893 resultados para User-centred design


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In this paper, we present a unique cross-layer design framework that allows systematic exploration of the energy-delay-quality trade-offs at the algorithm, architecture and circuit level of design abstraction for each block of a system. In addition, taking into consideration the interactions between different sub-blocks of a system, it identifies the design solutions that can ensure the least energy at the "right amount of quality" for each sub-block/system under user quality/delay constraints. This is achieved by deriving sensitivity based design criteria, the balancing of which form the quantitative relations that can be used early in the system design process to evaluate the energy efficiency of various design options. The proposed framework when applied to the exploration of energy-quality design space of the main blocks of a digital camera and a wireless receiver, achieves 58% and 33% energy savings under 41% and 20% error increase, respectively. © 2010 ACM.

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In this paper, we propose a system level design approach considering voltage over-scaling (VOS) that achieves error resiliency using unequal error protection of different computation elements, while incurring minor quality degradation. Depending on user specifications and severity of process variations/channel noise, the degree of VOS in each block of the system is adaptively tuned to ensure minimum system power while providing "just-the-right" amount of quality and robustness. This is achieved, by taking into consideration block level interactions and ensuring that under any change of operating conditions, only the "less-crucial" computations, that contribute less to block/system output quality, are affected. The proposed approach applies unequal error protection to various blocks of a system-logic and memory-and spans multiple layers of design hierarchy-algorithm, architecture and circuit. The design methodology when applied to a multimedia subsystem shows large power benefits ( up to 69% improvement in power consumption) at reasonable image quality while tolerating errors introduced due to VOS, process variations, and channel noise.

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Increasingly providers of mental health nurse education are required to demonstrate user involvement in all aspects of these programmes including student selection, programme design and student assessment. There has been limited analysis of how nursing students perceive user involvement in nurse education programmes. The aim of this study has been to explore mental health nursing student’s perceptions of involving users in all aspects of pre-registration mental health nursing programme. Researchers completed a number of focus group interviews with 12 ex-mental health nursing students who had been recruited by purposeful sampling. Each focus group interview was recorded and analysed using a series of data reduction, data display and verification
methods. The study confirms many of the findings reported in earlier user participation in education studies. Three main themes related to user involvement have been identified: the protection of users, enhanced student learning and the added value benefits associated with user involvement.

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One of the many definitions of inclusive design is that it is a user-led approach to design. To date its focus has been on ‘critical’ users, in particular disabled people. As such, there is pressure to design environments that meet the often urgent and complex demands of these users. Designers, uncertain of their knowledge, rely heavily on user input and guidance, often resulting in designs that are ‘solution’ driven (rather than solution seeking) and short term; users focus on what they need, not what they might need. This paper argues that design needs to reclaim an equal presence within inclusive design. It proposes that the ‘weakness’ of design lies in the uneasy and at times conflicting relationship between ethics and aesthetics. The paper itself is constructed around a dialogue between two academics, one concerned with critical user needs, the other with aesthetics, but both directed towards the support of design quality

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A novel approach for the multi-objective design optimisation of aerofoil profiles is presented. The proposed method aims to exploit the relative strengths of global and local optimisation algorithms, whilst using surrogate models to limit the number of computationally expensive CFD simulations required. The local search stage utilises a re-parameterisation scheme that increases the flexibility of the geometry description by iteratively increasing the number of design variables, enabling superior designs to be generated with minimal user intervention. Capability of the algorithm is demonstrated via the conceptual design of aerofoil sections for use on a lightweight laminar flow business jet. The design case is formulated to account for take-off performance while reducing sensitivity to leading edge contamination. The algorithm successfully manipulates boundary layer transition location to provide a potential set of aerofoils that represent the trade-offs between drag at cruise and climb conditions in the presence of a challenging constraint set. Variations in the underlying flow physics between Pareto-optimal aerofoils are examined to aid understanding of the mechanisms that drive the trade-offs in objective functions.

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This paper builds on previous work to show how using holistic and iterative design optimisation tools can be used to produce a commercially viable product that reduces a costly assembly into a single moulded structure. An assembly consisting of a structural metallic support and compression moulding outer shell undergo design optimisation and analysis to remove the support from the assembly process in favour of a structural moulding. The support is analysed and a sheet moulded compound (SMC) alternative is presented, this is then combined into a manufacturable shell design which is then assessed on viability as an alternative to the original.
Alongside this a robust material selection system is implemented that removes user bias towards materials for designs. This system builds on work set out by the Cambridge Material Selector and Boothroyd and Dewhurst, while using a selection of applicable materials currently available for the compression moulding process. This material selection process has been linked into the design and analysis stage, via scripts for use in the finite element environment. This builds towards an analysis toolkit that is suggested to develop and enhance manufacturability of design studies.

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This paper presents an automated design framework for the development of individual part forming tools for a composite stiffener. The framework uses parametrically developed design geometries for both the part and its layup tool. The framework has been developed with a functioning user interface where part / tool combinations are passed to a virtual environment for utility based assessment of their features and assemblability characteristics. The work demonstrates clear benefits in process design methods with conventional design timelines reduced from hours and days to minutes and seconds. The methods developed here were able to produce a digital mock up of a component with its associated layup tool in less than 3 minutes. The virtual environment presenting the design to the designer for interactive assembly planning was generated in 20 seconds. Challenges still exist in determining the level of reality required to provide an effective learning environment in the virtual world. Full representation of physical phenomena such as gravity, part clashes and the representation of standard build functions require further work to represent real physical phenomena more accurately.

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Learning from visual representations is enhanced when learners appropriately integrate corresponding visual and verbal information. This study examined the effects of two methods of promoting integration, color coding and labeling, on learning about probabilistic reasoning from a table and text. Undergraduate students (N = 98) were randomly assigned to learn about probabilistic reasoning from one of 4 computer-based lessons generated from a 2 (color coding/no color coding) by 2 (labeling/no labeling) between-subjects design. Learners added the labels or color coding at their own pace by clicking buttons in a computer-based lesson. Participants' eye movements were recorded while viewing the lesson. Labeling was beneficial for learning, but color coding was not. In addition, labeling, but not color coding, increased attention to important information in the table and time with the lesson. Both labeling and color coding increased looks between the text and corresponding information in the table. The findings provide support for the multimedia principle, and they suggest that providing labeling enhances learning about probabilistic reasoning from text and tables

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A web moderna, ou web 2.0, assenta nos princípios de abertura e participação dos seus utilizadores. A natureza voluntária do uso de serviços da web 2.0, aliada à dependência da participação por parte dos seus utilizadores, leva a uma forte concorrência entre serviços semelhantes na web. Esta concorrência leva à procura de novas formas de diferenciação entre serviços. Neste contexto surge a indústria de gamification, que procura transferir elementos de videojogos a outros contextos para aumentar o envolvimento dos utilizadores. Contudo, o discurso desta indústria recente é alvo de fortes críticas de profissionais de game design. Neste trabalho de investigação apresenta-se tanto o discurso da indústria de gamification como as suas críticas. Assumindo que a abordagem atual da gamification assenta numa compreensão limitada dos videojogos, parte-se para a elaboração de um novo quadro concetual que possa guiar o desenho da interação em ambientes web. Esta abordagem fundamenta-se num levantamento bibliográfico da teoria do game design. O quadro concetual resultante é usado no desenho e desenvolvimento de um serviço de social bookmarking no Sapo Campus UA, uma plataforma de serviços web 2.0 para contextos educativos, com o objetivo explícito de aumentar a participação dos seus utilizadores na aplicação. A utilidade do quadro concetual é avaliada com sessões de teste com utilizadores do público-alvo do serviço. Os resultados obtidos indicam que o game design pode enriquecer o desenho da interação na web através da criação de ciclos de ação com resultado claro e feedback positivo.

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O desenvolvimento das redes de estradas rurais, especialmente em áreas montanhosas, é a intervenção chave para melhorar a acessibilidade às localidades e aos serviços públicos, cobrindo o maior número de localidades e de serviços públicos, otimizando os escassos recursos disponíveis em países em desenvolvimento. Este estudo explora diferentes modelos de organização de redes de estradas rurais considerando a construção de novas ligações ou o melhoramento de estradas existentes. Um método, baseado na cobertura da rede de estradas rurais, é utilizado para identificar os pontos nodais que formam a rede rural base numa específica região, a qual cobrirá um conjunto dos serviços públicos e de localidades. O modelo assenta numa rede rural de estradas típica ("backbone" e "branch") das regiões montanhosas do Nepal. Os modelos propostos fornecem um conjunto de possibilidades de ligações a estabelecer ou a melhorar e oferece soluções para diferentes níveis de orçamento, que otimizam os custos de transporte na rede, considerando diferentes tipos de pavimento (em solo, granular ou asfáltico). Foi realizado separadamente um modelo dedicado a análises multi-objetivo para resolver problemas de melhoramento de ligações dentro da rede considerando dois objectivos, minimizar os custos de operação para o utilizador e maximizar a população coberta pela rede de estradas, considerando ligações pavimentadas e não pavimentadas (em solo, granular ou asfáltico) dentro de um determinado limite orçamental. O modelo dá ao decisor (DM) diferentes alternativas eficientes para que este possa tomar uma decisão final. Estes modelos, desenvolvidos para redes de estradas rurais, são também aplicáveis a outras redes de infraestruturas rurais, tais como, de fornecimento de água, de eletricidade e de telecomunicações. A implementação dos modelos nas redes de estradas rurais dos distritos de Gorkha e Lamjung do Nepal permitiu confirmara sua aplicabilidade. Verifica-se que os modelos propostos são mais práticos e realísticos no estudo de soluções de melhoramento e de desenvolvimento de redes de estradas rurais em regiões montanhosas de países em desenvolvimento.

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Este trabalho investiga novas metodologias para as redes óticas de acesso de próxima geração (NG-OAN). O trabalho está dividido em quatro tópicos de investigação: projeto da rede, modelos numéricos para efeitos não lineares da fibra ótica, impacto dos efeitos não lineares da fibra ótica e otimização da rede. A rede ótica de acesso investigada nesse trabalho está projetado para suprir os requisitos de densidade de utilizadores e cobertura, isto é, suportar muitos utilizadores ( 1000) com altas velocidades de conexão dedicada ( 1 Gb/s) ocupando uma faixa estreita do espectro ( 25 nm) e comprimentos de fibra ótica até 100 km. Os cenários são baseados em redes óticas passivas com multiplexagem por divisão no comprimento de onda de alta densidade (UDWDM-PON) utilizando transmissores/receptores coerentes nos terminais da rede. A rede é avaliada para vários ritmos de transmissão usando formatos de modulação avançados, requisitos de largura de banda por utilizador e partilha de banda com tecnologias tradicionais de redes óticas passivas (PON). Modelos numéricos baseados em funções de transferência das séries de Volterra (VSTF) são demonstrados tanto para a análise dos efeitos não lineares da fibra ótica quanto para avaliação do desempenho total da rede. São apresentadas as faixas de potência e distância de transmissão nas quais as séries de Volterra apresentam resultados semelhantes ao modelo referência Split-Step Fourier (SSF) (validado experimentalmente) para o desempenho total da rede. Além disso, um algoritmo, que evita componentes espectrais com intensidade nulo, é proposto para realizar cálculos rápidos das séries. O modelo VSTF é estendido para identificar unicamente os efeitos não lineares da fibra ótica mais relevantes no cenário investigado: Self-Phase Modulation (SPM), Cross-Phase Modulation (XPM) e Four-Wave Mixing (FWM). Simulações numéricas são apresentadas para identificar o impacto isolado de cada efeito não linear da fibra ótica, SPM, XPM e FWM, no desempenho da rede com detecção coerente UDWDM-PON, transportando canais com modulação digital em fase (M-ária PSK) ou modulação digital em amplitude (M-ária QAM). A análise numérica é estendida para diferentes comprimentos de fibra ótica mono modo (SSMF), potência por canal e ritmo de transmissão por canal. Por conseguinte, expressões analíticas são extrapoladas para determinar a evolução do SPM, XPM e FWM em função da potência e distância de transmissão em cenários NG-OAN. O desempenho da rede é otimizada através da minimização parcial da interferência FWM (via espaçamento desigual dos canais), que nesse caso, é o efeito não linear da fibra ótica mais relevante. Direções para melhorias adicionas no desempenho da rede são apresentados para cenários em que o XPM é relevante, isto é, redes transportando formatos de modulação QAM. A solução, nesse caso, é baseada na utilização de técnicas de processamento digital do sinal.

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Innovation in virtual reality and motion sensing devices is pushing the development of virtual communication platforms towards completely immersive scenarios, which require full user interaction and create complex sensory experiences. This evolution influences user experiences and creates new paradigms for interaction, leading to an increased importance of user evaluation and assessment on new systems interfaces and usability, to validate platform design and development from the users’ point of view. The REVERIE research project aims to develop a virtual environment service for realistic inter-personal interaction. This paper describes the design challenges faced during the development process of user interfaces and the adopted methodological approach to user evaluation and assessment.

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Thesis (Master's)--University of Washington, 2012

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Purpose To provide a brief overview of the literature to date which has focussed on co-production within mental healthcare in the UK, including service user and carer involvement and collaboration. Design The paper presents key outcomes from studies which have explicitly attempted to introduce co-produced care in addition to specific tools designed to encourage co-production within mental health services. The paper debates the cultural and ideological shift required for staff, service users and family members to undertake co-produced care and outlines challenges ahead with respect to service redesign and new roles in practice. Findings Informal carers (family and friends) are recognised as a fundamental resource for mental health service provision, as well as a rich source of expertise through experience, yet their views are rarely solicited by mental health professionals or taken into account during decision-making. This issue is considered alongside new policy recommendations which advocate the development of co-produced services and care. Research Limitations Despite the launch of a number of initiatives designed to build on peer experience and support, there has been a lack of attention on the differing dynamic which remains evident between healthcare professionals and people using mental health services. Co-production sheds a light on the blurring of roles, trust and shared endeavour (Slay and Stephens, 2013) but, despite an increase in peer recovery workers across England, there has been little research or service development designed to focus explicitly on this particular dynamic. Practical Implications Despite these challenges, coproduction in mental healthcare represents a real opportunity for the skills and experience of family members to be taken into account and could provide a mechanism to achieve the ‘triangle of care’ with input, recognition and respect given to all (service users, carers, professionals) whose lives are touched by mental distress. However, lack of attention in relation to carer perspectives, expertise and potential involvement could undermine the potential for coproduction to act as a vehicle to encourage person-centred care which accounts for social in addition to clinical factors. Social Implications The families of people with severe and enduring mental illness (SMI) assume a major responsibility for the provision of care and support to their relatives over extended time periods (Rose et al, 2004). Involving carers in discussions about care planning could help to provide a wider picture about the impact of mental health difficulties, beyond symptom reduction. The ‘co-production of care’ reflects a desire to work meaningfully and fully with service users and carers. However, to date, little work has been undertaken in order to coproduce services through the ‘triangle of care’ with carers bringing their own skills, resources and expertise. Originality/Value This paper debates the current involvement of carers across mental healthcare and debates whether co-production could be a vehicle to utilise carer expertise, enhance quality and satisfaction with mental healthcare. The critique of current work highlights the danger of increasing expectations on service providers to undertake work aligned to key initiatives (shared decision-making, person-centred care, co-production), that have common underpinning principles but, in the absence of practical guidance, could be addressed in isolation rather than as an integrated approach within a ‘triangle of care’.

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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.