877 resultados para user testing, usability testing, system integration, thinking aloud, card sorting
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Damages during extreme wind events highlight the weaknesses of mechanical fasteners at the roof-to-wall connections in residential timber frame buildings. The allowable capacity of the metal fasteners is based on results of unidirectional component testing that do not simulate realistic tri-axial aerodynamic loading effects. The first objective of this research was to simulate hurricane effects and study hurricane-structure interaction at full-scale, facilitating better understanding of the combined impacts of wind, rain, and debris on inter-component connections at spatial and temporal scales. The second objective was to evaluate the performance of a non-intrusive roof-to-wall connection system using fiber reinforced polymer (FRP) materials and compare its load capacity to the capacity of an existing metal fastener under simulated aerodynamic loads. The Wall of Wind (WoW) testing performed using FRP connections on a one-story gable-roof timber structure instrumented with a variety of sensors, was used to create a database on aerodynamic and aero-hydrodynamic loading on roof-to-wall connections tested under several parameters: angles of attack, wind-turbulence content, internal pressure conditions, with and without effects of rain. Based on the aerodynamic loading results obtained from WoW tests, sets of three force components (tri-axial mean loads) were combined into a series of resultant mean forces, which were used to test the FRP and metal connections in the structures laboratory up to failure. A new component testing system and test protocol were developed for testing fasteners under simulated tri-axial loading as opposed to uni-axial loading. The tri-axial and uni-axial test results were compared for hurricane clips. Also, comparison was made between tri-axial load capacity of FRP and metal connections. The research findings demonstrate that the FRP connection is a viable option for use in timber roof-to-wall connection system. Findings also confirm that current testing methods of mechanical fasteners tend to overestimate the actual load capacities of a connector. Additionally, the research also contributes to the development a new testing protocol for fasteners using tri-axial simultaneous loads based on the aerodynamic database obtained from the WoW testing.
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The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre. Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within a virtually recreated stadium. Users then interact with these virtual representations via use of a lowcost sensor (Microsoft Kinect) to attempt to block them. Retaining the principles of perception and action, egocentric viewpoint, immersion, sense of presence, representative design and game design the system delivers an engaging and effective interactive to illustrate the underlying scientific principles of deceptive movement. User testing highlighted the need for usability, system robustness, fair and accurate scoring, appropriate level of difficulty and enjoyment.
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The problem: Around 300 million people worldwide have asthma and prevalence is increasing. Support for optimal self-management can be effective in improving a range of outcomes and is cost effective, but is underutilised as a treatment strategy. Supporting optimum self-management using digital technology shows promise, but how best to do this is not clear. Aim: The purpose of this project was to explore the potential role of a digital intervention in promoting optimum self-management in adults with asthma. Methods: Following the MRC Guidance on the Development and Evaluation of Complex Interventions which advocates using theory, evidence, user testing and appropriate modelling and piloting, this project had 3 phases. Phase 1: Examination of the literature to inform phases 2 and 3, using systematic review methods and focussed literature searching. Phase 2: Developing the Living Well with Asthma website. A prototype (paper-based) version of the website was developed iteratively with input from a multidisciplinary expert panel, empirical evidence from the literature (from phase 1), and potential end users via focus groups (adults with asthma and practice nurses). Implementation and behaviour change theories informed this process. The paper-based designs were converted to the website through an iterative user centred process (think aloud studies with adults with asthma). Participants considered contents, layout, and navigation. Development was agile using feedback from the think aloud sessions immediately to inform design and subsequent think aloud sessions. Phase 3: A pilot randomised controlled trial over 12 weeks to evaluate the feasibility of a Phase 3 trial of Living Well with Asthma to support self-management. Primary outcomes were 1) recruitment & retention; 2) website use; 3) Asthma Control Questionnaire (ACQ) score change from baseline; 4) Mini Asthma Quality of Life (AQLQ) score change from baseline. Secondary outcomes were patient activation, adherence, lung function, fractional exhaled nitric oxide (FeNO), generic quality of life measure (EQ-5D), medication use, prescribing and health services contacts. Results: Phase1: Demonstrated that while digital interventions show promise, with some evidence of effectiveness in certain outcomes, participants were poorly characterised, telling us little about the reach of these interventions. The interventions themselves were poorly described making drawing definitive conclusions about what worked and what did not impossible. Phase 2: The literature indicated that important aspects to cover in any self-management intervention (digital or not) included: asthma action plans, regular health professional review, trigger avoidance, psychological functioning, self-monitoring, inhaler technique, and goal setting. The website asked users to aim to be symptom free. Key behaviours targeted to achieve this include: optimising medication use (including inhaler technique); attending primary care asthma reviews; using asthma action plans; increasing physical activity levels; and stopping smoking. The website had 11 sections, plus email reminders, which promoted these behaviours. Feedback during think aloud studies was mainly positive with most changes focussing on clarification of language, order of pages and usability issues mainly relating to navigation difficulties. Phase 3: To achieve our recruitment target 5383 potential participants were invited, leading to 51 participants randomised (25 to intervention group). Age range 16-78 years; 75% female; 28% from most deprived quintile. Nineteen (76%) of the intervention group used the website for an average of 23 minutes. Non-significant improvements in favour of the intervention group observed in the ACQ score (-0.36; 95% confidence interval: -0.96, 0.23; p=0.225), and mini-AQLQ scores (0.38; -0.13, 0.89; p=0.136). A significant improvement was observed in the activity limitation domain of the mini-AQLQ (0.60; 0.05 to 1.15; p = 0.034). Secondary outcomes showed increased patient activation and reduced reliance on reliever medication. There was no significant difference in the remaining secondary outcomes. There were no adverse events. Conclusion: Living Well with Asthma has been shown to be acceptable to potential end users, and has potential for effectiveness. This intervention merits further development, and subsequent evaluation in a Phase III full scale RCT.
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Purpose Health service quality is an important determinant for health service satisfaction and behavioral intentions. The purpose of this paper is to investigate requirements of e‐health services and to develop a measurement model to analyze the construct of “perceived e‐health service quality.” Design/methodology/approach The paper adapts the C‐OAR‐SE procedure for scale development by Rossiter. The focal aspect is the “physician‐patient relationship” which forms the core dyad in the healthcare service provision. Several in‐depth interviews were conducted in Switzerland; first with six patients (as raters), followed by two experts of the healthcare system (as judges). Based on the results and an extensive literature research, the classification of object and attributes is developed for this model. Findings The construct e‐health service quality can be described as an abstract formative object and is operationalized with 13 items: accessibility, competence, information, usability/user friendliness, security, system integration, trust, individualization, empathy, ethical conduct, degree of performance, reliability, and ability to respond. Research limitations/implications Limitations include the number of interviews with patients and experts as well as critical issues associated with C‐OAR‐SE. More empirical research is needed to confirm the quality indicators of e‐health services. Practical implications Health care providers can utilize the results for the evaluation of their service quality. Practitioners can use the hierarchical structure to measure service quality at different levels. The model provides a diagnostic tool to identify poor and/or excellent performance with regard to the e‐service delivery. Originality/value The paper contributes to knowledge with regard to the measurement of e‐health quality and improves the understanding of how customers evaluate the quality of e‐health services.
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该文提出将虚拟样机技术应用于工业机器人仿真研究过程 ,研究与开发工业机器人虚拟样机系统。首先说明虚拟样机技术并分析其关键技术 ,然后说明了工业机器人虚拟样机系统的构成与样机系统在机器人仿真研究中的研究内容。总结该项技术主要解决以下两方面的问题 ,即机器人仿真研究中的系统集成及为以机器人为主体的生产线虚拟设计、验证环境提供底层的数字化环境
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Thomas, R. & Urquhart, C. NHS Wales e-library portal evaluation. (For Informing Healthcare Strategy implementation programme). Aberystwyth: Department of Information Studies, University of Wales Aberystwyth Follow-on to NHS Wales User Needs study Sponsorship: Informing Healthcare, NHS Wales
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This paper concerns the use of a non-destructive ultrasonic technique for characterising the rheological properties of solder paste and specifically, the use of through-mode microsecond ultrasonic pulses for evaluation of viscoelastic properties of paste materials at the molecular level. Ultrasonic techniques are a widely used and a reliable form of non-destructive testing of materials. This is because techniques such as ultrasounds while used for testing or monitoring material properties, has offered immense benefits in applications where access to the sample is restricted or when handling the sample for testing could interfere with the monitoring or analysis process. Very often, this would mean that the measurements taken are not a true representation of the behaviour of the material (due to externally incorporated changes into the material's physical state during the removal or testing process). Ultrasonic based techniques are being increasingly used for quality control and production monitoring functions which requires evaluation of the changes in material properties over wide range of industrial applications such as cement paste quality, plastic/polymer extrusion process, dough, and even sugar content in beverage drinks. In addition, ultrasound techniques are of great interest for their capacity to take rapid measurements in systems which are optically opaque. The viscometer and rheometer are two of the most widely used rheological instruments used in industry for monitoring the quality of solder pastes, during the production and packaging stage. One of the potential limitations of viscometer and rheometer based measurements is that the collection and preparation of the solder paste samples can irreversibly alter the structure and flow behaviour of the sample. Hence the measurement may not represent the actual quality of the whole production batch. Secondly, rheological measurements and the interpretation of rheological data is a very technical and time consuming process, which requires professionally trained R&D personnel. It is for these reasons that materials suppliers (who formulate and produce solder pastes) and solder paste consumers (especially, contract electronics manufacturers) are keen to see the development of simple, easy to use and accurate techniques for the theological characterisation of solder pastes. The results from the work show that the technique can be used by R&D personnel involved in paste formulation and manufacture to monitor the batch-to-batch quality and consistency.
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Research in the field of sports performance is constantly developing new technology to help extract meaningful data to aid in understanding in a multitude of areas such as improving technical or motor performance. Video playback has previously been extensively used for exploring anticipatory behaviour. However, when using such systems, perception is not active. This loses key information that only emerges from the dynamics of the action unfolding over time and the active perception of the observer. Virtual reality (VR) may be used to overcome such issues. This paper presents the architecture and initial implementation of a novel VR cricket simulator, utilising state of the art motion capture technology (21 Vicon cameras capturing kinematic profile of elite bowlers) and emerging VR technology (Intersense IS-900 tracking combined with Qualisys Motion capture cameras with visual display via Sony Head Mounted Display HMZ-T1), applied in a cricket scenario to examine varying components of decision and action for cricket batters. This provided an experience with a high level of presence allowing for a real-time egocentric view-point to be presented to participants. Cyclical user-testing was carried out, utilisng both qualitative and quantitative approaches, with users reporting a positive experience in use of the system.
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Internetpräsenzen von Bibliotheken müssen zunehmend mit kommerziellen oder frei zugänglichen Informationsangeboten konkurrieren. Um sich von diesen Angeboten abzuheben, müssen nicht nur, wie gehabt, qualitativ hochwertige Informationen bereitgestellt werden - der Zugang zu diesen Informationen muss nutzerfreundlich gestaltet werden und sich an Usability-Standards orientieren, um für den Nutzer attraktiv zu sein. In der Bachelorarbeit wird eine Studie zur Usability der Website der Landesbibliothek Oldenburg durchgeführt. Nach einer Einführung in die Thematik der Usability und der Analyse des IST-Zustandes der Website erfolgt eine Evaluation anhand von vier Methoden. Basierend auf Evaluationen mittels Personas, Heuristiken, Thinking-Aloud-Tests und einer Logfile-Analyse werden Usability-Probleme der Website ermittelt und anschließend Empfehlungen zur Verbesserung der Usability gegeben.
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Pós-graduação em Ciência da Informação - FFC
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L’obiettivo di questa relazione è presentare i risultati raggiunti dalle attività di marketing svolte al fine di promuovere e valutare la piattaforma e-commerce di BF Servizi, azienda che opera come intermediario nella fornitura di servizi all’interno del contesto fieristico di Bologna Fiere. A fine del 2009 BF Servizi ha commissionato a Gecod lo sviluppo di un sistema informativo per le gestione integrata di tutti i processi rilevanti per il business aziendale. A ottobre 2010 viene completato e presentato uno dei moduli previsti dall’intero progetto: la piattaforma e-commerce. Questa si differenzia dagli altri sistemi di commercio online in quanto è stata progettata specificatamente allo scopo di permettere la prenotazione di servizi da parte delle aziende che partecipano alle manifestazioni svolte presso i padiglioni di Bologna Fiere. Le sue particolarità sono quindi sia l’utenza, che configura la creazione di relazioni B2B, sia la tipologia di articoli offerti, non prodotti ma servizi, sia l’ambiente, le fiere svolte a Bologna. A seguito di questo rinnovamento BF Servizi ha ritenuto opportuno adeguare al nuovo contesto anche le proprie tecniche di marketing introducendo, come strumento da usare per la loro attuazione, il web. All’interno dell’organico dell’azienda però non era presente una figura che avesse le competenze per poter integrare, ai normali canali usati per le iniziative di marketing, le opportunità offerte da Internet e che quindi potesse utilizzarle per raggiungere gli obiettivi prefissati per tali attività e cioè la promozione della piattaforma e-commerce e la misurazione del suo gradimento da parte dell’utenza. Le mie conoscenze maturate in ambito universitario hanno apportato quel contributo necessario alla loro realizzazione. La prima decisione è stata la scelta di quale tra le tecniche di web marketing fosse la migliore per le promozione della piattaforma e-commerce di BF Servizi. La disponibilità di un voluminoso numero di indirizzi email dei loro clienti e prospect ed una generale bassa alfabetizzazione informatica degli stessi ha portato a individuare quale soluzione più adeguata la tecnica dell’email marketing. La comunicazione ai clienti per mezzo email era già prevista ma senza che vi fosse ne una pianificazione ne un'analisi dei risultati. Era quindi necessario formalizzare un vero e proprio piano di marketing e successivamente migliorarne le performance. L’assenza di strumenti adeguati alla sua realizzazione ha richiesto che prima venisse svolto un benchmark del settore basato sul confronto di funzionalità, costi e facilità d'uso. Il servizio ESP di Mailchimp è risultato il vincitore in quanto assicurava una maggiore tutela della privacy, una migliore gestione dello spam e strumenti più efficaci per la creazione e l'analisi delle campagne email. Per la valutazione del gradimento della piattaforma e-commerce da parte degli utenti è stato deciso di progettare un’apposita indagine sottoforma di Usability Test e Online Survey. Per il primo è stato necessario l’utilizzo di un apposito servizio per la condivisione dello schermo in quanto in era impossibile far ritrovare il test e l’osservatore nel medesimo luogo. Per l’Online Survey, grazie ad un piccolo Benchmark, è stato deciso di utilizzare SurveyGizmo. All’interno dell’organico dell’azienda non è presente una figura di importanza strategia quale il Web Marketing Manager che abbia la responsabilità di coordinare tutte le attività legate alla vendita o al lancio di un prodotto o di un servizio. L’attività di marketing viene svolta da una figura interna all’azienda (il Responsabile Marketing) che si avvale della collaborazione sia di Gecod, per quanto riguarda l'area informatica, sia di BitBang per quanto riguarda alcune attività di web marketing. La realizzazione delle due attività ha fortemente risentito di questa frammentazione dei compiti, è stato infatti opportuno adeguare le pianificazione alle esigenze di Gecod. Nonostante questo i dati conseguiti dall'attività di email marketing sono stati utili a capire l'efficacia e l'efficienza di questa tecnica nel contesto di BF Servizi. Anche le informazioni raccolte durante l'indagine sono state sufficienti per poter dare un valore all'usabilità della piattaforma e-commerce. La pianificazione iniziale di un piano di email marketing richiede che vengano svolte varie verifiche per valutare la qualità ed inoltre richiede periodo medio-lungo per poter essere reso ottimale. Era quindi già chiaro sin dall'inizio come uno degli obiettivi fosse quello di progettare una buona base su cui apportare successive modifiche. Le prime campagne realizzate sarebbero state utili a ricavare le informazioni necessarie per correggere il piano di marketing. La tipologia di relazione che si instaura tra BF Servizi e i suoi clienti è particolare, la gran parte di essi infatti non vi mantiene un rapporto continuativo durante l’anno ma lo esaurisce in un unico momento poco prima del manifestarsi dell’evento fieristico. L'attenzione dei clienti verso le comunicazioni di BF Servizi è elevata solo in questo periodo e la pianificazione delle campagne ha dovuto tener conto di questo aspetto. Sono state realizzate le campagne solo per gli espositori che partecipavano agli eventi fieristici di Marca 2011, Artefiera 2011 e Fishing Show 2011, cioè le manifestazioni che si sono svolte durante il mio periodo di lavoro in azienda. Le performance delle campagne sono state buone e i dati raccolti hanno permesso di identificare quali siano gli aspetti da migliorare per poter renderle ancora migliori.
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In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.
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Mobile learning, in the past defined as learning with mobile devices, now refers to any type of learning-on-the-go or learning that takes advantage of mobile technologies. This new definition shifted its focus from the mobility of technology to the mobility of the learner (O'Malley and Stanton 2002; Sharples, Arnedillo-Sanchez et al. 2009). Placing emphasis on the mobile learner’s perspective requires studying “how the mobility of learners augmented by personal and public technology can contribute to the process of gaining new knowledge, skills, and experience” (Sharples, Arnedillo-Sanchez et al. 2009). The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. Around the world, mobile learning is predicted to be the future of online learning, and is slowly entering the mainstream education. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. A research field that allows putting the development of such technologies onto a solid basis is user experience design, which addresses how to improve usability and therefore user acceptance of a system. Although there is no consensus definition of user experience, simply stated it focuses on how a person feels about using a product, system or service. It is generally agreed that user experience adds subjective attributes and social aspects to a space that has previously concerned itself mainly with ease-of-use. In addition, it can include users’ perceptions of usability and system efficiency. Recent advances in mobile and ubiquitous computing technologies further underline the importance of human-computer interaction and user experience (feelings, motivations, and values) with a system. Today, there are plenty of reports on the limitations of mobile technologies for learning (e.g., small screen size, slow connection), but there is a lack of research on user experience with mobile technologies. This dissertation will fill in this gap by a new approach in building a user experience-based mobile learning environment. The optimized user experience we suggest integrates three priorities, namely a) content, by improving the quality of delivered learning materials, b) the teaching and learning process, by enabling live and synchronous learning, and c) the learners themselves, by enabling a timely detection of their emotional state during mobile learning. In detail, the contributions of this thesis are as follows: • A video codec optimized for screencast videos which achieves an unprecedented compression rate while maintaining a very high video quality, and a novel UI layout for video lectures, which together enable truly mobile access to live lectures. • A new approach in HTTP-based multimedia delivery that exploits the characteristics of live lectures in a mobile context and enables a significantly improved user experience for mobile live lectures. • A non-invasive affective learning model based on multi-modal emotion detection with very high recognition rates, which enables real-time emotion detection and subsequent adaption of the learning environment on mobile devices. The technology resulting from the research presented in this thesis is in daily use at the School of Continuing Education of Shanghai Jiaotong University (SOCE), a blended-learning institution with 35.000 students.
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Assuring the sustainability of quality in photovoltaic rural electrification programmes involves enhancing the reliability of the components of solar home systems as well as the characterization of the overall programme cost structure. Batteries and photovoltaic modules have a great impact on both the reliability and the cost assessment, the battery being the weakest component of the solar home system and consequently the most expensive element of the programme. The photovoltaic module, despite being the most reliable component, has a significant impact cost-wise on the initial investment, even at current market prices. This paper focuses on the in-field testing of both batteries and photovoltaic modules working under real operating conditions within a sample of 41 solar home systems belonging to a large photovoltaic rural electrification programme with more than 13,000 installed photovoltaic systems. Different reliability parameters such as lifetime have been evaluated, taking into account different factors, for example energy consumption rates, or the manufacturing quality of batteries. A degradation model has been proposed relating both loss of capacity and time of operation. The user e solar home system binomial is also analysed in order to understand the meaning of battery lifetime in rural electrification.
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It is proposed an agent approach for creation of intelligent intrusion detection system. The system allows detecting known type of attacks and anomalies in user activity and computer system behavior. The system includes different types of intelligent agents. The most important one is user agent based on neural network model of user behavior. Proposed approach is verified by experiments in real Intranet of Institute of Physics and Technologies of National Technical University of Ukraine "Kiev Polytechnic Institute”.