Auswahl der wissenschaftlichen Literatur zum Thema „Conception centrée sur l'utilisateur – Design“
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Zeitschriftenartikel zum Thema "Conception centrée sur l'utilisateur – Design"
Fischer, Xavier, und Nadège Troussier. „La Réalité Virtuelle pour une conception centrée sur l'utilisateur“. Mécanique & Industries 5, Nr. 2 (März 2004): 147–59. http://dx.doi.org/10.1051/meca:2004015.
Der volle Inhalt der QuelleLemieux, François, und Michel C. Desmarais. „Conception centrée sur l'utilisateur lors de la définition des exigences en RUP©. Une étude de cas“. Ingénierie des systèmes d'information 12, Nr. 6 (31.12.2007): 9–37. http://dx.doi.org/10.3166/isi.12.6.9-37.
Der volle Inhalt der QuelleDevos, Nathan J. „Reading for the Technical Workplace“. TESL Canada Journal 40, Nr. 2 (31.12.2023): 41–61. http://dx.doi.org/10.18806/tesl.v40i2/1393.
Der volle Inhalt der QuelleBadouel, Eric, und Rodrigue Aimé Djeumen Djatcha. „A Calculus of Interfaces for Distributed Collaborative Systems: The Guarded Attribute Grammar Approach“. Revue Africaine de la Recherche en Informatique et Mathématiques Appliquées Volume 31 - 2019 - CARI 2018 (05.10.2020). http://dx.doi.org/10.46298/arima.5540.
Der volle Inhalt der QuelleOchs, Magalie, Yu Ding, Nesrine Fourati, Mathieu Chollet, Brian Ravenet, Florian Pecune, Nadine Glas, Ken Prepin, Chloe Clavel und Catherine Pelachaud. „Vers des Agents Conversationnels Animés dotés d'émotions et d'attitudes sociales“. Journal d'Interaction Personne-Système Volume 3, Issue 2, Special..., Special Issue "the best... (22.09.2015). http://dx.doi.org/10.46298/jips.1282.
Der volle Inhalt der QuelleLtifi, Hela, Mounir Ben Ayed, Christophe Kolski und A. M. Alimi. „Démarche centrée utilisateur pour la conception de SIAD basés sur un processus d'ECD, application dans le domaine de la santé“. Journal d'Interaction Personne-Système Volume 1 (06.10.2014). http://dx.doi.org/10.46298/jips.57.
Der volle Inhalt der QuelleCalvo, Ignacio, Tomas Dorta und Jean-Marc Robert. „An empirical study on the user's context in mobile videoconferencing devices“. Journal d'Interaction Personne-Système Volume 3, Issue 2, Special..., Special Issue "the best... (22.07.2015). http://dx.doi.org/10.46298/jips.663.
Der volle Inhalt der QuelleLane, Kathleen, Minnie Y. Teng, Steven J. Barnes, Katherine Moore, Karen Smith und Michael Lee. „Using Appreciative Inquiry to Understand the Role of Teaching Practices in Student Well-being at a Research-Intensive University“. Canadian Journal for the Scholarship of Teaching and Learning 9, Nr. 2 (30.09.2018). http://dx.doi.org/10.5206/cjsotl-rcacea.2018.2.10.
Der volle Inhalt der QuelleBaloup, Marc, Thomas Pietrzak und Géry Casiez. „Improving Raycasting using Proximity Selection and Filtering“. Journal d'Interaction Personne-Système Volume 8, Issue 1, Special..., Research articles (03.12.2019). http://dx.doi.org/10.46298/jips.5933.
Der volle Inhalt der QuellePerelman, Gary, Marcos Serrano, Christophe Bortolaso, Célia Picard, Mustapha Derras und Emmanuel Dubois. „Combination of tactile devices for data analytics“. Journal d'Interaction Personne-Système Volume 8, Issue 1, Special... (04.12.2019). http://dx.doi.org/10.46298/jips.5935.
Der volle Inhalt der QuelleDissertationen zum Thema "Conception centrée sur l'utilisateur – Design"
Mahdjoub, Morad. „La réalité virtuelle pour une conception de systèmes mécaniques centrée sur l'utilisateur“. Besançon, 2007. http://www.theses.fr/2007BESA2039.
Der volle Inhalt der QuelleOur thesis work carried out in the Systems and Transport laboratory (ERCOS team), deals with user-centred mechanical systems design. Our research is more specifically directed towards studying the mechanical systems which concern workstations. Indeed, one of the current problems for the industrialists is to be able to design workstations which are suitable for human (users/operators). The aim is to avoid the kind of serious health problems which are becoming apparent today, such as “repetitive strain injuries” (1st occupational disease declared in France and Europe). With this objective, we propose to study the “use” (or usability) of industrial equipment, by integrating “ergonomics” into the design process. Although our work was carried out in the field of Engineering Science (Mechanical engineering), we tried to take the ergonomics aspect into account through a multi-disciplinary approach. Consequently, our research is centred within the Design For Ergonomics (DFE) and design For Usability (DFU) disciplines which comes under the discipline of Design For X (DFX). Thus, our objective is to define a methodology, and associated tools, to be integrated into the ergonomic design process of both product and use. Thus, we successively studied two research hypotheses, by means of a first set of experiments carried out in the field of fine leather luxury goods. Our first research hypothesis is to study the use of a numerical mechanical system via the design of an interaction between the real user and this system. The second research hypothesis is to study the usefulness of virtual reality (VR), as a real-time virtual prototyping tool, to design the “use function” of the product and so the “human/numerical product” interaction. Within the context of a second set of experiments, carried out in the automobile industry and agro-alimentary fields, we studied a third research hypothesis. This third assumption is that VR can be used to design, in an interactive way, both the product and the product use earlier in the design process and in particular during the phases of preliminary studies and detailed studies. In order to generalise our experimental results, we identified various limitations of our results. It led us to consider integrating virtual reality into the design process through the definition of “design activities”. We thus propose a fourth research hypothesis: “virtual reality can be integrated, in a structured way, into a human-centred product design and development process”. Thus, our final contribution, based on all feedback from these experiments, introduces an original design methodology called Virtual Reality Aided Design for Use (VRADU). The first originality of our work is to propose using the application of VRADU methodology in all design stages implying a digital mock-Up (DMU) or a virtual prototype. For this reason, we introduced the concept of “virtual reality meeting point” which makes it possible to support the teamworking and the integration of the various disciplines within the design process. VRADU methodology defines, in a structured way, the impact of VR tools during the design of the product and its associated use. Thus, we defined the design actors concerned by the “virtual prototype and associated use” simulations in VR. We also defined their actions through role definition which can be assigned to them during simulations in VR. We proposed three “design activities” which use VR tools, within the VRADU methodology framework. These are: the qualitative ergonomic analysis of both product and associated use in VR, the quantitative ergonomic evaluation of both the product and associated use in VR and the design of the virtual prototype and its associated use in VR. The first “design activity” in VR proposes to evaluate, in an immersive and interactive way, product and product-use on the basis of subjective comments (qualitative aspects of use). The second originality of our work is to propose a second “design activity”, carried out using VR, which integrates tools for quantitative ergonomic analysis of the use, in order to supplement the qualitative recommendations already obtained. The third originality of our work lies in the third “design activity” in VR which is to modify the virtual prototype , in an interactive way and in real-time, during simulations in VR according to the previous ergonomic evaluations (objective and subjective) already made. For that, we developed a CAD type VR assembly module which makes it possible for the mechanical engineer to modify the virtual workstation structure within certain limits. A direct update of these modifications is possible on the native CAD model level due to the connection between the VR tools and the parametric CAD tools. This partially decreases the interworking problems between the various simulation tools. Finally, we ensured continuity in the virtual prototype development during its design. Indeed, the parameters modified on the virtual prototype are stored in a collaborative design tool of PLM type. These parameters can be re-used, thereafter, by other designers, thus ensuring permanent updating of the product data
Skiba, Nathalie. „Processus d'innovation centré sur l'utilisateur : identification des besoins et interprétation des données issues de l'integration de l'utilisateur dans le processus de co-conception“. Thesis, Université de Lorraine, 2014. http://www.theses.fr/2014LORR0027/document.
Der volle Inhalt der QuelleOur way of life and the products that surround us have never evolved so quickly. This evolution is a new factor to take into account in the product development to ensure the product appropriation by the users. For that reason the design approaches try to integrate usages. The Living Lab approach is organised around four principles: the realism of the studied situation; the continuity in the collaboration with the users; the collection of spontaneous usage data; the empowerment of users in the design process. These principles facilitate the path from "user-centred design" to "usage-centred design" but are difficult to realise practically. To guide and inspire the designers we propose a Living Lab project method made of eighteen operations; each operation is supposed to reach one of the four principles. The proposed method is represented with NIAM-ORM diagrams which are easily understandable because of its similarity with natural language. We tested our method on two urban projects and two industrial projects. The relevance of the tested operations on the principle realisation is evaluated according to bayesian networks: depending on the results the operations are validated, adjusted or rephrased and implemented again in the NIAM-ORM model
Mertz, Laurent. „Représenter l'utilisateur et son expérience : conditions de production et d'évolution de documents dans un projet design“. Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAT002.
Der volle Inhalt der QuelleThis thesis focuses on the processes of representation of user experience, and proposes an analysis of the conditions of production of documents and media used to represent these same experiences. To conduct our analysis, we rely on three main elements. Firstly, the concept of experience implies a specific process of attribution of meaning to the action of others. However, we identify in the literature a plurality of definitions of experience, which consequently leads to a plurality of ways of defining and representing the experience of a user with a product or a service. Secondly, accessing the lived experience of a user means involving the latter more or less actively in the design process. Design Thinking and Participatory Design are two examples that allow us to better understand different logics of user involvement. Finally, thirdly, the documents and media of a project testify to a register and a style of communication about the user's experience. This thesis provides a socio-material and communicative analysis of the conditions of production of these same documents in the context of a public policy design project. The semantic properties of these documents, as well as the communicative context in which they are found, are studied. The fieldwork proposes a reflexive and ethnographic return on the creation of the corpus of documents, thus allowing to better understand the emergence of a certain register of communication dealing with the experience of the user of public service, as well as the specificities of this same register
Fonseca, Livramento da Silva Renato. „Conception d'un outil d'assistance pour les phases préliminaires de projet basée sur les principes de systèmes sensoriels, utilisabilité et conception universelle“. Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALI041.
Der volle Inhalt der QuelleThe knowledge of the functioning of the human sensory system by the designer, can contribute to the creation of concepts and initial alternatives of design solution in the initial phases of the projects. It can effectively give specific information on the sensory, cognitive and motor capacities of users. However, making this information systematically available is still an emerging practice in architecture, industrial design and engineering. In this context, this Ph.D. thesis aims to develop a support tool for multidisciplinary teams in the creation of concepts and alternative solutions, user centered, within the framework of Architecture, Industrial Design and Product Engineering, considering three conceptual bases: Sensory System, Usability and Universal Design. The research method took place in four stages: (1) the study of the literature focused on the three conceptual bases and on project development methods, (2) the development of the tool, based on a user-centered approach by mobilizing students and professors from Master and Doctorate programs in France and Brazil and professionals from industry, (3) the evaluation of the tool by a panel of Brazilian experts from different disciplines and having experience in project development and finally (4) analyzing the results which validate the functions of the tool. Through simple and intuitive use on a digital platform, it contributes to collaborative work by providing more complete information allowing the creation of concepts and initial alternatives of design solutions
Bisson, Isaline. „Approche multidimensionnelle et collaborative de la conception de formations professionnelles immersive centrée sur les utilisateurs“. Electronic Thesis or Diss., Bourgogne Franche-Comté, 2023. http://www.theses.fr/2023UBFCA024.
Der volle Inhalt der QuelleToday, an increasing number of industrial companies are embracing immersive technologies (IT). These innovative technologies are primarily used in professional training to enhance operator learning. Numerous academic and industrial studies have demonstrated the benefits of using these new methods, both in terms of learning quality and the deployment of new learning situations that were previously inaccessible. However, there still exists a notable lack of user-centric consideration in designing these new training tools, which limits their full potential. However, there is still a lack of consideration for users in the design of these new training materials, which limits their potential benefits. Stäubli, a global supplier of industrial and mechatronic solutions (electrical fittings, fluid fittings, robots, and textiles), has decided to address this issue in the context of a CIFRE thesis in partnership with the ERCOS unit of the ELLIADD laboratory (UR 4661).Incorporating user perspectives into the design of products, especially immersive training systems, is challenging due to its multidisciplinary and highly collaborative nature. Therefore, the objective of our research is to propose a methodological framework for collaborative user-centered design of immersive professional training (IPT).Our research makes several contributions. Firstly, we conducted (i) an analysis of training practices within the Stäubli company, coupled with (ii) a qualitative analysis of the barriers and opportunities associated with IT. Based on this and a review of the field, our second contribution is the proposal of an original model of the user-centered collaborative design process for IPT. This model was tested in various training project cases, including initial design, redesign, and remote scenarios, in diverse execution contexts (mandatory IT use, absence of training plans, tight time constraints, etc.). On one hand, the design process was validated by evaluating the outcomes, namely the developed applications. Their usability, acceptability, and pedagogical value were assessed using qualitative and quantitative approaches. On the other hand, the model's validation was done by comparing the prescribed process with real-world practices. Iterative improvements were proposed until a design process model for FPI was aligned with Stäubli's practices.A third contribution of our work involved analyzing collaboration phases, particularly convergence phases within the proposed process. We specifically studied the co-design phases of pedagogical scenarios using Intermediate Objects (IO) as an approach. Preliminary results from qualitative analyses of collaboration quality highlighted the importance of properly specifying these IDOs.Building on these results, our fourth and final contribution was to operationalize our model within the company's context. We translated it into a roadmap that contains essential elements for the seamless integration of our work into Stäubli's teams for future projects. Our roadmap was tested through a simulated trial involving three training needs scenarios presented to an internal panel within the company. The results from semi-structured interviews were positive, indicating an easy adoption of the roadmap
Raimbaud, Pierre. „La réalité virtuelle pour les besoins de l'industrie du bâtiment : guider la conception des interactions utilisateurs grâce à une méthodologie centrée sur les tâches“. Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE012.
Der volle Inhalt der QuelleThe field of virtual reality (VR) has undergone significant development these last years due to the growing maturity of this technology. This has allowed for its diffusion in many domains, notably in the building construction one. However, a problem resulting from such use of VR is that the VR interactions provided to the users are often not sufficiently adapted to their needs. It is indeed difficult to make a synthesis between the building trades’ expertise and the VR expertise. A research question then arises, which is how to allow the experts in a specific field, who do not have VR expertise, to be able to define and obtain the specifications of VR interaction technique, in autonomy. To answer this question, in this research we propose a new task-oriented methodology for the design of VR interactions. This one contains semi-automated systems that allow for the decomposition of the user task and for the determination of proposals of VR interaction techniques - i.e. the obtaining of the two types of specifications that are expected here. This methodology has been tested and evaluated on two case studies from the building sector. The results obtained show that our methodology can be used by experts from the construction industry, in autonomy, and that they have obtained specifications similar to the ones obtained by following a traditional user-centred design methodology
Peneau, Justine. „Dynamique dispositive et structure temporelle de la co-conception : une analyse du travail de design en agence“. Electronic Thesis or Diss., Institut polytechnique de Paris, 2023. http://www.theses.fr/2023IPPAT002.
Der volle Inhalt der QuelleThis thesis takes place within a digital agency that implements design methods that allow its clients to be involved in the design. This field allows me to observe co-design situations that bring together an agency and a client organization, situations that have been little studied in the literature. Our immersion and our commitment as a designer allowed us to experience the temporalities of agency work and to come back in particular to what the vocabulary and the so-called “sprint” methods imply in relation to time in design. It is a multidisciplinary thesis that brings together the sciences of information and communication and design. They make it possible to jointly analyze communication and design situations as well as the supports that support them.It therefore seemed important to us to understand the co-design situation less through the concept of space (which tends to predominate) than through that of time.Our hypothesis is that we can consider the activity of design as the organization of temporal formats which have effects on participation but also which presuppose models of design. The thesis pays attention to the dynamics of emergence. These latter involve another relationship to time based on moving inter-relations. This hypothesis thus more particularly led us to study the “sprint” method as a temporal format but also to be attentive to what emerges at the heart of these “formatted” situations and to the way in which design expertise ties and unties temporalities. Finally, we observe that the design situation opens up a transitional space, a “benevolent device”, where time is “dynamically suspended” precisely to allow links to be forged between the plurality of temporalities that crosses the project between past, present and future
Charrier, Marjorie. „Ergonomie et design dans une démarche de conception de produits centrée sur les besoins des personnes“. Thesis, Belfort-Montbéliard, 2016. http://www.theses.fr/2016BELF0300/document.
Der volle Inhalt der QuelleLifestyles change led to the development of the needs and wishes of people who are looking for "experience", "wellbeing"and "pleasure" through the products they use. Companies must now satisfy and seduce these people whoare increasingly exigent, by being a source of innovation and new ideas. Thus, companies are more and moreinterested in their product design process, in order to better take into account, the human factor. It requires aspecific approach to make people have positive and quality experiences. In this approach, people are at the heart ofthe concerns of the product design actors. In this context, the design process requires the intervention of differentdisciplines rightly sensitive to human factor. In our research, we focused on ergonomics and design, two disciplinessensitive to people who are moving towards new practices: design for "needs" and the prospective ergonomics. Ourresearch is focus on the practices of these two disciplines that converge on a common vision, which is a prospectiveand "humanist" one, of the product design for a better integration of people. The main scientific challenge of ourwork is to better understand ergonomics and design current practices in a product design context. This, to suggestto these actors an approach (IDLifeS) and tools (Knowledge Guides), interdisciplinary, which correspond to thedevelopment of their practices and offer them to co-design products and life situations which correspond to theneeds, wishes and characteristics of people
François, Mathilde. „Level of driver involvement in trucks human-machine interfaces design : effects on usability, distraction and acceptance“. Thesis, Lyon, 2017. http://www.theses.fr/2017LYSE2122.
Der volle Inhalt der QuelleThe design process of trucks human-machine interfaces has been adapted to address human factors and road safety issues. It is now widely accepted that user involvement in the design process is valuable. Currently in industry, users are mainly involved in the stages of analysis and evaluation of concepts, the latter being defined by professionals. However, the literature in other fields reports benefits of a broader form of user involvement: participatory design. In this design process, users are involved all along products development, and particularly during concepts design. Participatory design would allow better access to users' needs, expectations, and tacit knowledge. The objective of this project is to study how the level of drivers’ involvement in the design process impacts the usability, distraction and acceptance of trucks human-machine interfaces. After a preliminary analysis of the context of use, three instrument cluster design processes were conducted in parallel using a tactile equipment. The outcomes of these three processes, differing in level of user involvement, were evaluated and compared in a driving simulator experiment. The results do not enable to demonstrate that participatory design has a significant impact on usability, distraction and acceptance. This thesis concludes with recommendations to practitioners and research perspectives
Laffond, Mathieu. „Le co-design dans le développement durable : design thinking et design du projet dans l'écosystème des startups“. Thesis, Toulouse 2, 2019. http://www.theses.fr/2019TOU20019.
Der volle Inhalt der QuelleTo propose a change of posture vis-à-vis the co-design methodologies used in problem solving when supporting projects of innovative startups is our goal. This work between development of research and professional practices leads us to look at design under another filter, that of phenomena of meaning. The approach of project design, fueled by a science such as semiotics, leads us to the elaboration of a new strategic approach of co-design, of design thinking, to rethink notions of experiences, uses, skills, interactions, to consider and develop a disruptive methodology adapted to the universe of startups and innovation: See - Perceive - Design. By imagining this thesis space as a strategic place for evolutions and mutations of the notion of innovation, but also of our consumption, research and development cultures of the future, it is now important to immerse ourselves in an engine ecosystem. of our time, the startup, to take the right measure of developments in an agile discipline such as service design in an increasingly complex world. The simple use of a process is not enough anymore. At the heart of any design, the implementation of strategies of meaning, the arrangement and the structure of elements are the key elements for the transmission of a message, a use and more largely a co-experience sustainable
Bücher zum Thema "Conception centrée sur l'utilisateur – Design"
ISO/TC 159/SC 4 Ergonomics of human-system interaction (Subcommittee). Ergonomics of human-system interaction: Human-centered design for interactive systems : Ergonomie de l'interaction homme-système : partie 210: conception centrée sur l'opératoeur humain pour les systèmes interactifs. Geneva: International Organization for Standardization, 2019.
Den vollen Inhalt der Quelle findenToward better usability, security, and privacy of information technology: Report of a workshop. Washington, D.C: National Academies Press, 2010.
Den vollen Inhalt der Quelle findenCreativity And Rationale Enhancing Human Experience By Design. Springer, 2012.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Conception centrée sur l'utilisateur – Design"
Bastien, Christian, und Dominique Scapin. „27. La conception de logiciels interactifs centrée sur l'utilisateur : étapes et méthodes“. In Ergonomie, 451. Presses Universitaires de France, 2004. http://dx.doi.org/10.3917/puf.falzo.2004.01.0451.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Conception centrée sur l'utilisateur – Design"
Comprendre les processus de l'évaluation des besoins des utilisateurs et de la conception centrée sur l'utilisateur. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 2007. http://dx.doi.org/10.4095/292114.
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