception d’un TIS pouvant améliorer la relation médecin-patient et donc, faciliter la communication et améliorer l’alliance thérapeutique. L’étude utilise une approche centrée sur l’utilisateur et vise donc à comprendre les besoins et les attentes des médecins et des patients. En étudiant les nouvelles approches en santé et les TIS, il a été possible de comprendre le contexte et les besoins des utilisateurs en terme de communication. Ces derniers sont primordiaux au processus dit centré sur l’utilisateur. Le faible taux de rétention du discours du médecin devient une barrière communicationnelle importante, tout comme le temps pressurisé. La recherche nous montre que l’ajout d’un outil virtuel de vulgarisation peut, à l’aide de média visuels (tel que des modélisations, des animations 3D et des dessins), grandement aider la relation médecin-patient.

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Les défis associés au phénomène du vieillissement démographique de la population se manifestent sous plusieurs formes et à de nombreux égards. Il y a des questions générales comme celles qui touchent l’économique et d’autres, plus spécifiques et situées, comme celles des modalités assurant des services et des soins adéquats aux personnes vulnérables. Par exemple, le colloque « La qualité de l’expérience des usagers et des proches : vers la personnalisation des soins et des services sociaux », programmé dans le cadre des Entretiens Jacques Cartier à l’automne 2014, s’était donné comme objectif d’examiner l’expérience personnelle des usagers relativement aux prestations de soins de santé et à l’organisation des services sociaux. L’origine de ces réflexions réside dans la nécessité de trouver un meilleur équilibre des pouvoirs dans les relations d’aide ou la prestation de soin. Cette problématique sous-entend l’idée de rendre les usagers capables d’un certain contrôle par l’adoption d’approches permettant aux professionnels de faire des ajustements personnalisés. Cette thèse de doctorat s’inscrit directement dans le prolongement de cette problématique. La recherche vise à examiner les conditions en mesure de rendre possible, dans les Centres d’hébergement et de soins de longue durée (CHSLD), un rapport au monde catégorisé par ce que le sociologue Laurent Thévenot nomme le régime de la familiarité. Le régime de la familiarité fait référence aux réalités où l’engagement des personnes se déploie dans l’aisance. Autrement dit, ce régime d’engagement correspond à un rapport au milieu où la personne est en mesure de déployer ses habitudes, d’habiter le moment et de se sentir chez elle. Comme le montre Thévenot, ce type d’engagement commande la conception d’un monde qui offre aux personnes la possibilité d’articuler les modalités de leurs actions sur des repères qui font sens personnellement pour eux. Ainsi, l’objet de la recherche consiste à mieux comprendre la participation du design à la conception d’un milieu d’hébergement capable d’accueillir ce type d’engagement pragmatique. Les orientations associées à la conception de milieux d’hébergement capables de satisfaire de telles exigences correspondent largement aux ambitions qui accompagnent le développement des approches du design centrées sur l’usager, du design d’expériences et plus récemment du design empathique. Cela dit, malgré les efforts investis en ce sens, les capacités d’appropriation des usagers restent un problème pour lequel les réponses sont précaires. La thèse interroge ainsi le fait que les développements des approches de design, qui ont fait de l’expérience des usagers une préoccupation de premier plan, sont trop souvent restreints par des questions de méthodes et de procédures. Le développement de ces connaissances se serait fait au détriment de l’examen précis des savoir-être également nécessaires pour rendre les designers capables de prendre au sérieux les enjeux associés aux aspirations de ces approches. Plus spécifiquement, la recherche précise les qualités de l’expérience des établissements dont le design permet l’engagement en familiarité. L’enquête s’appuie sur une analyse des jugements posés par des équipes d’évaluation de la qualité du milieu de vie des CHSLD présents sur le territoire Montréalais. L’analyse a mené à la caractérisation de cinq qualités : l’accueillance, la convivialité, la flexibilité, la prévenance et la stabilité. Finalement, sous la forme d’un essai réflexif, un tableau de savoir-être est suggéré comme manière de rendre les designers capables de mettre en œuvre des milieux d’hébergement présentant les qualités identifiées. Cet essai est également l’occasion du développement d’un outil réflexif pour une pédagogie et une pratique vertueuse du design.

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In der vorliegenden Arbeit wird ein am Strengths-Modell orientiertes Case Management-Projekt zur Prozess- und Ergebnisoptimierung der bereits bestehenden ambulanten gerontopsychiatrischen Versorgungsstruktur untersucht. Dazu arbeitete eine Krankenpflegerin mit psychiatrischer Fachausbildung in einer Berliner Sozialstation auf Basis einer professionellen Beziehung für 4-6 Wochen bei Klientinnen mit gerontopsychiatrischen Problemlagen, erstellte ein Assessment, leistete notwendige Unterstützung zunächst selbst, vermittelte gestützt auf die eigenen Erfahrungen weiterführende Dienste, leitete diese Dienste an, zog sich dann aus dem direkten Kontakt mit den Klientinnen zurück und blieb beratend für die weiterführenden Dienste verfügbar. Zur Untersuchung des Projekts wurden qualitative und quantitative Verfahren eingesetzt. Zur Beschreibung der Inhalte wurden die für jede Klientin verfasste Dokumentation und die Ergebnisse von grob strukturierten Interviews mit der Case Managerin, angelehnt an eine reduzierte Form der Methode Grounded Theory, in einem iterativen Prozess analysiert. In einem zweiten Schritt wurde dann untersucht, inwieweit die einzelnen Arbeitsinhalte des Case Managements die sozial-räumlichdingliche Umweltanpassung und Proaktivität der Klientinnen unterstützten. Die Wirkungen des Projektes auf Kognition, Aktivitäten des täglichen Lebens (ADL), Instrumentelle Aktivitäten des täglichen Lebens (IADL), Stimmung sowie soziales und störendes Verhalten wurden mittels eines standardisierten Fragebogens mit einem quasi-experimentellen prospektiven Untersuchungsdesign analysiert. Zur Analyse der subjektiven Wirkung des Projektes auf Angehörige wurden in den Ergebnissen von grob strukturierten Interviews mittels eines iterativen Prozesses Themen identifiziert. Die Klientinnen (n=11) erhielten durchschnittlich 23 Stunden Case Management. Neben den typischen Case Management-Aufgaben führte die Case Managerin, basierend auf den Gewohnheiten, Interessen und Selbsteinschätzungen der Klientinnen, therapeutische und pflegerische Maßnahmen durch und unterstützte dabei die sozial-dinglichräumliche Umweltanpassung und Proaktivität der Klientinnen. Zusätzlich wurden Hauspflegerinnen von der Case Managerin individuell in der Wohnung von Klientinnen hinsichtlich der Kommunikation mit und Unterstützung der Proaktivität von Klientinnen angeleitet. Die Hauspflegerinnen führten die von der Case Managerin eingeleiteten Maßnahmen erfolgreich fort. Bei den Klientinnen zeigten sich signifikante Verbesserungen in Gedächtnis, Stimmung, IADL-Funktionen und Sozialverhalten, aber nicht in ADL-Funktionen und störendem Verhalten. Diese Verbesserungen wurden subjektiv von den Angehörigen (n=7) bestätigt. Zusätzlich empfanden Angehörige eine zeitliche aber keine psychische Entlastung. Mit diesem Projekt wurde gezeigt, dass ein zeitlich begrenztes klientenzentriertes Case Management kognitive, soziale und emotionale Funktionen von gerontopsychiatrisch Erkrankten verbessert, Angehörige zeitlich entlastet und dass Hauspflegerinnen bei entsprechender Anleitung die vom Case Management eingeleiteten Maßnahmen fortführen können. In Folgestudien mit größerem Umfang sollten diese Ergebnisse überprüft werden um dann zu entscheiden, ob dieser Ansatz geeignet ist, die ambulante gerontopsychiatrische Versorgung gemeindenah zu verbessern.

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Briefing phase interactions between clients and designers are recognized as social engagements, characterized by communicative sign use, where conceptual ideas are gradually transformed into potential design solutions. A semiotic analysis of briefing communications between client stakeholders and designers provides evidence of the significance and importance of stakeholder interpretation and understanding of design, empirical data being drawn from a qualitative study of NHS hospital construction projects in the UK. It is contended that stakeholders engage with a project through communicative signs and artefacts of design, referencing personal cognitive knowledge in acts of interpretation that may be different from those of designers and externally appointed client advisers. Such interpretations occur in addition to NHS client and design team efforts to ‘engage’ with and ‘understand’ stakeholders using a variety of methods. Social semiotic theorizations indicate how narrative strategies motivate the formulation of signs and artefacts in briefing work, the role of sign authors and sign readers being elucidated as a result. Findings are contextualized against current understandings of briefing communications and stakeholder management practices, a more socially attuned understanding of briefing countering some of the process-led improvement models that have characterized much of the post-Egan report literature. A stakeholder interpretation model is presented as one potential method to safeguard against unforeseen interpretations occurring, the model aligning with the proposal for a more measured recognition of how designs can trigger interpretations among client stakeholders.

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Supervisor: Duarte Nuno Jardim Nunes

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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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Pós-graduação em Design - FAAC

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The demand for consumer goods in the developing world continues to rise as populations and economies grow. As designers, manufacturers, and consumers look for ways to address this growing demand, many are considering the possibilities of 3D printing. Due to 3D printing’s flexibility and relative mobility, it is speculated that 3D printing could help to meet the growing demands of the developing world. While the merits and challenges of distributed manufacturing with 3D printing have been presented, little work has been done to determine the types of products that would be appropriate for such manufacturing. Inspired by the author’s two years of Peace Corps service in the Tanzania and the need for specialty equipment for various projects during that time, an in-depth literature search is undertaken to better understand and summarize the process and capabilities of 3D printing. Human-centered design considerations are developed to focus on the product desirability, the technical feasibility, and the financial viability of using 3D printing within Tanzania. Beginning with concerns of what Tanzanian consumers desire, many concerns later arise in regards to the feasibility of creating products that would be sufficient in strength and quality for the demands of developing world consumers. It is only after these concerns are addressed that the viability of products can be evaluated from an economic perspective. The larger impacts of a product beyond its use are vital in determining how it will affect the social, economic, and environmental well-being of a developing nation such as Tanzania. Thus technology specific criteria are necessary for assessing and quantifying the broader impacts that a 3D-printed product can have within its ecosystem, and appropriate criteria are developed for this purpose. Both sets of criteria are then demonstrated and tested while evaluating the desirability, feasibility, viability, and sustainability of printing a piece of equipment required for the author’s Peace Corps service: a set of Vernier calipers. Required for science educators throughout the country, specialty equipment such as calipers initially appear to be an ideal candidate for 3D printing, though ultimately the printing of calipers is not recommended due to current restrictions in the technology. By examining more specific challenges and opportunities of the products 3D printing can produce, it can be better determined what place 3D printing will have in manufacturing for the developing world. Furthermore, the considerations outlined in this paper could be adapted for other manufacturing technologies and regions of the world, as human centered design and sustainability will be critical in determining how to supply the developing world with the consumer goods it demands.

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In the United States, “binge” drinking among college students is an emerging public health concern due to the significant physical and psychological effects on young adults. The focus is on identifying interventions that can help decrease high-risk drinking behavior among this group of drinkers. One such intervention is Motivational interviewing (MI), a client-centered therapy that aims at resolving client ambivalence by developing discrepancy and engaging the client in change talk. Of late, there is a growing interest in determining the active ingredients that influence the alliance between the therapist and the client. This study is a secondary analysis of the data obtained from the Southern Methodist Alcohol Research Trial (SMART) project, a dismantling trial of MI and feedback among heavy drinking college students. The present project examines the relationship between therapist and client language in MI sessions on a sample of “binge” drinking college students. Of the 126 SMART tapes, 30 tapes (‘MI with feedback’ group = 15, ‘MI only’ group = 15) were randomly selected for this study. MISC 2.1, a mutually exclusive and exhaustive coding system, was used to code the audio/videotaped MI sessions. Therapist and client language were analyzed for communication characteristics. Overall, therapists adopted a MI consistent style and clients were found to engage in change talk. Counselor acceptance, empathy, spirit, and complex reflections were all significantly related to client change talk (p-values ranged from 0.001 to 0.047). Additionally, therapist ‘advice without permission’ and MI Inconsistent therapist behaviors were strongly correlated with client sustain talk (p-values ranged from 0.006 to 0.048). Simple linear regression models showed a significant correlation between MI consistent (MICO) therapist language (independent variable) and change talk (dependent variable) and MI inconsistent (MIIN) therapist language (independent variable) and sustain talk (dependent variable). The study has several limitations such as small sample size, self-selection bias, poor inter-rater reliability for the global scales and the lack of a temporal measure of therapist and client language. Future studies might consider a larger sample size to obtain more statistical power. In addition the correlation between therapist language, client language and drinking outcome needs to be explored.^

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Kabuki Syndrome (KS) is a rare genetic disorder first diagnosed in 1981 (Matsumoto & Niikawa, 2003). It's clinical presentation and treatment is unknown by most clinicians the mental health fields. Children with KS present with unique facial characteristics, mental retardation, health problems and socio-emotional delays that are often mistaken for other diagnostic problems. Literature detailing the psychological and psychosocial features of this disorder is scant, and psychotherapeutic approaches have not been described. In this article we present a brief review of Kabuki Syndrome, highlighting its signs and symptoms. Differential diagnoses are identified to aid the clinician in better understanding this unique and relatively unheard of syndrome. Finally, a client-centered play therapy and parent consultation approach is described that addresses the many child and family challenges that may accompany KS.

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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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The flow rates of drying and nebulizing gas, heat block and desolvation line temperatures and interface voltage are potential electrospray ionization parameters as they may enhance sensitivity of the mass spectrometer. The conditions that give higher sensitivity of 13 pharmaceuticals were explored. First, Plackett-Burman design was implemented to screen significant factors, and it was concluded that interface voltage and nebulizing gas flow were the only factors that influence the intensity signal for all pharmaceuticals. This fractionated factorial design was projected to set a full 2(2) factorial design with center points. The lack-of-fit test proved to be significant. Then, a central composite face-centered design was conducted. Finally, a stepwise multiple linear regression and subsequently an optimization problem solving were carried out. Two main drug clusters were found concerning the signal intensities of all runs of the augmented factorial design. p-Aminophenol, salicylic acid, and nimesulide constitute one cluster as a result of showing much higher sensitivity than the remaining drugs. The other cluster is more homogeneous with some sub-clusters comprising one pharmaceutical and its respective metabolite. It was observed that instrumental signal increased when both significant factors increased with maximum signal occurring when both codified factors are set at level +1. It was also found that, for most of the pharmaceuticals, interface voltage influences the intensity of the instrument more than the nebulizing gas flowrate. The only exceptions refer to nimesulide where the relative importance of the factors is reversed and still salicylic acid where both factors equally influence the instrumental signal. Graphical Abstract ᅟ.