Auswahl der wissenschaftlichen Literatur zum Thema „Activity-centered design“

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Zeitschriftenartikel zum Thema "Activity-centered design"

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Bedingfield, Carl. „Review of Activity-Centered Design“. Ubiquity 2004, December (Dezember 2004): 1. http://dx.doi.org/10.1145/1040560.1041063.

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Romero Marino, Brunil Dalila, Maria Jose Rodriguez-Fortiz, Maria Visitacion Hurtado Torres und Hisham M. Haddad. „Accessibility and Activity-Centered Design for ICT Users: ACCESIBILITIC Ontology“. IEEE Access 6 (2018): 60655–65. http://dx.doi.org/10.1109/access.2018.2875869.

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Roschuni, Celeste, Elizabeth Goodman und Alice M. Agogino. „Communicating actionable user research for human-centered design“. Artificial Intelligence for Engineering Design, Analysis and Manufacturing 27, Nr. 2 (18.04.2013): 143–54. http://dx.doi.org/10.1017/s0890060413000048.

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AbstractIn human-centered design, user research drives design decisions by providing an understanding of end users. In practice, different people, teams, or even companies manage each step of the design process, making communication of user research results a critical activity. Based on an empirical study of current methods used by experts, this paper presents strategies for effectively communicating user research findings across organizational or corporate boundaries. To build researcher–client relationships, understand both user and client needs, and overcome institutional inertia, this paper proposes viewing user research clients asusersof user research outcomes. This reframing of the crafting of communication across boundaries as a parallel internal human-centered design process we refer to as adouble ethnography.
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Lee, Kipum. „From Margin to Institution: Design as a Marketplace for Action in Organizations“. Design Issues 36, Nr. 4 (September 2020): 5–19. http://dx.doi.org/10.1162/desi_a_00610.

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To resolve the problem of design marginalization in organizations, we introduce the concept of institution and an Aristotelian framework for human activity to identify an action-based approach for design in complex systems. When design is positioned solely as an activity of production—despite the success of human-centered products—it misses an opportunity to influence institutions, or the human-side of organizations. When repositioned as a practice of shaping action, design engages in the ordering, modifying and reordering of social structures, environments and culture. In short, a theory of institution provides a human-centered approach to systems design and organizational transformation.
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Marai, G. Elisabeta. „Activity-Centered Domain Characterization for Problem-Driven Scientific Visualization“. IEEE Transactions on Visualization and Computer Graphics 24, Nr. 1 (Januar 2018): 913–22. http://dx.doi.org/10.1109/tvcg.2017.2744459.

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Eggleston, Robert G., Emilie Roth, Randall Whitaker und Ron Scott. „Conveying Work-Centered Design Specifications to the Software Designer: A Retrospective Case Analysis“. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, Nr. 3 (September 2005): 332–36. http://dx.doi.org/10.1177/154193120504900325.

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It has been noted that there is a gap between the analysis and products produced by cognitive engineers (CEs) and what is needed by software engineers who must implement CE-based requirements in the final product medium. In this paper, we report on a retrospective analysis of intermediate design artifacts that were produced from a CE and work-centered design perspective during the course of developing a successful work-centered support system software application. The analysis involved an examination of design analysis and synthesis artifacts produced by the development team that were made available to the software engineers. It concentrated on how work-centered information and requirements were conveyed and made useful to the software engineering staff. Based on this analysis, we suggest that a work-centered specification package needs to contain at least three classes of information: (1) work-centered descriptions of the work context, work activity, and support requirements, (2) principles and guidance specifying “work centeredness” and (3) detailed specifications of the aiding solution with links back to the support requirements.
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Pazell, Sara, Robin Burgess-Limerick und Tim Horberry. „Case Study: Participatory Ergonomics in Road Construction and an Occupational Perspective of Health“. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, Nr. 1 (September 2016): 999–1003. http://dx.doi.org/10.1177/1541931213601232.

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Road construction comprises high-risk work activity including risks for collision, musculoskeletal disorder, and slips, trips and falls. A participatory ergonomics project was hosted after compelling field observations were made. A manual task involving roll-out of multi-laminate tape was redesigned with the fabrication of a customized trolley. A human-centered design process was engaged (The Design for Operability and Maintainability Technique) and the project outcomes were reviewed according to an Occupational Perspective of Health, a spectrum of safety through to productivity (or “doing – being – becoming – belonging”). Critical success factors of the project are described, also, to inform activity that may sustain a participatory ergonomics and human-centered design practice.
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Pike, Julie M., Courtney M. Moore, Lisa G. Yazel, Dustin O. Lynch, Kathryn M. Haberlin-Pittz, Sarah E. Wiehe und Tamara S. Hannon. „Diabetes Prevention in Adolescents: Co-design Study Using Human-Centered Design Methodologies“. Journal of Participatory Medicine 13, Nr. 1 (24.02.2021): e18245. http://dx.doi.org/10.2196/18245.

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Background The rise in pediatric obesity and its accompanying condition, type 2 diabetes (T2D), is a serious public health concern. T2D in adolescents is associated with poor health outcomes and decreased life expectancy. Effective diabetes prevention strategies for high-risk adolescents and their families are urgently needed. Objective The aim of this study was to co-design a diabetes prevention program for adolescents by using human-centered design methodologies. Methods We partnered with at-risk adolescents, parents, and professionals with expertise in diabetes prevention or those working with adolescents to conduct a series of human-centered design research sessions to co-design a diabetes prevention intervention for youth and their families. In order to do so, we needed to (1) better understand environmental factors that inhibit/promote recommended lifestyle changes to decrease T2D risk, (2) elucidate desired program characteristics, and (3) explore improved activation in diabetes prevention programs. Results Financial resources, limited access to healthy foods, safe places for physical activity, and competing priorities pose barriers to adopting lifestyle changes. Adolescents and their parents desire interactive, hands-on learning experiences that incorporate a sense of fun, play, and community in diabetes prevention programs. Conclusions The findings of this study highlight important insights of 3 specific stakeholder groups regarding diabetes prevention and lifestyle changes. The findings of this study demonstrate that, with appropriate methods and facilitation, adolescents, parents, and professionals can be empowered to co-design diabetes prevention programs.
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Tatro, Claire, und Jack Fleming. „Generative Design Research: Using Metaphor to Capture Complexity“. Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 6, Nr. 1 (15.05.2017): 59–65. http://dx.doi.org/10.1177/2327857917061014.

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Generative design research is a collection of methodologies centered around the creation of ideas and designs from the needs and values of the users as opposed to the usability of the system. In this paper, you learn how we utilized collaging activity to understand patient’s views of trust and healthcare. Specifically, we will discuss the utility of generative design research as it applies to managing complex discussions, gathering multiple feedback resources, and using your role as the researcher to enable the team.
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Broom, Margaret, Zsuzsoka Kecskes, Sue Kildea und Anne Gardner. „Exploring the Impact of a Dual Occupancy Neonatal Intensive Care Unit on Staff Workflow, Activity, and Their Perceptions“. HERD: Health Environments Research & Design Journal 12, Nr. 2 (20.06.2018): 44–54. http://dx.doi.org/10.1177/1937586718779360.

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In 2012, a tertiary neonatal intensive care unit (NICU) transitioned from an open plan (OP) to a dual occupancy (DO) NICU. The DO design aimed to provide a developmental appropriate, family-centered environment for neonates and their families. During planning, staff questioned the impact DO would have on staff workflow and activity. To explore the impact of changing from an OP to a DO NICU, a prospective longitudinal study was undertaken from 2011 to 2014, using observational, time and motion, and surveys methods. Main outcome measures included distance walked by staff, minutes of staff activity, and staff perceptions of the DO design. Results highlighted no significant difference in the distances clinical nurses walked nor time spent providing direct clinical care, whereas technical support staff walked further than other staff in both designs. Staff perceived the DO design created a developmentally appropriate, family-centered environment that facilitated communication and collaboration between staff and families. Staff described the main challenges of the DO design such as effective staff communication, gaining educational opportunities, and the isolation of staff and families compared to the OP design. Our study provides new evidence that DO provides an improved developmentally environment and has similar positive benefits to single-family room for neonates and families. Such design may reduce the larger floor plan’s impact on staff walking distance and work practices. Challenges of staff transition can be minimized by planning and leadership throughout the development and move to a new design.
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Dissertationen zum Thema "Activity-centered design"

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Jusufovic, Dennis, und Aly Bardan. „The Design Of A Check In Application For User Safety : Development of a user centered application, adapted to a wide user group with the purpose of specific location human activity forecasting“. Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86315.

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The covid-19 pandemic initiated this master thesis project. The pandemic has spread globally causing a lot of fear and uncertainty. We noticed the big shift in people’s daily routines, with the current state being that many individuals are stuck at home, scared to go outside, scared to meet with family members that are within the risk group. The future is very uncertain, people not knowing when society will return to normal. To provide people with a sense of safety, a tool for an easier daily routine, the feeling of more control in their daily lives, an opportunity to help others. These are all purposes that embody the reason for this master thesis.The goal of this master thesis project is to develop a digital prototype of an application concept. The application’s purpose is to provide users with insight of high activity areas of people in their vicinity or specific locations, to hopefully result in the user feeling more in control and hence more safe. The workflow used in this project is based on design thinking, using experience gained from the industrial design engineering program combined with research on the topic of user interfaces to develop and test the concept. The focus of the research in this thesis is placed heavily on usability and graphic design.The process was divided into phases following the process of design thinking, with potential users included in every phase. From interviews, questionnaires and personas during the first phase of context immersion to workshops during the second phase, ideation, to finally usability testing during the third phase, implementation. To ensure that the needs of the user were always focused on throughout the entirety of this master thesis we included potential users in each phase of the project. During the different phases, Tensaii AB provided guidance on decisions made by us, as well as provided feedback on specific methods and results presented during the weekly meetings.The result of this master thesis is an application prototype, the design based on all the data gained from participants and collected literature. A design that, through a high level of usability, enables a wider group of users to easily use it. The concept was named Milocus, translated from Latin to ”my place”. An application that through a check in function can collect data about activity in different areas. The application clearly shows the activity to the user through three categories, calm, busy and very busy. The color choices and design of the application were made using the online tool Material Design.
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Voida, Stephen. „Exploring user interface challenges in supporting activity-based knowledge work practices“. Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24721.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Abowd, Gregory D.; Committee Member: Edwards, W. Keith; Committee Member: MacIntyre, Blair; Committee Member: Moran, Thomas P.
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Östman, Karin. „Designing a Digital Customer Portal for BDX Företagen AB : A User-friendly Web Application Interface“. Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85398.

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The complexity in the construction industry with multiple stakeholdersinvolved during a project create a demand for good communication. Theinformation channel between contractor and customer with relevant andupdated information is important for success in a project. Manual handlingof the information can lead to loss of important information due to thehuman factor. This master thesis deals with the development of a prototype for a customerportal for the construction division at BDX Företagen AB. The aim of theproject was to create a user-friendly and intuitive customer portal to eliminateadministrative burdensome tasks. The project followed an activity-centered approach with a base in designthinking with the phases planning, inspiration, ideation and prototype & test.The phases were iterative and consisted of brainstorming, co-designworkshop, user testing and prototyping. The focus was to understand theuser’s needs in relation to the functions that needed to exist for the system towork optimal. Users were involved during the project from creating arequirement specification to user test of the final prototype. Further toachieve this, relevant theories in user experience, design, gestalt and layoutprinciples were researched in the literature review. The project resulted in two user-friendly and intuitive prototypes for acustomer portal, a mobile and computer version for the different screen size.The customer portal includes relevant project information, ordering of a newproject and changing settings for the user. The interface is associated withBDX and their colours but in a new setting.
Komplexiteten inom infrastrukturbranschen med flertalet intressenterinvolverade under ett projekt skapar ett behov för god kommunikation.Informationsflödet mellan entreprenör och kund, med relevant ochuppdaterad information är viktig för att lyckas i ett projekt. Manuell hanteringav informationsflödet kan skapa misstag som leder till att viktig informationgår förlorad på grund av den mänskliga faktorn. Examensarbetet behandlar utvecklingen av en prototyp för en kundportal åtdivision entreprenad hos BDX Företagen AB. Syftet med projektet var attskapa en användarvänlig och intuitiv kundportal för att minimeraadministrativt tunga uppgifter. Projektet följde aktivitetscentrerad design med bas i design thinkinginnehållande faserna planering, inspiration, idegenerering och prototyp &test. Faserna var iterativa och bestod av metoder som brainstorming, codesignworkshop,användartester och skapandet av prototyper. Fokus låg på attförstå användarens behov i förhållande till de funktioner som var tvungen attexistera för optimal funktion av systemet. Användarna var involverade underhela projektet från skapande av en behovsspecifikation till användartestet avden slutliga prototypen. För att uppnå detta användes relevanta teorier inomanvändarupplevelse, design, gestalt och layout principer ilitteraturundersökningen. Projektet resulterade i två användarvänliga och intuitiva prototyper för enkundportal skapade för dator och mobils skärmstorlek. Kundportalen bestårav relevant projektspecifik information, beställning av ett nytt projekt samtändring av användarinställningar. Gränssnittet är associerat med BDX ochderas färger
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Danielsson, Öberg Karin. „Att främja medverkan : Utmaningar och möjligheter för barns och ungdomars delaktighet vid design av digitala edutainmentproduktioner“. Doctoral thesis, Umeå universitet, Institutionen för informatik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35603.

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Denna avhandling inom interaktionsdesign handlar om användarmedverkan vid design av digitala edutainmentspel. Arbetet omfattar en aktionsorienterad forskningsansats där barns och ungdomars medverkan har främjats i tre tillämpade designprojekt. Genom observationer och intervjuer har utmaningar och strategier för användarmedverkan dokumenterats. Därtill även de bidrag som barnens och ungdomarnas medverkan innebar för design av edutainmentspel. Avhandlingen visar på två tydliga resultat. För det första, genom de utmaningar för användarmedverkan som designprocessen innebar och hanterandet av dessa utmaningar, så påvisas hur motiv till användarmedverkan kan förändras hos designteamet. Denna förändring är en pågående process som sker före, under och efter ett designprojekt. Motiv till användarmedverkan förändras med stöd av en förmedlare. En förmedlare bibringar synpunkter och designförslag mellan användare och designers. Förmedlaren anpassar även användarmedverkan till det sammanhang inom vilket designprojektet genomförs. Genom att delge designteamet dokument om och resultat av användarsessioner, så omvandlas förmedlarens kunskap om och erfarenhet av användarmedverkan till designteamets egen. Kunskap och erfarenhet vilka därefter förändrar motiv till design av fördel för användarmedverkan. För det andra så dokumenteras i avhandlingen betydelsen av att barn och ungdomar medverkar vid design av edutainmentspel. Dessa spel har under en längre tid utmanats av att finna balans mellan lärande och underhållning. Genom sin erfarenhet av målgruppens förväntningar på tekniken, samt av att bidra inom områden för design så som; koncept och innehåll, interaktionslösningar, samt utseende och känsla, så medförde barnens och ungdomarnas medverkan ett stöd för designteamet i att finna balans mellan lärande och underhållning. I resultaten framkommer att barnen och ungdomarna deltog i projekten i egenskap av informanter. Eftersom de inte hade ansvar för den utvecklade produktionen betraktades de inte heller som medlemmar i designteamet. Med sina resultat medverkar avhandlingen i diskursen om hur traditionella designperspektiv kan tillämpas vid design av digitala edutainmentproduktioner.
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Fontes, Andréa Regina Martins. „Ergonomia e design no projeto de espaços de trabalho: o balcão de atendimento dos Correios“. Universidade Federal de São Carlos, 2011. https://repositorio.ufscar.br/handle/ufscar/3385.

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This research, compiled from the theoretical foundation in the areas of Ergonomics and Design, takes as object of study the social process of designing in a postal company, in which aims at producing knowledge and assisting with new project practices in the context of Ergonomics. The problem focused the linkage between Ergonomics, Project, and Use detailed by a social process of designing that highlight the question of how conflict of values are materialized in technical devices from the variables and its demonstration of use. The evaluation of the results, aims at redeeming the relationships between the actors and conflicts of meaning repercussions on the construction of the artifact. There were highlighted the conflict of values (matters relating the actors and their relationships), conflicts of variables (questions relating to the project options and interfaces of communication within the group) and inadequacies of use (questions relating to the quality of the object from its use) as means of social structure analysis, the spaces of this practice and obstacles to its achievement were accentuated. The role of the coordinator of the social process of project as a negotiator and interfaces employed as means of language were highlighted as well. In conclusion, the results of the social process-centric approach in the context of Ergonomics can approximate project and use, integrating in the public sphere the phases of the Ergonomic Work Analysis and designing activities. Considering this, the results of this process is not the materialization of technical devices as an end, but as resources capable to bring flexibility and significance to the activity of work, seeking to perceive and conceive the object in use manifestation, i.e., in its social function, including the different aspects that form it.
Esta pesquisa, elaborada a partir do embasamento teórico nas áreas de Ergonomia e Design, tem como objeto de estudo o processo social de projeto realizado numa empresa postal, a partir do qual buscou-se produzir conhecimento e auxiliar em novas práticas de projeto no contexto da Ergonomia. O problema posto é a articulação entre Ergonomia, projeto e uso em processos sociais de projeto que aponta para a questão de como os conflitos de valores são materializados no objeto por meio das variáveis e quais as interações de uso. A avaliação dos resultados visa resgatar as relações entre os atores e os rebatimentos da significação dos conflitos na construção do objeto. Foram evidenciados os conflitos de valores (questões relativas aos atores e seus relacionamentos), os conflitos de variáveis (questões relativas às opções de projeto e interfaces de comunicação dentro do grupo) e as inadequações de uso (questões relativas à qualidade do objeto a partir do uso) como forma de análise da estrutura social, dos espaços dessa prática e dos obstáculos colocados para sua realização. Evidenciou-se o papel do projetista como um negociador e das interfaces empregadas como meios de comunicação no processo social. Concluiu-se que os objetos gerados num processo social de projeto no contexto da Ergonomia podem aproximar projeto e uso, integrando na esfera pública as etapas da Análise Ergonômica do Trabalho e as atividades projetivas. Considerando essa lógica, os resultados desse processo não visam a materialização de dispositivos técnicos como fim, mas como meios capazes de trazer flexibilidade e significado a atividade de trabalho, buscando perceber e conceber o objeto na sua manifestação de uso, ou seja, na sua função social incorporando os diferentes aspectos que o constitui.
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Lokon, Elizabeth J. „OPENING MINDS THROUGH ART (OMA): AN ART PROGRAM FOR PEOPLE WITH DEMENTIA“. Oxford, Ohio : Miami University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1229536912.

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Chang, Tae-Young. „User-activity aware strategies for mobile information access“. Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/22595.

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Thesis (Ph. D.)--Electrical and Computer Engineering, Georgia Institute of Technology, 2008.
Committee Chair: Raghupathy Sivakumar; Committee Member: Chuanyi Ji; Committee Member: George Riley; Committee Member: Magnus Egerstedt; Committee Member: Umakishore Ramachandran.
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Futerman, Rael Glen. „Design for collaboration in South Africa : an activity theory perspective on participatory design“. Thesis, Cape Peninsula University of Technology, 2015. http://hdl.handle.net/20.500.11838/2268.

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Thesis (DTech (Design))--Cape Peninsula University of Technology, 2015.
Participatory Design (PD) is increasingly being used as a methodology by local government, private designers and design researchers in the Western Cape, South Africa, to democratise the design of product service systems (PSS). Activity theory, specifically Cultural Historical Activity Theory (CHAT) offers PD researchers and practitioners involved in the collaborative design and development of socio-technical PSS’s an interpretive lens through which to a) identify existing and potential contradictions and tensions within and between work activity systems for design interventions, and b) provide designers with a conceptual model of investigation. In the last decade participatory development studies have interrogated public participation and approaches to the involvement of civil society in their own development, essentially embracing a shift from passive participation to active participation. PD and participatory development share a number of beliefs, methodologies and goals. This thesis explores the potential of CHAT in contributing to the extension of PD practices, beyond a workplace focus and into the sociotechnical development of communities at large. Legacy projects and activities - those aimed at extending the impact of emergent design and innovation - arising out of Cape Town’s designation as World Design Capital 2014 often require community-based participatory design (CbPD) and the development of socio-technical PSS through holistic approaches, centred around participant needs, activities and aspirations. This approach can contribute to social capital and more active citizenry. The research presented in this thesis draws from an in-depth CbPD project based in an informal settlement in Cape Town, South Africa. The project focussed on solid waste management (SWM) work and life activities and resulted in co-designed PSS solutions. Based in a quad-helix partnership between local government, the Cape Peninsula University of Technology, private designers and the community members themselves, this project a) tested CHAT in the fields of CbPD and PSS design, identifying tensions and contradictions as opportunities for design intervention and, b) produced conceptual and process models, which blend CHAT and service design, for further testing in the design of socio-technical PSS. The overall result is a homegrown methodology for CbPD
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Hasselfeld, Karolyn A. „A Caregiver's Guide to Developing A Personalized Activity for a Loved One Living with Dementia“. University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1623165808180786.

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Trost, Heidi M. „Emphasizing the user in the usability study : investigating activity theory and website navigation /“. Online version of thesis, 2008. http://hdl.handle.net/1850/5900.

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Bücher zum Thema "Activity-centered design"

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Lomakina, Tat'yana, und Nina Vasil'chenko. Modern technology of teaching a foreign language: design and experience. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1111366.

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The monograph deals with the theoretical and practical issues of pedagogical design of the technology of teaching a foreign language in the system of secondary vocational education. Presents an analysis of key concepts "instructional design" and "technology of education" that is meaningful and reveals the basic principles of the system, activity-based and student-centered approaches to the design of learning technologies to address new opportunities and the status of the str system in the modern socio-economic conditions. The author has developed a method of selection of the content of learning English language, based on the modular structure of the course, taking into account international experience in building the content of language education for professional purposes, the requirements of the educational-methodical complex of teaching business English and core competencies stipulated by the Council of Europe, as well as the requirements of the labour market and the needs of employers standardisert, intensificarea language training specialist of middle management by reflection of the status and trends of professional activities in various fields. For use in the system of professional development of teachers of secondary vocational education, additional education and the system of corporate training.
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Gay, Geraldine, und Helene Hembrooke. Activity-Centered Design. The MIT Press, 2004. http://dx.doi.org/10.7551/mitpress/1085.001.0001.

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Hembrooke, Helene, und Geraldine Gay. Activity-Centered Design: An Ecological Approach to Designing Smart Tools and Usable Systems. MIT Press, 2018.

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Activity-Centered Design: An Ecological Approach to Designing Smart Tools and Usable Systems (Acting with Technology). The MIT Press, 2004.

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van den Hoven, Elise, Mendel Broekhuijsen und Ine Mols. Design Applications for Social Remembering. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198737865.003.0022.

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With the increasing availability of technology, the number of digital media people create, such as digital photos, has exploded. At the same time, the number of media they organize has decreased. Many personal media are created for mnemonic reasons, but are often not used as intended or desired. We see this as a design opportunity for supporting new experiences using personal digital media. Our people-centered design perspectives start in the real world, in people’s everyday lives, in which remembering is often a social and collaborative activity. This social activity involves multiple people in different situations, and includes digital media that can serve as memory cues. In this chapter, we present six concept designs for interactive products, specifically conceived to support everyday remembering activities that vary in their degree of socialness. From these concepts, five design characteristics emerge: social situation; type of event; social effect; media process; and media interaction.
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Buchteile zum Thema "Activity-centered design"

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Haradji, Yvon, Germain Poizat und Florence Motté. „Activity-Centered Design: An Appropriation Issue“. In Communications in Computer and Information Science, 18–22. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22098-2_4.

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Constantine, Larry. „Activity-Centered Interaction Design: A Model-Driven Approach“. In Human-Computer Interaction – INTERACT 2011, 696–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_120.

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Constantine, Larry L. „Human Activity Modeling: Toward A Pragmatic Integration of Activity Theory and Usage-Centered Design“. In Human-Centered Software Engineering, 27–51. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84800-907-3_3.

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Berlin, Cecilia, und Lars-Ola Bligård. „An Activity Centered Design Framework for Determining Design Decision Levels in Production Systems“. In Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future, 455–63. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-41697-7_40.

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Alizadeh Elizei, Zahra. „A User-Centered Mobile Interface Design, Promoting Physical Activity in the Covid 19 Pandemic’s Sedentary Lifestyle“. In HCI International 2021 - Posters, 539–50. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78645-8_68.

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Morán, Alberto L., und Raul Casillas. „Understanding Activity Documentation Work in Remote Mobility Environments“. In Human Centered Design, 1023–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02806-9_117.

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Bradshaw, Jeffrey M., Paul Feltovich, Matthew Johnson, Maggie Breedy, Larry Bunch, Tom Eskridge, Hyuckchul Jung, James Lott, Andrzej Uszok und Jurriaan van Diggelen. „From Tools to Teammates: Joint Activity in Human-Agent-Robot Teams“. In Human Centered Design, 935–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02806-9_107.

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Rivers, Christine, Janko Calic und Amy Tan. „Combining Activity Theory and Grounded Theory for the Design of Collaborative Interfaces“. In Human Centered Design, 312–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02806-9_36.

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Dixon, Mark. „Disability as a Vehicle for Identifying Hidden Aspects of Human Activity: Inclusive Design and Dyslexia in Educational Software Development“. In User-Centered Interaction Paradigms for Universal Access in the Information Society, 254–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30111-0_21.

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„1 Activity Theory and Context-Based Design“. In Activity-Centered Design. The MIT Press, 2004. http://dx.doi.org/10.7551/mitpress/1085.003.0005.

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Konferenzberichte zum Thema "Activity-centered design"

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Gifford, Bernard R., und Noel D. Enyedy. „Activity centered design“. In the 1999 conference. Morristown, NJ, USA: Association for Computational Linguistics, 1999. http://dx.doi.org/10.3115/1150240.1150262.

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Williams, Ashley. „User-centered design, activity-centered design, and goal-directed design“. In the 27th ACM international conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1621995.1621997.

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Dichev, Christo, Darina Dicheva und Keith Irwin. „Towards Activity-Centered Gamification Design“. In 2019 IEEE International Conference on Engineering, Technology and Education (TALE). IEEE, 2019. http://dx.doi.org/10.1109/tale48000.2019.9225948.

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Yuan, Shengqiong, und Luo Zhong. „Activity-centered design for temporal data management“. In 2012 IEEE 16th International Conference on Computer Supported Cooperative Work in Design (CSCWD). IEEE, 2012. http://dx.doi.org/10.1109/cscwd.2012.6221814.

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Liang Jingjing und Zhan Qinglong. „Design of model for activity-centered web learning and user experience“. In 2010 International Conference on Artificial Intelligence and Education (ICAIE). IEEE, 2010. http://dx.doi.org/10.1109/icaie.2010.5641513.

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Gill, David D., und Jeffrey L. Newcomer. „“To the Boards”: Team-Based Design for Student-Centered Learning“. In ASME 2017 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/imece2017-70571.

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Engineering design is a complex subject that is often a challenge for students to learn. Heuristic-based design, design that primarily utilizes “rules of thumb” or best practices, can be even more challenging for students to learn when they do not yet have the experience to choose between competing design guidelines. Faculty of Manufacturing Engineering at Western Washington University sought to improve the students’ learning in a senior-level, undergraduate course in Design of Tooling, a heuristic-based design discipline. The faculty worked to answer the question “How can team-based active learning approaches be effectively utilized for students learning a heuristic-based design topic?” In answering this question, the faculty developed and implemented a team-based, student-centered design activity called To the Boards. This activity, where small groups of students simultaneously develop tooling designs at whiteboards around the room, has improved the students’ retention of key concepts and helped students learn to analyze and apply competing design parameters. Performing the work on white boards encourages participation by all members of the group and enriches the design evaluation experience through a collaborative analysis of the many different design solutions developed by all the groups. Use of To the Boards, in conjunction with out-of-class reading, short lectures, and five large projects, has proven to be an effective tool for engaging students in learning, helping them to evaluate and apply competing design goals in the solution of complex engineering problems, and enabling collaborative design through communication of engineering concepts using sketches. Results of this activity have been measured through student performance and student feedback. Student performance on projects demonstrated the appropriate utilization of knowledge and skills learned in class with all students performing at satisfactory or exemplary levels when evaluated against ABET learning outcomes for design. Student feedback has been largely positive with the students recognizing the value of the knowledge and tooling design skills and also of the communication and teamwork skills that are acquired through the activity.
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Ahmed, Salman, und H. Onan Demirel. „A Pre-Prototyping Framework to Explore Human-Centered Prototyping Strategies During Early Design“. In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22700.

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Abstract Current prototyping frameworks are often prompt-based and heavily rely on designers’ experience. The lack of systematic guidelines in prototyping activities causes unwanted variation in the quality of the prototype. Notably, there is limited, or no prototyping framework exists that enables human factors engineering (HFE) guidelines be part of the early product development process. In this paper, a pre-prototyping framework is proposed to render human-centered design strategies to guide designers before the hands-on prototyping activity starts. The methodology consists of extracting key factors related to prototyping and human factors engineering principles based on an extensive literature review. The key elements are then combined to form the prototyping categories, dimensions (theory), and tools (practice). The resulting prototyping framework can be used to develop prototyping strategies consist of theoretical guidelines and practical tools that are needed during the prototyping of human-centered products. The framework provides systematic guidance to designers in the early stages of the design process so that designers, in particular novices in ergonomics and human factors, can have a head start in building the prototypes in the right direction. Finally, a case study is presented to demonstrate a walk-through and efficacy of the proposed pre-prototyping framework.
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Chan, Jeanie, und Goldie Nejat. „The Design of an Intelligent Socially Assistive Robot for Person-Centered Cognitive Interventions“. In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28681.

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Recently, there has been a growing body of research that supports the effectiveness of using non-pharmacological cognitive and social training interventions to reduce the decline of or improve brain functioning in individuals suffering from cognitive impairments. However, implementing and sustaining such interventions on a long-term basis is difficult as they require considerable resources and people, and can be very time-consuming for healthcare staff. The objectives of our research are to validate the effectiveness of these training interventions and make them more accessible to healthcare professionals through the aid of robotic assistants. Our work focuses on designing a human-like socially assistive robot, Brian 2.0, with abilities to recognize and identify human affective intent to determine its own appropriate emotion-based behavior while engaging in natural and believable social interactions with people. In this paper, we present the design of a novel human-robot interaction (HRI) control architecture for Brian 2.0 that allows the robot to provide social and cognitive stimulation in person-centered cognitive interventions. Namely, the novel control architecture is designed to allow a robot to act as a social motivator by encouraging, congratulating and assisting a person during the course of a cognitively stimulating activity. Preliminary experiments validate the robot’s ability to provide assistive interactions during a HRI-based person-directed activity.
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Peixoto, Daniela C. C., Vitor A. Batista, Ana P. Atayde, Eduardo P. Borges, Rodolfo F. Resende und Clarindo Isaías P. S. Pádua. „A Comparison of BPMN and UML 2.0 Activity Diagrams“. In Simpósio Brasileiro de Qualidade de Software. Sociedade Brasileira de Computação - SBC, 2008. http://dx.doi.org/10.5753/sbqs.2008.15531.

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Interest in evaluating Business Process Modeling Languages has widespread, in part due to the increase of the number of languages available for this purpose. Several works on the evaluation of BPMLs are available. Their evaluation are mainly based on perspectives centered in modeling experts. In this paper, we address the readability perspective of two BPMLs (UML 2.0 and BPMN) for people not familiar with process modeling. The UML can be tailored for purposes beyond software modeling and offers Activity Diagrams for business process modeling. BPMN was designed for modeling business process and has a primary goal of being understandable by all business stakeholders. We compared undergraduates (freshmen) understanding of business process modeled in BPMN and UML 2.0 Activity Diagrams. Our results are interesting, since we were able to find that these two languages do not have significant differences, despite BPMN readability design goals.
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Deshmukh, Anand P., Marlon E. Mitchell und James T. Allison. „Integrating Model-Based Design and Physical Design Evaluation for Improved Design Education“. In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59299.

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This article presents the development, deployment, and assessment of a hands-on curriculum module for a senior-level course in component design at the Industrial and Enterprise Systems Engineering department at the University of Illinois at Urbana-Champaign. In this course students learn how to design engineering systems using gears, bearings, springs, steel structures, and other components. The course has traditionally included a semester group project where students apply their component design knowledge to a realistic design application, helping to further solidify and integrate their design knowledge. In recent years the project has centered on the design of a trailing arm automotive suspension system with components that interact in complicated ways. Students are expected to follow a rigorous engineering design process and support their design decisions with thorough engineering analysis. Until recently this project was limited to virtual analyses and design solutions; the connection between these design solutions and physical realization was an obvious gap in the project experience. This project was revised to incorporate a targeted hands-on curriculum module, which was introduced in fall 2014. Objectives of this module include helping students gain experience with the ‘media’ of engineering design, and to help students connect analytical and simulation-based studies with the corresponding physical system. The implemented module is a two-part activity in which students design a suspension system using model-based design techniques (in Matlab), followed by physical testing and further analysis using a specially built physically reconfigurable suspension testbed. This testbed allows students to test unique designs rapidly, observe real-time dynamic system performance, and to analyze the difference between simulated and physical test results. Through this activity we gauge students’ attitudes towards traditional theoretical and paper-based design activities versus the hands-on module. We also work to answer the question: “to what extent does a project-based curriculum module influence student experiences and conceptual understanding of engineering design?” through systematic student surveys designed around this new hands-on curriculum module.
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Berichte der Organisationen zum Thema "Activity-centered design"

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Patton, Amy, Kylie Dunavan, Kyla Key, Steffani Takahashi, Kathryn Tenner und Megan Wilson. Reducing Stress, Anxiety, and Depression for NICU Parents. University of Tennessee Health Science Center, Mai 2021. http://dx.doi.org/10.21007/chp.mot2.2021.0012.

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This project aims to appraise evidence of the effectiveness of various practices on reducing stress, anxiety, and depression among parents of infants in the neonatal intensive care unit (NICU). The project contains six research articles from both national and international journals. Study designs include one meta-analysis, one randomized controlled trial, one small scale randomized controlled trial, one prospective phase lag cohort study, on pretest-posttest study, and one mixed-methods pretest-posttest study. Recommendations for effective interventions were based on best evidence discovered through quality appraisal and study outcomes. All interventions, except for educational programs and Kangaroo Care, resulted in a statistically significant reduction of either stress, anxiety, and/ or depression. Family centered care and mindfulness-based intervention reduced all barriers of interest. There is strong and high-quality evidence for the effect of Cognitive Behavioral Therapy on depression, moderate evidence for the effect of activity-based group therapy on anxiety, and promising evidence for the effect of HUG Your Baby on stress.
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