926 resultados para Mobile Web design, Community, Windows, Phone


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DeepBlue is much more than just an orchestra. Their innovative approach to audience engagement led it to develop ESP, their Electronic Show Programme web app which allows for real-time (synchronous) and delayed (asynchronous) audience interaction, customer feedback and research. The show itself is driven invisibly by a music technology operating system (currently QUT's Yodel) that allows them to adapt to a wide range of performance venues and varied types of presentation. DeepBlue's community engagement program has enabled over 5,500 young musicians and community choristers to participate in professional productions, it is also a cornerstone of DeepBlue's successful business model. You can view the ESP mobile web app at m.deepblue.net.au if you view this and only the landing page is active, there is not a show taking place or imminent. ESP prototype has already been used for 18 months. Imagine knowing what your audience really thinks – in real time so you can track their feelings and thoughts through the show. This tool has been developed and used by the performing group DeepBlue since late 2012 in Australia and Asia (even translated into Vietnamese). It has mostly superseded DeepBlue's SMS realtime communication during a show. It enables an event presenter or performance group to take the pulse of an audience through a series of targeted questions that can be anonymous or attributed. This will help build better, long-lasting, and more meaningful relationships with groups and individuals in the community. This can take place on a tablet, mobile phone or future platforms. There are three organisations trialling it so far.

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BACKGROUND: The obesity epidemic has spread to young adults, leading to significant public health implications later in adulthood. Intervention in early adulthood may be an effective public health strategy for reducing the long-term health impact of the epidemic. Few weight loss trials have been conducted in young adults. It is unclear what weight loss strategies are beneficial in this population. PURPOSE: To describe the design and rationale of the NHLBI-sponsored Cell Phone Intervention for You (CITY) study, which is a single center, randomized three-arm trial that compares the impact on weight loss of 1) a behavioral intervention that is delivered almost entirely via cell phone technology (Cell Phone group); and 2) a behavioral intervention delivered mainly through monthly personal coaching calls enhanced by self-monitoring via cell phone (Personal Coaching group), each compared to 3) a usual care, advice-only control condition. METHODS: A total of 365 community-dwelling overweight/obese adults aged 18-35 years were randomized to receive one of these three interventions for 24 months in parallel group design. Study personnel assessing outcomes were blinded to group assignment. The primary outcome is weight change at 24 [corrected] months. We hypothesize that each active intervention will cause more weight loss than the usual care condition. Study completion is anticipated in 2014. CONCLUSIONS: If effective, implementation of the CITY interventions could mitigate the alarming rates of obesity in young adults through promotion of weight loss. ClinicalTrial.gov: NCT01092364.

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Young adults represent the largest group of first time donors to the Australian Red Cross Blood Service, but they are also the least loyal group and often do not return after their first donation. At the same time, many young people use the internet and various forms of social media on a daily basis. Web and mobile based technological practices and communication patterns change the way that young people interact with one another, with their families, and communities. Combining these two points of departure, this study seeks to identify best practices of employing mobile apps and social media in order to enhance the loyalty rates of young blood donors. The findings reported in this paper are based on a qualitative approach presenting a nuanced understanding of the different factors that motivate young people to donate blood in the first place, as well as the obstacles or issues that prevent them from returning. The paper discusses work in progress with a view to inform the development of interactive prototypes trialling three categories of features: personal services (such as scheduling); social media (such as sharing the donation experience with friends to raise awareness); and data visualisations (such as local blood inventory levels). We discuss our translation of research findings into design implications.

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O presente relatório de estágio enquadra-se no método de avaliação final do Mestrado em Novos Media e Práticas Web, da Faculdade de Ciências Sociais e Humanas da Universidade Nova de Lisboa e pretende abordar o trabalho desenvolvido por mim durante o estágio curricular realizado na agência de comunicação e publicidade Ogilvy. O estágio decorreu entre novembro de 2014 e fevereiro de 2015, durante o qual desempenhei o cargo de online producer e fui supervisionada por Sara Cabral Fonseca, diretora de projeto. Todos os trabalhos tiveram como objetivo principal o acompanhamento e conhecimento do processo ligado ao desenvolvimento de projetos digitais, desde o briefing até à programação e conteúdo. Os trabalhos compreenderam a realização de testes de usabilidade em deskop e mobile dos sites e aplicações desenvolvidos pelo departamento digital da empresa, e também o apoio na realização de tarefas ligadas à gestão de conteúdos de vários websites. Este relatório resulta de todo o trabalho concretizado e pretende efetuar uma contextualização teórica ligada à importância dos testes de usabilidade e do Responsive Web Design (RWD) na implementação de projetos digitais.

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Web design elements are significantly important for web designers to understand target users in terms of effective communication design and to develop a successful web site. However, web design elements generally known are broad and various that are hardly conceived and classified, so many practitioners and design researchers approach to web design elements based on graphic and visual design that mainly focus on print media design. This paper discusses about web design elements in terms of online user experience, as web media certainly differs from print media. It aims to propose a fundamentally new concept, called 'UEDUs: User Experience Design Units' which enables web designers to define web design elements and conceptualise user experience depending on the purpose of web site development.

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Accepting the fact that culture and language are interrelated in second language learning (SLL), the web sites should be designed to integrate with the cultural aspects. Yet many SLL web sites fail to integrate with the cultural aspects and/or focus on language acquisition only. This study identified three issues: (1) anthropologists’ cultural models mostly adopted in cross-cultural web user interface have been superficially used; (2) web designers deal with culture as a fixed one which needs to be modeled into interface design elements, so (3) there is a need for a communication framework between educators and design practitioners, which can be utilized in web design processes. This paper discusses what anthropology can contribute to language learning, mediated through web design processes and suggests a cultural user experience framework for web-based SLL by presenting an exemplary matrix. To evaluate the effectiveness of the framework, the key stakeholders (learners, teachers, and designers) participated in a case scenario-based evaluation. The result shows a high possibility that the framework can enhance the effective communication and collaboration for the cultural integration.

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This thesis is a trans-disciplinary study of domestic food waste in Australia. Firstly, it examines why consumers are prone to waste food. Secondly, it explores several situated design interventions to reduce domestic food waste by informing consumer food supply and location awareness, and improving the level of food literacy among consumers. The thesis outcomes have implications for academic and industry domains within the fields of Human-Computer Interaction, urban informatics, environmental sustainability, food security and public health.

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The aim of this quasi-experimental research study was to investigate whether guided small-group discussions that involved explaining, analysing or justifying design and followed a modeling session from the teacher could improve students' creativity in web design. The convenience sample comprised of 37 third year students of the ""Publication Design and Hypermedi Technology"" program at John Abbott College in Sainte-Anne-de-Bellvue, Quebec who had enrolled in the Web Design course offered in the Fall semester of 2011. The primary instrument of this study was a set of two assigments for the course. A traditional teaching method was used during the first assignment and a small-group teaching strategy was implemented during the second one. Another instrument used in this research was a questionnaire on willingness to participate in teamwork. The last instrument of this study was a questionnaire on the type of intelligences that students possessed. It is hoped that the knowledge gathered from the study will add to the information about group-work activities and critiquing in particular.

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Relatório da prática de ensino supervisionada, Mestrado em Ensino das Artes Visuais, Universidade de Lisboa, 2014

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WEB DESIGN COMO FERRAMENTA DE COMUNICAÇÃO DIGITAL: DESIGN E DESENVOLVIMENTO DE SITES, UTILIZANDO O GESTOR DE CONTEÚDOS WORDPRESS; DESIGN DE CONTEÚDOS VISUAIS PARA O FACEBOOK DE UMA MARCA

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Files related to two talks on Web Design History, Web Design Advertising and Promotion. Session 1 - 1 hour lecture on the history of design on the web (30 mins) and web advertising direct and viral (30mins). Session 2 - 1 hour lecture on using the web for promotion and marketing.

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A collection of resources created for the Web Design Module. Please note that this link directs you to another share.