940 resultados para User experience based approaches


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Due to dynamic variability, identifying the specific conditions under which non-functional requirements (NFRs) are satisfied may be only possible at runtime. Therefore, it is necessary to consider the dynamic treatment of relevant information during the requirements specifications. The associated data can be gathered by monitoring the execution of the application and its underlying environment to support reasoning about how the current application configuration is fulfilling the established requirements. This paper presents a dynamic decision-making infrastructure to support both NFRs representation and monitoring, and to reason about the degree of satisfaction of NFRs during runtime. The infrastructure is composed of: (i) an extended feature model aligned with a domain-specific language for representing NFRs to be monitored at runtime; (ii) a monitoring infrastructure to continuously assess NFRs at runtime; and (iii) a exible decision-making process to select the best available configuration based on the satisfaction degree of the NRFs. The evaluation of the approach has shown that it is able to choose application configurations that well fit user NFRs based on runtime information. The evaluation also revealed that the proposed infrastructure provided consistent indicators regarding the best application configurations that fit user NFRs. Finally, a benefit of our approach is that it allows us to quantify the level of satisfaction with respect to NFRs specification.

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A tanulmány a Public-Private Partnership (PPP) egyik nagy kérdésének megközelítéseit vizsgálja: miként védhető a közérdek e projektekben. Piaci és nem piaci megoldásokat tesz az elemzés mérlegre, valamint kitér arra, hogy miért különleges a PPP projektek esetében a közérdek védelmének kérdése. A szabályozott verseny körülményeinek kialakítása több megközelítésben is perdöntő kérdés a PPP értéknövelésének előmozdításához, bár a létező megoldások nem mentesek anomáliáktól. A képviseleti demokrácia intézményi működésének támogatására pedig a társadalmi részvétel megoldásait javasolja az irodalom. E megközelítés is több formájában, többféle céllal és szintén kihívásokkal segítheti az értéknövelő PPP projekteket. A tanulmány az elvi lehetőségek értékelő elemzését követően a megvalósítás realitásait is mérlegre teszi. = This study focuses on a key issue in Public-Private Partnership (PPP) projects: how may public interest be protected. It assesses market based and non market based approaches, and also explains why PPP projects are peculiar when addressing the protection of public interest. Setting up the conditions for simulated competition is of paramount importance for different reasons in order to enable value creating PPP projects. Existing solutions however are not without anomalies. To promote the institutions of democracy, participatory solutions are recommended in the literature. That approach may help value creating PPP projects in various forms, with a range of objectives and challenges. The study concludes the analytical assessment of options by highlighting the realistic conditions of implementation.

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Current views of the nature of knowledge and of learning suggest that instructional approaches in science education pay closer attention to how students learn rather than on teaching. This study examined the use of approaches to teaching science based on two contrasting perspectives in learning, social constructivist and traditional, and the effects they have on students' attitudes and achievement. Four categories of attitudes were measured using the Upper Secondary Attitude Questionnaire: Attitude towards school, towards the importance of science, towards science as a career, and towards science as a subject in school. Achievement was measured by average class grades and also with a researcher/teacher constructed 30-item test that involved three sub-scales of items based on knowledge, and applications involving near-transfer and far-transfer of concepts. The sample consisted of 202 students in nine intact classrooms in chemistry at a large high school in Miami, Florida, and involved two teachers. Results were analyzed using a two-way analysis of covariance (ANCOVA) with a pretest in attitude as the covariate for attitudes and prior achievement as the covariate for achievement. A comparison of the adjusted mean scores was made between the two groups and between females and males. ^ With constructivist-based teaching, students showed more favorable attitude towards science as a subject, obtained significantly higher scores in class achievement, total achievement and achievement on the knowledge sub-scale of the knowledge and application test. Students in the traditional group showed more favorable attitude towards school. Females showed significantly more positive attitude towards the importance of science and obtained significantly higher scores in class achievement. No significant interaction effects were obtained for method of instruction by gender. ^ This study lends some support to the view that constructivist-based approaches to teaching science is a viable alternative to traditional modes of teaching. It is suggested that in science education, more consideration be given to those aspects of classroom teaching that foster closer coordination between social influences and individual learning. ^

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The North Atlantic Treaty Organization (NATO) is a product of the Cold War through which its members organized their military forces for the purpose of collective defense against the common threat of Soviet-backed aggression. Employing the terminology of regime theory, the creation of NATO can be viewed as the introduction of an international security regime. Throughout the Cold War, NATO member states preserved their commitment to mutual defense while increasingly engaging in activities aimed at overcoming the division of Europe and promoting regional stability. The end of the Cold War has served as the catalyst for a new period of regime change as the Alliance introduced elements of a collective security regime by expanding its mandate to address new security challenges and reorganizing both its political and military organizational structures. ^ This research involves an interpretive analysis of NATO's evolution applying ideal theoretical constructs associated with distinct approaches to regime analysis. The process of regime change is investigated over several periods throughout the history of the Alliance in an effort to understand the Alliance's changing commitment to collective security. This research involves a review of regime theory literature, consisting of an examination of primary source documentation, including official documents and treaties, as well as a review of numerous secondary sources. This review is organized around a typology of power-based, organization-based, and norm-based approaches to regime analysis. This dissertation argues that the process of regime change within NATO is best understood by examining factors associated with multiple theoretical constructs. Relevant factors provide insights into the practice of collective security among NATO member states within Europe, while accounting for the inability of the NATO allies to build on the experience gained within Europe to play a more central role in operations outside of this region. This research contributes to a greater understanding of the nature of international regimes and the process of regime change, while offering recommendations aimed at increasing NATO's viability as a source of greater security and more meaningful international cooperation.^

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Treatment of sensory neuropathies, whether inherited or caused by trauma, the progress of diabetes, or other disease states, are among the most difficult problems in modern clinical practice. Cell therapy to release antinociceptive agents near the injured spinal cord would be the logical next step in the development of treatment modalities. But few clinical trials, especially for chronic pain, have tested the transplant of cells or a cell line to treat human disease. The history of the research and development of useful cell-transplant-based approaches offers an understanding of the advantages and problems associated with these technologies, but as an adjuvant or replacement for current pharmacological treatments, cell therapy is a likely near future clinical tool for improved health care.

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Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.

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Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.

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Negli ultimi vent'anni con lo sviluppo di Internet, il modo di comunicare tra le persone �è totalmente cambiato. Grazie a Internet si sono ridotte le distanze e soprattutto tramite i siti web le aziende hanno una propria vetrina sul mondo sempre accessibile. Tutto ci�ò ha portato a nuovi comportamenti da parte dei consumatori che divengono sempre pi�u esigenti nella vastità di informazioni presenti sul Web. Perciò è necessario che le web companies riescano a produrre website efficienti e usabili per favorire l'interazione con l'utente. Inoltre il web ha avuto una rapida espansione per quanto concerne le metodologie di sviluppo e analisi del comportamento del consumatore. Si cercano sempre nuovi spunti per poter acquisire quello che �è il percorso di un utente affinché porti a termine una determinata azione nel proprio dominio. Per questo motivo, oltre agli strumenti gi�à consolidati come il riempimento di questionari o il tracking per mezzo di piattaforme come Google Analytics, si �è pensato di andare oltre e cercare di analizzare ancora pi�u a fondo il "consumAttore". Grazie ad un eye-tracker �è possibile riconoscere quelli che sono i modelli cognitivi che riguardano il percorso di ricerca, valutazione e acquisto di un prodotto o una call to action, e come i contenuti di una web application influenzano l'attenzione e la user experience. Pertanto l'obiettivo che si pone questo studio �è quello di poter misurare l'engagement della navigazione utente di una web application e, nel caso fosse necessario, ottimizzare i contenuti al suo interno. Per il rilevamento delle informazioni necessarie durante l'esperimento, mi sono servito di uno strumento a supporto delle decisioni, ovvero un eye-tracker e della successiva somministrazione di questionari.

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The research identifies and describes the principles and methodological procedures of the director Gilles Gaetan Gwizdek on the transposition of the dramatic text to the space of representation through action and movement. Besides that, it presents the results of the experiment in two different labor camps and conducting modes: the no-actor student, inserted into the basic education, and the actor-student, inserted in higher education. Through the scenic paths encountered by the director, the individuals were could find their own ways and verify, through the scenic conductions, how such methodological procedures can achieve a pedagogical thinking about the actor's work. As theoretical referential, were studied the artists-educators: Jacques Copeau, in what sensitizes to the use of dramatic text, and Jacques Lecoq, it approaches of the physical use of the actor's body to the theater. The concepts about theater of the scholars in theater: Constantin Stanislavski, Eugênio Barba, Meyerhold, Eugênio Kusnet, Bertold Brecht go through the theoretical revisions of the thinkers: Odete Aslan, Patrice Pavis, Ney Piacentini, Lúcia Romano, Flávio Desgranges e Anne Bogart, in what affects their practical experiences and conceptual about the text, the action and the movement. It was analyzed also the practical experience based on the principles and methodological procedures of Gilles director, in rehearsals and performances of students in the ninth grade of the primary school the Basic School of the Federal University of Uberlândia - ESEBA, as also, of the students of the sixth, seventh and eighth period, of the Theater Graduation in the same university. From this analysis, it was proposed an interrelation between the theoretical and practical works, done by reading of the artists-educators about movement and Gilles Gwizdek in his work process. The research suggests that, from the movement, the student can build autonomously a character through the experience of small movements of the body. Thus, this student would increase his relationship between stage and audience, and consequently, he would cause a possible state of "seduction" of the spectator to the spectacle.

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Major food adulteration and contamination events occur with alarming regularity and are known to be episodic, with the question being not if but when another large-scale food safety/integrity incident will occur. Indeed, the challenges of maintaining food security are now internationally recognised. The ever increasing scale and complexity of food supply networks can lead to them becoming significantly more vulnerable to fraud and contamination, and potentially dysfunctional. This can make the task of deciding which analytical methods are more suitable to collect and analyse (bio)chemical data within complex food supply chains, at targeted points of vulnerability, that much more challenging. It is evident that those working within and associated with the food industry are seeking rapid, user-friendly methods to detect food fraud and contamination, and rapid/high-throughput screening methods for the analysis of food in general. In addition to being robust and reproducible, these methods should be portable and ideally handheld and/or remote sensor devices, that can be taken to or be positioned on/at-line at points of vulnerability along complex food supply networks and require a minimum amount of background training to acquire information rich data rapidly (ergo point-and-shoot). Here we briefly discuss a range of spectrometry and spectroscopy based approaches, many of which are commercially available, as well as other methods currently under development. We discuss a future perspective of how this range of detection methods in the growing sensor portfolio, along with developments in computational and information sciences such as predictive computing and the Internet of Things, will together form systems- and technology-based approaches that significantly reduce the areas of vulnerability to food crime within food supply chains. As food fraud is a problem of systems and therefore requires systems level solutions and thinking.

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Lately, various programming frameworks has been developed for developing web applications. These frameworks focus on increasing the user experience by performance improvements such as faster render times and response times. One of these frameworks are React, which has introduced a completely new architectural pattern for both managing the state and data flow of an application. React also offers support for native application development and makes server-side rendering possible. Something that is difficult to accomplish with an application developed with Angular 1.5, which is used by the company Dewire today. The aim of this thesis was to compare React with an existing Angular project, in order to determine whether React could be a potential replacement for Angular. To gain knowledge about the subject, a theoretical study of web- based sources has been made. While the practical part has been to rebuild a web application with React together with the architecture Flux, which is based on a view from the Angular project. The implementation process was repeated until the view was completed and a desired data flow, as in the Angular application, was reached. The resulting React application was later compared with the Angular application developed by the company, where the outcome of the comparison showed that the React performed better than Angular in all tests. In conclusion, due to the timeframe of the project, only the most important parts of the Angular project were implemented in order to carry out the measurements that were of interest to the company. By recreating most of the functionality, or the entire Angular application, more interesting comparisons could have been done.

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Academic literature has increasingly recognized the value of non-traditional higher education learning environments that emphasize action-orientated experiential learning for the study of entrepreneurship (Gibb, 2002; Jones & English, 2004). Many entrepreneurship educators have accordingly adopted approaches based on Kolb’s (1984) experiential learning cycle to develop a dynamic, holistic model of an experience-based learning process. Jones and Iredale (2010) suggested that entrepreneurship education requires experiential learning styles and creative problem solving to effectively engage students. Support has also been expressed for learning-by-doing activities in group or network contexts (Rasmussen and Sorheim, 2006), and for student-led approaches (Fiet, 2001). This study will build on previous works by exploring the use of experiential learning in an applied setting to develop entrepreneurial attitudes and traits in students. Based on the above literature, a British higher education institution (HEI) implemented a new, entrepreneurially-focused curriculum during the 2013/14 academic year designed to support and develop students’ entrepreneurial attitudes and intentions. The approach actively involved students in small scale entrepreneurship activities by providing scaffolded opportunities for students to design and enact their own entrepreneurial concepts. Students were provided with the necessary resources and training to run small entrepreneurial ventures in three different working environments. During the course of the year, three applied entrepreneurial opportunities were provided for students, increasing in complexity, length, and profitability as the year progressed. For the first undertaking, the class was divided into small groups, and each group was given a time slot and venue to run a pop-up shop in a busy commercial shopping centre. Each group of students was supported by lectures and dedicated class time for group work, while receiving a set of objectives and recommended resources. For the second venture, groups of students were given the opportunity to utilize an on-campus bar/club for an evening and were asked to organize and run a profitable event, acting as an outside promoter. Students were supported with lectures and seminars, and groups were given a £250 budget to develop, plan, and market their unique event. The final event was optional and required initiative on the part of the students. Students were given the opportunity to develop and put forward business plans to be judged by the HEI and the supporting organizations, which selected the winning plan. The authors of the winning business plan received a £2000 budget and a six-week lease to a commercial retail unit within a shopping centre to run their business. Students received additional academic support upon request from the instructor, and one of the supporting organizations provided a training course offering advice on creating a budget and a business plan. Data from students taking part in each of the events was collected, in order to ascertain the learning benefits of the experiential learning, along with the successes and difficulties they faced. These responses have been collected and analyzed and will be presented at the conference along with the instructor’s conclusions and recommendations for the use of such programs in higher educations.

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Käytettävien ohjelmistojen suunnittelu tuo hyötyjä loppukäyttäjälle sekä muille sidosryhmille. Verkkokaupassa käytettävyys on elintärkeää, koska asiakkaat vaihtavat helposti seuraavalle sivustolle, mikäli he eivät löydä etsimäänsä. Tutkimusten mukaan käytettävyys vaikuttaa ostopäätöksen tekemiseen. Lisäksi käytettävyydellä on merkitystä asiakastyytyväisyyteen, joka taas vaikuttaa asiakasuskollisuuteen. Tässä tutkielmassa tutkittiin, miten käytettävyyttä suunnitellaan käytännössä verrattuna teoreettisiin suosituksiin. Tapaustutkimuksen kohteena oli huonekaluja myyvän kansainvälisen yrityksen verkkokaupan uudistamiseen tähtäävä projekti. Uudistamistarve nousi aikaisemman verkkokauppaversion puutteellisesta käytettävyydestä. Projekti toteutettiin ketterällä Scrum-menetelmällä. Empiirinen aineisto kerättiin puolistrukturoitujen haastattelujen avulla. Haastateltavat olivat käyttökokemuksen suunnitteluun osallistuvia henkilöitä. Haastattelujen teemat laadittiin teoreettisen aineiston pohjalta. Teoreettisessa osuudessa tutkittiin käytettävyyden suunnitteluun liittyviä periaatteita, prosessia ja menetelmiä. Aikaisemmasta tutkimuksesta löydettiin 12 periaatetta, jotka tukevat ja luonnehtivat käyttäjäkeskeistä suunnittelua. Käytettävyyttä suunnitellaan käyttäjäkeskeisen prosessin avulla. Eri prosessimallit pitivät keskeisinä asioina käyttökontekstin määrittelyä ja ymmärtämistä, mitattavia käytettävyysvaatimuksia, suunnitteluratkaisujen empiiristä arviointia sekä suunnitteluprosessin iteratiivisuutta. Lisäksi tarkasteltiin, mitä suunnittelumenetelmiä tutkijat ehdottavat käytettävyyden suunnitteluun ja mitä kyselytutkimusten perusteella todellisuudessa käytetään. Verkkokauppaprojektissa käytettävyyden suunnittelu erosi osittain teoreettisista suosituksista. Käyttökontekstitietoa ei ollut kaikilla projektiin osallistuvilla, eikä käytettävyysvaatimuksia ollut asetettu teorian tarkoittamalla tavalla. Yhtäläisyyksiäkin löytyi. Verkkokauppaprojektissa suunnitteluratkaisuja arvioitiin empiirisesti todellisten käyttäjien edustajien avulla. Suunnitteluprosessi oli iteratiivinen eli suunnitteluratkaisuja oltiin valmiita muuttamaan arvioinnin tuloksena. Tutkimuksen perusteella suositellaan, että verkkokauppaprojektissa parannettaisiin kommunikointia, koska käyttökontekstitieto ei saavuttanut kaikkia projektissa työskenteleviä. Teorian tulisi entisestään korostaa kommunikoinnin tärkeyttä. Tutkimuksen perusteella esitetään myös, että teoria ohjaisi paremmin vaatimusmäärittelyjen tekemiseen käytännössä. Avainsanat: Käytettävyys, käyttäjäkeskeinen suunnittelu, käytettävyyden periaatteet, käytettävyyden suunnittelumenetelmät, ketterä ohjelmistokehitys, tapaustutkimus

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This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University Lüneburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.

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The growing availability and popularity of opinion rich resources on the online web resources, such as review sites and personal blogs, has made it convenient to find out about the opinions and experiences of layman people. But, simultaneously, this huge eruption of data has made it difficult to reach to a conclusion. In this thesis, I develop a novel recommendation system, Recomendr that can help users digest all the reviews about an entity and compare candidate entities based on ad-hoc dimensions specified by keywords. It expects keyword specified ad-hoc dimensions/features as input from the user and based on those features; it compares the selected range of entities using reviews provided on the related User Generated Contents (UGC) e.g. online reviews. It then rates the textual stream of data using a scoring function and returns the decision based on an aggregate opinion to the user. Evaluation of Recomendr using a data set in the laptop domain shows that it can effectively recommend the best laptop as per user-specified dimensions such as price. Recomendr is a general system that can potentially work for any entities on which online reviews or opinionated text is available.