961 resultados para User research
Resumo:
Measuring and fulfilling user requirements during medical device development will result in successful products that improve patient safety, improve device effectiveness and reduce product recalls and modifications. Medical device users are an extremely heterogeneous group and for any one device the users may include patients, their carers as well as various healthcare professionals. There are a number of factors that make capturing user requirements for medical device development challenging including the ethical and research governance involved with studying users as well as the inevitable time and financial constraints. Most ergonomics research methods have been developed in response to such practical constraints and a number of these have potential for medical device development. Some are suitable for specific points in the device cycle such as contextual inquiry and ethnography, others, such as usability tests and focus groups may be used throughout development. When designing user research there are a number of factors that may affect the quality of data collected including the sample of users studied, the use of proxies instead of real end-users and the context in which the research is performed. As different methods are effective in identifying different types of data, ideally more than one method should be used at each point in development, however financial and time factors may often constrain this.
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Com a evolução da Internet houve uma consequente transformação da forma como os resultados são apresentados e das técnicas de visualização e apresentação de conteúdos. A presente dissertação é sobre visualização com nuvens de tags e foi a conjugação de diversos factores que originou a investigação sobre este tema. Uma nuvem de tags (em inglês: tag clouds) é uma concepção visual de um conjunto de tags isoladas com uma representação ilustrativa da sua importância, ou seja visualmente hierarquizadas e em que cada tag se hiperliga a um ou mais sítios Web ou documentos. São extremamente úteis para a navegação ou para a descoberta de informação genérica, podendo requerer menor carga cognitiva do utilizador durante consultas e pesquisas se alguns aspectos forem considerados na sua construção. Nesta dissertação discutem-se alguns dos factores visuais que podem contribuir para que as nuvens de tags sejam ferramentas efectivas e intuitivas para os utilizadores. O conceito de folksonomia está relacionado com nuvens de tags, permitindo categorizar as definições atribuídas a conteúdos recorrendo a palavras-chave (tags). Neste documento são ainda exploradas as suas vantagens e desvantagens. Discutem-se ainda alguns modos de visualização e apresentação de nuvens de tags, desde o tipo de ordenação ao algoritmo de geração da nuvem de tags. Aborda-se ainda o impacto do tipo de fonte e a utilização de cores monocromáticas ou coloridas que estas possam ter na visualização da nuvem. A própria tag também é categorizada e explorada ao nível do seu posicionamento na nuvem e a percepção que causa no utilizador. Sobre a visualização de nuvens de tags, refere-se ainda que as conclusões obtidas foram utilizadas num repositório de objectos educativos.
Resumo:
Traditional Real-Time Operating Systems (RTOS) are not designed to accommodate application specific requirements. They address a general case and the application must co-exist with any limitations imposed by such design. For modern real-time applications this limits the quality of services offered to the end-user. Research in this field has shown that it is possible to develop dynamic systems where adaptation is the key for success. However, adaptation requires full knowledge of the system state. To overcome this we propose a framework to gather data, and interact with the operating system, extending the traditional POSIX trace model with a partial reflective model. Such combination still preserves the trace mechanism semantics while creating a powerful platform to develop new dynamic systems, with little impact in the system and avoiding complex changes in the kernel source code.
Resumo:
The Andalusian Public Health System Virtual Library (Biblioteca Virtual del Sistema Sanitario Público de Andalucía, BV-SSPA) provides access to health information resources and services to healthcare professionals through its Website. This virtual environment demands higher users’ knowledge in order to satisfy of the need of information of our users, as digital natives as digital immigrants, improving at the same time the communication with all of them. 1. To collect clients' views and expectations according to their nature of digital natives and immigrants. 2. To know our online reputation. A Collecting User Expectation Questionnaire will be built, taking into account the segmentation of the BV-SSPA users’ professional groups of the Andalusian Public Health System. A pilot test will be run to check the survey dimensions and items about practices, attitudes and knowledge of our users. Two Quality Function Deployment (QFD) matrices will enable the BV-SSPA services to be targeted to our digital natives or digital immigrants, according to their nature, finding the best way to satisfy their information needs. We provide feedback on BV-SSPA: users can have the opportunity to post feedback about the site via the 'Contact us' section and comment about their experience. And Web 2.0 is a shop window, providing the opportunity to show the comments; and through time, our online reputation will be built, but the BV-SSPA must manage its own personal branding. Web 2.0 tools are a driver of improvement, because they provide a key source of insight into people's attitudes. Besides, the BV-SSPA digital identity will be analyzed through indicators like major search engine referrals breakdown, top referring sites (non search engines), or top search engine referral phrases, among others. Definition of digital native and digital immigrant profiles of the BV-SSPA, and their difference, will be explained by their expectations. The design of the two QFD matrices will illustrate in just one graph the requirements of both groups for tackling digital abilities and inequalities. The BV-SSPA could deliver information and services through alternative channels. On the other hand, we are developing a strategy to identify, to measure and to manage a digital identity through communication with the user and to find out our online reputation. With the use of different tools from quantitative and qualitative methodology, and the opportunities offered by Web 2.0 tools, the BV-SSPA will know the expectations of their users as a first step to satisfy their necessities. Personalization is pivotal to the success of the Site, delivering tailored content to individuals based on their recorded preferences. The valuable user research can be used during new product development and redesign. Besides positive interaction let us build trust, show authenticity, and foster loyalty: we improve with effort, communication and show.
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Työn tavoitteena on satamanpitäjille suunnatun PDS toiminnanohjausjärjestelmä ohjelmiston kehittäminen käyttäjälähtöisesti. Tavoitteena on selvittää ohjelmiston vahvuuksia ja heikkouksia käyttäjien näkökulmasta ja tunnistaa kehitystarpeita ohjelmiston käytön tehokkuuden, hyödyllisyyden ja käyttäjäystävällisyyden parantamiseksi. Aluksi tutkitaan kirjallisuuslähteitä käyttäjälähtöisen tuotekehityksen, käyttäjätiedon, sekä sen keraamisen ja käytettävyyden aihepiireistä. Työn käytännön osuudessa määritetään tapauskohtainen käyttäjälähtöisen kehittämisen prosessi, jota sovelletaan PDS ohjelmiston kehittämiseen käyttäjän näkökulmasta. Työn lopputuloksena saadaan kuvaus kehittämisen tarpeista PDS ohjelmiston käyttäjälähtöisyyden parantamiseksi. Tulokset saadaan yhdistelemällä Satamatieto Oy:n kehitys ja ylläpitohenkilöstön näkemykset, tuotteen käytön aikainen dokumentointi, käyttäjäkyselyn tulokset, sekä ryhmälle käyttäjiä teetetyn teemahaastattelun muodossa pidetyn kehityspäivän tulokset.
Resumo:
Este trabajo de investigación presenta los resultados de una revisión sistemática realizada a partir de la recopilación, lectura y análisis de distintas fuentes bibliográficas dentro de un conjunto heterogéneo consistente de 175 estudios que forman la base bibliográfica actual del documento “Cognitive Accessibility User Research” (W3C, 2015a) del W3C. Esta base bibliográfica está compuesta por publicaciones científicas basadas en libros, artículos, conferencias y sitios Web especializados, en los cuales se potencia como objeto particular de análisis, la indagación en la búsqueda de pautas de accesibilidad en las tecnologías Web que apoyen la integración a personas con discapacidad cognitiva. Como parte de este proceso de investigación se ha recopilado y descrito la situación actual, particularmente, de los retos en la utilización de las tecnologías de la información y la comunicación (TIC) en relación a personas con dificultades de aprendizaje o discapacidades cognitivas, tales como la Dislexia, Afasia, Trastorno de Aprendizaje No verbal, Envejecimiento-Demencia, Trastornos por Déficit de Atención con o sin Hiperactividad, Autismo, Síndrome de Down y Discalculia. Como aporte primordial de este Trabajo Fin de Master (TFM), se intenta trazar una línea de criterios que permitan la evaluación objetiva de este tópico, con miras a ofrecer un enfoque práctico y reciente sobre ésta temática, mostrando de forma esquematizada las pautas existentes y sirviendo de síntesis orientativa para el diseño accesible de las TIC con la finalidad de promover un soporte real a personas con los tipo de discapacidad cognitiva en los que se ha enfocado esta investigación. Logrando obtener como resultado principal de este estudio, 36 pautas generales que agrupan las coincidencias del grupo de discapacidades estudiadas y que han sido distribuidas en categorías: texto, navegación y generales, para su mejor interpretación y manejo de la Accesibilidad en las TIC´S para Personas con Discapacidad Cognitiva.---ABSTRACT---This research presents the results of a systematic review from collecting, reading and analysis of different bibliographic sources within a heterogeneous group consisting of 175 studies that form the basis of current literature document "Accessibility User Cognitive Research" (W3C , 2015th) of the W3C. This bibliographic database is composed of scientific publications based on books, articles, lectures and specialized Web sites, in which is enhanced as a particular object of analysis, the inquiry into the search for accessibility guidelines for Web technologies to support integration of people with cognitive disabilities. As part of this research process, the current situation has been collected and described, particularly the challenges in the use of information and communications technology (ICT) in relation to people with learning disabilities or cognitive disabilities, such as Dyslexia, aphasia, nonverbal learning disorder, aging-Dementia, Attention Deficit Disorders with or without hyperactivity, autism, Down syndrome and dyscalculia. As primary contribution of this Master's Thesis (TFM), it tries to draw a line of criteria to allow an objective assessment of this topic, in order to provide a practical and recent focus on this theme, showing schematically existing guidelines and serving as guidance for accessible design of ICT in order to promote a real support to people with cognitive disabilities where this research has focused on. Managing to obtain the main result of this study, 36 general guidelines that group the set of disabilities studied and have been distributed in categories: text, navigation and general, for better interpretation and management of ICTs for Accessibility people with cognitive disabilities.
Resumo:
Currently there is no structured data standard for representing elements commonly found in transmedia fictional universes. There are websites dedicated to individual universes, however, information found on these sites separates the various formats into books, movies, comics, etc.; concentrate on only the bibliographic aspects of the material; and are only full-text searchable. We have created an ontological model that will allow researchers, fans, brand managers, and creators to search for and retrieve the information contained in these worlds based on how they are structured. We conducted a domain analysis and user studies based on the contents of Harry Potter, Lord of the Rings, the Marvel Universe, and Star Wars in order to build a new model using the Ontology Web Language (OWL) and an artificial intelligence reasoning engine. This model can infer connections between characters, elements of power, items, places, events, etc. This model will facilitate better search and retrieval of the information contained within these vast story universes for all users interested in them. The result of this project is and OWL ontology that is intuitive for users; can be used by AI systems; and has been updated to reflect real user needs based on user research.
Resumo:
The Duke Free-electron laser (FEL) system, driven by the Duke electron storage ring, has been at the forefront of developing new light source capabilities over the past two decades. In 1999, the Duke FEL demonstrated the first lasing of a storage ring FEL in the vacuum ultraviolet (VUV) region at $194$ nm using two planar OK-4 undulators. With two helical undulators added to the outboard sides of the planar undulators, in 2005 the highest FEL gain ($47.8\%$) of a storage ring FEL was achieved using the Duke FEL system with a four-undulator configuration. In addition, the Duke FEL has been used as the photon source to drive the High Intensity $\gamma$-ray Source (HIGS) via Compton scattering of the FEL beam and electron beam inside the FEL cavity. Taking advantage of FEL's wavelength tunability as well as the adjustability of the energy of the electron beam in the storage ring, the nearly monochromatic $\gamma$-ray beam has been produced in a wide energy range from $1$ to $100$ MeV at the HIGS. To further push the FEL short wavelength limit and enhance the FEL gain in the VUV regime for high energy $\gamma$-ray production, two additional helical undulators were installed in 2012 using an undulator switchyard system to allow switching between the two planar and two helical undulators in the middle section of the FEL system. Using different undulator configurations made possible by the switchyard, a number of novel capabilities of the storage ring FEL have been developed and exploited for a wide FEL wavelength range from infrared (IR) to VUV. These new capabilities will eventually be made available to the $\gamma$-ray operation, which will greatly enhance the $\gamma$-ray user research program, creating new opportunities for certain types of nuclear physics research.
With the wide wavelength tuning range, the FEL is an intrinsically well-suited device to produce lasing with multiple colors. Taking advantage of the availability of an undulator system with multiple undulators, we have demonstrated the first two-color lasing of a storage ring FEL. Using either a three- or four-undulator configuration with a pair of dual-band high reflectivity mirrors, we have achieved simultaneous lasing in the IR and UV spectral regions. With the low-gain feature of the storage ring FEL, the power generated at the two wavelengths can be equally built up and precisely balanced to reach FEL saturation. A systematic experimental program to characterize this two-color FEL has been carried out, including precise power control, a study of the power stability of two-color lasing, wavelength tuning, and the impact of the FEL mirror degradation. Using this two-color laser, we have started to develop a new two-color $\gamma$-ray beam for scientific research at the HIGS.
Using the undulator switchyard, four helical undulators installed in the beamline can be configured to not only enhance the FEL gain in the VUV regime, but also allow for the full polarization control of the FEL beams. For the accelerator operation, the use of helical undulators is essential to extend the FEL mirror lifetime by reducing radiation damage from harmonic undulator radiation. Using a pair of helical undulators with opposite helicities, we have realized (1) fast helicity switching between left- and right-circular polarizations, and (2) the generation of fully controllable linear polarization. In order to extend these new capabilities of polarization control to the $\gamma$-ray operation in a wide energy range at the HIGS, a set of FEL polarization diagnostic systems need to be developed to cover the entire FEL wavelength range. The preliminary development of the polarization diagnostics for the wavelength range from IR to UV has been carried out.
Resumo:
Esta investigación aborda el consumo que los jóvenes universitarios de España y Brasil realizan de las publicaciones para tabletas. A través del estudio de seis casos –las revistas españolas Don, VisàVis y Quality Sport, y los vespertinos brasileños O Globo a Mais, de Río de Janeiro; Estadão Noite, de Sao Paulo; y Diário do Nordeste Plus, de Fortaleza– se aplica una metodología cualitativa, el test de usabilidad, para detectar qué aspectos ralentizan y entorpecen la navegación en las nuevas generaciones de usuarios de medios móviles. A pesar de la influencia de las revistas impresas en la configuración de las publicaciones para tableta, los datos muestran que el usuario necesita “entrenarse” para conocer unas opciones de interacción a veces poco intuitivas o para las que carece de la madurez visual necesaria. Por ello las publicaciones más sencillas obtienen los mejores resultados de usabilidad.
Resumo:
Design for behaviour change aims to influence user behaviour, through design, for social or environmental benefit. Understanding and modelling human behaviour has thus come within the scope of designers’work, as in interaction design, service design and user experience design more generally. Diverse approaches to how to model users when seeking to influence behaviour can result in many possible strategies, but a major challenge for the field is matching appropriate design strategies to particular behaviours (Zachrisson & Boks, 2012). In this paper, we introduce and explore behavioural heuristics as a way of framing problem-solution pairs (Dorst & Cross, 2001) in terms of simple rules. These act as a ‘common language’ between insights from user research and design principles and techniques, and draw on ideas from human factors, behavioural economics, and decision research. We introduce the process via a case study on interaction with office heating systems, based on interviews with 16 people. This is followed by worked examples in the ‘other direction’, based on a workshop held at the Interaction ’12 conference, extracting heuristics from existing systems designed to influence user behaviour, to illustrate both ends of a possible design process using heuristics.
Resumo:
Dai recenti studi effettuati sulle nuove generazioni (Z e Alpha) è emerso che stress e ansia colpiscono di più i giovani che si trovano in queste fasce di età. Questa tesi, partendo dalle ricerche socio-culturali, vuole proporre una soluzione progettuale a questi problemi. Si vuole elaborare quindi un progetto sul benessere mentale attraverso la Mindfulness. Le nuove tecnologie emergenti, come ad esempio l’Extended reality, stanno trovando consenso tra le nuove generazioni. Per questo motivo è stata scelta questa tecnologia per erogare il contenuto del servizio. Si ipotizza di poter migliorare gli effetti della Mindfulness utilizzando la Psicologia Percettiva. Questo campo di studio consente di sfruttare l’alterazione della percezione nella Virtual Reality attraverso ‘Spatial Visualization’ e ‘Spatial Audio’. Queste ipotesi sono stata valutate attraverso uno studio indiretto del mercato del Wellness e consolidate attraverso una User Research. Dopo questa fase di ricerca si è valutata la strada progettuale comprendendo a fondo i bisogni del target: i giovani lavoratori. Sono stati utilizzati metodi di Design Thinking e Service Design per intraprendere il progetto, tenendo ben saldi i valori etici. Il progetto pensato, Wildspace VR, è un servizio per aziende che permette ai dipendenti di meditare con contenuti di Mindfulness in Realtà Virtuale. I contenuti proposti mirano a rispondere ai bisogni degli utenti elaborando per loro percorsi personalizzati. Le aziende traggono ricavo dal servizio avendo dipendenti profittevoli salvaguardando il loro stato di salute. L’obiettivo è aiutare i giovani lavoratori offrendogli la possibilità di praticare la Mindfulness dal luogo di lavoro grazie alla Realtà Virtuale, dando loro uno strumento per affrontare lo stress quotidiano in modo innovativo. Si è infine fatto un M.V.P. dell’esperienza, elaborando un prototipo Virtuale e stilando conclusioni ed idee per sviluppi futuri.
Resumo:
Oggigiorno, quando una persona “ha un’idea” e vuole concretizzarla si rivolge agli incubatori: la diffusa metodologia Lean Startup è determinante nel far comprendere agli aspiranti founders la portata della propria “idea” abbattendo i rischi. Tuttavia, ci sono due problemi: accedere ai percorsi di incubazione non è scontato e, una volta concluso il percorso, si hanno diverse conoscenze per passare dalla validazione alla fase Seed, ma non sufficienti per un’efficace Execution. Partendo dalla personale esperienza del progetto Climby, si cercherà di dare un’overview sugli aspetti più importanti da considerare, evidenziando ciò che si potrebbe sottovalutare. Il fine è dunque supportare chi “ha un’idea” nell’intraprendere il percorso di incubazione in modo più consapevole e illustrare i limiti dei percorsi stessi, suggerendo approfondimenti di immediata applicazione ed utilità nelle diverse fasi citate, come integrazioni tratte dal Service Design. Pertanto, sarà posta particolare attenzione a ciò che è stato appreso in prima persona, considerando errori e aspetti positivi del percorso di un’“idea” nata nel 2019 e trasformatasi drasticamente durante l’incubazione, fino a ciò che accade dopo il Pitch Day. In tal modo, si intende anche esplicitare alcuni aspetti importanti, talvolta trascurati, ma rilevanti per le scelte da compiere prima ancora di iniziare un percorso. Il fine, quindi, è quello di produrre un contenuto complementare agli autorevoli scritti che trattano di Lean Startup, invece di proporne trattazione alternativa. Infine, conducendo queste riflessioni, si proporrà anche un confronto più specifico tra le metodologie e gli strumenti di Lean Startup e Service Design e - anticipando le conclusioni - suggerendo che sarebbe interessante approfondire l’integrazione di questi due ambiti, di cui emerge ancora una forte mancanza di reciproca conoscenza e che, invece, potrebbero rappresentare reciprocamente una risorsa se considerati senza visioni di parte.
Resumo:
Magdeburg, Univ., Fak. für Informatik, Diss., 2015