972 resultados para Usability for teenagers
Resumo:
Drug-use among teenagers in two ex-communist countries, Romania and the Republic of Moldova, was studied both in isolation and on a comparative basis. The group carried out a psycho-social study, gaining data from two representative samples of teenagers (N=713 in Romania and N=760 in Moldova). Teachers, parents and experts were also interviewed, using focus groups, questionnaires and 3 individual interviews. Aspects of the phenomenon investigated were the extent of drug use (frequency of consumption, kinds of drugs used, and categories of teenage consumers, by age, gender, residential areas, occupational status, marketplaces and traffickers); internal and external stimulating and inhibiting factors, the attitude of all four categories of subjects to drug abuse in teenagers, and strategies for combating this and other such problems.
Resumo:
The group studied 1,253 students from various types of schools chosen randomly from those in Prague and Budejovice in order to evaluate the life styles, prevailing value standards, attitudes and behavioural patterns of Czech adolescents. The respondents (including 614 men and 639 women with an average age of 16.4 years) completed questionnaires containing standard scales focusing on feelings about social life, conservative and authoritarian tendencies, levels of self-esteem, general health, eating attitudes and behaviour The adolescents showed a relatively high level of conformity with authoritarian, conservative tendencies and with a dictate of power, rigid conventionality, ethnocentrism and low inner tolerance of differences, their scores being higher than those found in Western European countries. These tendencies were stronger among students outside Prague and those attending vocational schools. As the level of education rose, the sense of fatality and social determination decreased, indicating a higher share of responsibility for events in the surrounding world. When changes of life style were considered, adolescents can be expected to adapt more easily to more risky, socially attractive and manifest models of attitudes and behaviour. On the one hand, adolescents were often involved in sports, and young women in particular often showed a extreme concern and care for their own bodies. On the other hand, one quarter of respondents smoked, one fifth reported serious problems with alcohol and one quarter had already had some experience with drugs. One third of young men and one quarter of young women reported regular consumption of alcohol, and 6.5 percent of men and 3.6 percent of women regularly smoked marihuana or hashish. For the majority of adolescents, life conditions and conformity seem to be more important than the sense of active choice and responsibility for one's own life.
Resumo:
Victor Sazonov (Russia). Video Games and Aggression in Teenagers. Mr. Sazonov works as a psychologist at the Obninsk Linguistic College and worked on this research from July 1996 to June 1997. Mr. Sazonov conducted a survey of 200 tenth and eleventh graders in Moscow (94 boys and 106 girls), in which they were asked to estimate the total amount of time they spent playing video games each week and which games were the most popular. Aggression was also assessed using two measures, the first dealing with manifest physical aggression and the second with aggressive behavioural delinquency. The data collected showed that 62% of teenagers spend at least one hour a week playing video games, with 10% spending over seven hours on them. Girls tended to play less than boys (1.6 and 2.8 hours on average respectively). Eight of the ten most popular games require the player to perform acts of a violent nature. Boys also scored higher on the index of aggressive behavioural delinquency, with a mean of 7.0 compared to 4.6 for girls. The results of the correlation analysis between time spent playing video games and measures of aggression were mixed. No relation was found between manifest physical aggression and time spent on the games, although in the case of aggressive behavioural delinquency the link was significant, which seems to indicate that aggressive teenagers spend more time playing video games. While the lack of significant correlations between violent games and aggression suggest that video games may not in fact be as great a menace as their critics suggest, Mr. Sazonov admits that these findings may be influenced by the high number of teenagers who do not play games at all or play relatively little. He also suggests that the abstract nature of the violence in games (often directed against aliens or spaceships) may make it less of a risk than the more realistic violence seen on television. In summary, however, he concludes that his results provide more support for the theories saying that violent video games provide a stimulus to violent action, than for those which suggest that they may help defuse violent tendencies.
Resumo:
This dissertation investigates the curricular implementation of usability instruction in technical communication. Though there are a plethora of publications and studies on usability in technical communication, little discussion focuses on usability instruction in the classroom or its implementation in the curriculum. Thus, this exploratory qualitative research seeks to contribute to a better understanding about technical communication students' and instructors' knowledge of and experiences with usability practices in the classroom, the challenges that impacted their usability efforts, and their recommendations on how their efforts could be improved. The study results demonstrate the need for more productive discussion on this issue and for developing more effective strategies for implementing usability in the classroom.
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Electronic apppliances are increasingly a part of our everyday lives. In particular, mobile devices, with their reduced dimensions with power rivaling desktop computers, have substantially augmented our communication abilities offering instant availability, anywhere, to everyone. These devices have become essential for human communication but also include a more comprehensive tool set to support productivity and leisure applications. However, the many applications commonly available are not adapted to people with special needs. Rather, most popular devices are targeted at teenagers or young adults with excellent eyesight and coordination. What is worse, most of the commonly used assistive control interfaces are not available in a mobile environment where user's position, accommodation and capacities can vary even widely. To try and address people with special needs new approaches and techniques are sorely needed. This paper presents a control interface to allow tetraplegic users to interact with electronic devices. Our method uses myographic information (Electromyography or EMG) collected from residually controlled body areas. User evaluations validate electromyography as a daily wearable interface. In particular our results show that EMG can be used even in mobility contexts.
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Increasing amounts of clinical research data are collected by manual data entry into electronic source systems and directly from research subjects. For this manual entered source data, common methods of data cleaning such as post-entry identification and resolution of discrepancies and double data entry are not feasible. However data accuracy rates achieved without these mechanisms may be higher than desired for a particular research use. We evaluated a heuristic usability method for utility as a tool to independently and prospectively identify data collection form questions associated with data errors. The method evaluated had a promising sensitivity of 64% and a specificity of 67%. The method was used as described in the literature for usability with no further adaptations or specialization for predicting data errors. We conclude that usability evaluation methodology should be further investigated for use in data quality assurance.
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Background: Sensor-based recordings of human movements are becoming increasingly important for the assessment of motor symptoms in neurological disorders beyond rehabilitative purposes. ASSESS MS is a movement recording and analysis system being developed to automate the classification of motor dysfunction in patients with multiple sclerosis (MS) using depth-sensing computer vision. It aims to provide a more consistent and finer-grained measurement of motor dysfunction than currently possible. Objective: To test the usability and acceptability of ASSESS MS with health professionals and patients with MS. Methods: A prospective, mixed-methods study was carried out at 3 centers. After a 1-hour training session, a convenience sample of 12 health professionals (6 neurologists and 6 nurses) used ASSESS MS to capture recordings of standardized movements performed by 51 volunteer patients. Metrics for effectiveness, efficiency, and acceptability were defined and used to analyze data captured by ASSESS MS, video recordings of each examination, feedback questionnaires, and follow-up interviews. Results: All health professionals were able to complete recordings using ASSESS MS, achieving high levels of standardization on 3 of 4 metrics (movement performance, lateral positioning, and clear camera view but not distance positioning). Results were unaffected by patients’ level of physical or cognitive disability. ASSESS MS was perceived as easy to use by both patients and health professionals with high scores on the Likert-scale questions and positive interview commentary. ASSESS MS was highly acceptable to patients on all dimensions considered, including attitudes to future use, interaction (with health professionals), and overall perceptions of ASSESS MS. Health professionals also accepted ASSESS MS, but with greater ambivalence arising from the need to alter patient interaction styles. There was little variation in results across participating centers, and no differences between neurologists and nurses. Conclusions: In typical clinical settings, ASSESS MS is usable and acceptable to both patients and health professionals, generating data of a quality suitable for clinical analysis. An iterative design process appears to have been successful in accounting for factors that permit ASSESS MS to be used by a range of health professionals in new settings with minimal training. The study shows the potential of shifting ubiquitous sensing technologies from research into the clinic through a design approach that gives appropriate attention to the clinic environment.