965 resultados para Design research
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Esta Dissertação tematiza sobre as ouvidorias de saúde pública como um espaço de participação cidadã na gestão administrativa, indagando se acontece uma relação dialógica entre governo, medicina e sociedade, na perspectiva de aproximação da gestão e serviços prestados pela saúde pública, de acordo com a Política de Humanização do SUS. A hipótese norteadora do estudo é a de que com a participação popular, através das ouvidorias, são produzidas transformações nas práticas desempenhadas pelos diferentes atores na configuração das práticas no cuidado em saúde, em aproximação com os princípios e estratégias de Humanização do Sistema Único de Saúde, com capacidade de tensionar os papéis constituídos no contexto biomédico que se constituiu como predominante, a partir dos fins do século XVII. Objetiva identificar as contribuições efetivas da atuação das ouvidorias de saúde pública, na construção e execução de novas práticas da saúde, de acordo com a PNH. Foi desenvolvida em quatro capítulos, que tratam da participação social e da história das ouvidorias de saúde pública, no Brasil, do SUS e da Política de Humanização na Saúde,da pesquisa propriamente dita e as considerações finais. A investigação, com desenho qualitativo e exploratório, visa a conhecer, descrever e compreender a realidade da política de humanização nas instituições de saúde pública no estado do Pará, por intermédio das demandas das ouvidorias em um processo de ampliação de mecanismos democráticos de controle social das políticas públicas de saúde. Entre os resultados alcançados nesta pesquisa, cita-se que as Ouvidorias de Saúde Pública têm o claro compromisso de se tornarem instituições de excelência e cumprirem o seu papel na promoção do diálogo entre o estado, a medicina e a sociedade. Quanto a esse processo colaborar na construção de novas práticas em saúde, não se identificam grandes efetividades, porém, serve como valor simbólico de representatividade de acessibilidade de comunicação e diálogo sem burocracia entre sociedade e gestão pública é significativa. Observa-se a necessidade da gestão da saúde pública, no sentido de se organizar em suas várias instâncias.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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The Alzheimer’s dementia represents a clinical condition inherent to many chronic and neurodegenerative diseases that are usually related to a decline in the cognitive and physical functions. The objective of this experimental design research was to analyze the effects of a regular and systemized physical activity program over the cognitive functions, balance and risk of falls of elderly with Alzheimer’s Dementia (DA). The sample was made of 16 elderly with DA, distributed in two groups: a) intervention group – GI (9 subjects that had participated in a program of physical activity, that consisted of 3 weekly sessions of 60 minutes each, in alternated days and with a duration of 6 months); b) control group – GC (7 subjects that did not participate in the program of physical activity). Both groups maintained the doctoral and pharmacological assistance routine. The subjects passed through two different evaluations (pre and post-intervention) the questionnaire (Mini-exam of Mental State for cognitive functions) and motor tests (Berg Functional Balance Scale – EEFB, Timed Up-and-Go (TUG) time (TUGs) and steps (TUGp) and the test of agility and dynamic balance (AGILEQ) of the American Alliance for Health, Physical Education Recreation and Dance for elderly). The obtained results were, respectively in the pre and post-intervention moments: a) AGILEQ (GI = 39,1 ± 10,2 and 38,4 ± 8,9 and GC = 45,6 ± 16,7 and 59,9 ± 22,0 seconds) with the statistically interaction significant (ANOVA two-way; F1,14 = 32,07; p=0,01) between groups and moments; b) TUGs (GI = 9,8 ± 2,5 and 9,5 ± 3,3 and GC = 10,6 ± 4,5 and 12,7 ± 7,3 seconds) the test UMann Whitney did not appoint any significant differences between the groups in the post-intervention moment, however the analyzes of Wilcoxon evidenced a ...(Complete abstract click electronic access below)
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Seit den 50er Jahren des Zwanzigsten Jahrhunderts erfährt das Konzept der schlanken Produktion stetig Erweiterungen und Renaissancen [Fau09]. Zielt das Ursprungskonzept noch überwiegend auf eine Effizienzsteigerung im Bereich der Fertigung ab, so werden im Rahmen eines Ganzheitlichen Produktionssystems verstärkt auch die indirekten Bereiche, wie z. B. Konstruktion, Forschung und Entwicklung, Planung oder Vertrieb einbezogen. Im folgenden Beitrag werden die Rahmenbedingungen eines Produktionssystems im indirekten Bereich dargestellt und Empfehlungen hinsichtlich einer strukturellen Erweiterung aktuell bestehender Ordnungsrahmen gegeben.
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Microblogging is one of the most popular user-generated media, hence its accessibility has a large impact for users. However, the accessibility of this medium is poor in practice, due to the combination of bad practices by different agents ranging from the providers that host microblogging services to prosumers that post contents to them. Here we present an accessibility-oriented model of microblogging services, analyze the impact of its components, and propose guidelines for each of them to meet accessibility requirements. In particular, we base on an study we have performed on Twitter, one of the most-relevant microblogging platform, to identify good and bad practices in microblogging content generation regarding accessibility in microblogging content generation.
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This study explores the specific characteristics of teacher-educator professional development interventions that enhance their transformative learning towards stimulating the inquiry-based attitude of students. An educational design research method was followed. Firstly, in partnership with five experienced educators, a professional development programme was designed, tested and redesigned. Secondly, a qualitative multiple case study was conducted to examine the active ingredients of the designed interventions with regard to educators changes in beliefs and behaviour. The study was carried out in four different educational settings in which 20 educators participated during nine months. Data sources included videos, questionnaires, interviews and written personal theories of practice. The analyses indicated that aligned self-study interventions on a personal, peer and group level guided by a trained facilitator supported the intended leaning.
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This thesis explores aesthetization in general and fashion in particular in digital technology design and how we can design digital technology to account for the extended influences of fashion. The thesis applies a combination of methods to explore the new design space at the intersection of fashion and technology. First, it contributes to theoretical understandings of aesthetization and fashion institutionalization that influence digital technology design. We show that there is an unstable aesthetization in mobile design and the increased aesthetization is closely related to the fashion industry. Fashion emerged through shared institutional activities, which are usually in the form of action nets in the design of digital devices. “Tech Fashion” is proposed to interpret such dynamic action nets of institutional arrangements that make digital technology fashionable and desirable. Second, through associative design research, we have designed and developed two prototypes that account for institutionalized fashion values, such as the concept “outfit-centric accessory.” We call for a more extensive collaboration between fashion design and interaction design.
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What can a remarkable community of 6,000 retired academics living on the campus of Tsinghua University, Beijing, tell us about strategies for ‘ageing well’ in societies around the world? The Ingenuity of Ageing tells the story of an experimental piece of design research carried out by Dr Yanki Lee, a research fellow in the Helen Hamlyn Centre for Design at the Royal College of Art, who spent a year in China investigating new approaches to design for ageing. Supported by a UK-China Fellowship of Excellence funded by the Department of Business, Innovation and Skills (BIS), Dr Yanki Lee’s post-Doctoral study combines the techniques of reflexive ethnography and action research in order to challenge conventional thinking about the designer as expert and propose an alternative, participatory model of social interaction and innovation through which the ingenuity of older people can be revealed.
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Influencing more environmentally friendly and sustainable behaviour is a current focus of many projects, ranging from government social marketing campaigns, education and tax structures to designers’ work on interactive products, services and environments. There is a wide variety of techniques and methods used, intended to work via different sets of cognitive and environmental principles. These approaches make different assumptions about ‘what people are like’: how users will respond to behavioural interventions, and why, and in the process reveal some of the assumptions that designers and other stakeholders, such as clients commissioning a project, make about human nature. This paper discusses three simple models of user behaviour – the pinball, the shortcut and the thoughtful – which emerge from user experience designers’ statements about users while focused on designing for behaviour change. The models are characterised using systems terminology and the application of each model to design for sustainable behaviour is examined via a series of examples.
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This research aims to make a contribution in the context of design thinking at a global cultural scale and specifically how design methods are a feature of the homogenising and heterogenising forces of globalisation via creative destruction. Since Schumpeter’s description of economic innovation destroying the old and creating the new, a number of other interpretations of creative destruction have developed including those driving cultural evolution. However a design model showing the impact of different types of design method on cultural evolution can develop an understanding on a more systemic level from the medium to longer term impact of new designs that homogenise or increase the differences between various cultures. This research explores the theoretical terrain between creative destruction, design thinking and cybernetics in the context of exchanging cultural influences for collaborative creativity and concludes with an experiment that proposes a feedback loop between ubiquitising and differentiating design methods mediating cultural variety in creative ecosystems.
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This research aims to make a contribution in the context of design thinking at a global cultural scale and specifically how design methods are a feature of the homogenising and heterogenising forces of globalisation via creative destruction. Since Schumpeter’s description of economic innovation destroying the old and creating the new, a number of other interpretations of creative destruction have developed including those driving cultural evolution. However a design model showing the impact of different types of design method on cultural evolution can develop an understanding on a more systemic level from the medium to longer term impact of new designs that homogenise or increase the differences between various cultures. This research explores the theoretical terrain between creative destruction, design thinking and cybernetics in the context of exchanging cultural influences for collaborative creativity and concludes with an experiment that proposes a feedback loop between ubiquitising and differentiating design methods mediating cultural variety in creative ecosystems.
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El objetivo del presente artículo es establecer y clarificar el planteamiento de líneas de investigación en diseño a través de ejemplos demostrativos de proyectos de investigación en los tres niveles de investigación: básica, aplicada y de desarrollo tecnológico. La corroboración de estos proyectos tanto por la aplicación práctica a productos reales comercializados sería un primer nivel de verificación de transferencia de conocimiento a empresas, y un segundo nivel de evaluación sería la penetración en el mercado de esos productos resultantes, siendo ésta posiblemente la validación más contundente. Sin embargo, la evaluación positiva de los diferentes tramos de investigación solicitados a la CNEAI basados en estas experiencias prácticas, aporta un valor diferencial a los proyectos desarrollados porque validan una forma de entender la investigación en diseño, nos ha permitido generar un saber-hacer muy particular, y nos dispone a transferirlo al área de conocimiento de dibujo, y mejorar su rendimiento científico, tan reclamado desde las administraciones educativas del país.
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Interface design is one of the main research areas in human-computer interaction (HCI). In computer science, many HCI re-searchers and designers explore novel interface designs with cutting-edge technology, but few investigate alternative interfaces for existing built environments, especially in the area of architecture. In this pa-per, we investigate alternative interface designs for existing architectural elements—such as walls, floors, and ceilings—that can be created with off-the-shelf materials. Instead of merely serving as discrete sensing and display devices integrated to an existing building’s surface, these liquid and thin materials act as interventions that can be ‘painted’ on a surface, transforming it into an architectural interface. This interface, Painterface, is a responsive material intervention that serves as an analogue, wall-type media interface that senses and responds to people’s actions. Painterface is equipped with three sensing and responsive capacities: touch, sound, and light. While the inter-face’s touch capacity performs tactile sensing, its sound-production and illumination capacities emit notes and light respectively. The out-comes of this research suggest the possibility of a simple, inexpensive, replaceable, and even disposable interface that could serve as an architectural intervention applicable to existing building surfaces.