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Zeitschriftenartikel zum Thema "Onboarding interaction"

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Detjen, Henrik, Robert Niklas Degenhart, Stefan Schneegass und Stefan Geisler. „Supporting User Onboarding in Automated Vehicles through Multimodal Augmented Reality Tutorials“. Multimodal Technologies and Interaction 5, Nr. 5 (21.04.2021): 22. http://dx.doi.org/10.3390/mti5050022.

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Misconceptions of vehicle automation functionalities lead to either non-use or dangerous misuse of assistant systems, harming the users’ experience by reducing potential comfort or compromise safety. Thus, users must understand how and when to use an assistant system. In a preliminary online survey, we examined the use, trust, and the perceived understanding of modern vehicle assistant systems. Despite remaining incomprehensibility (36–64%), experienced misunderstandings (up to 9%), and the need for training (around 30%), users reported high trust in the systems. In the following study with first-time users, we examine the effect of different User Onboarding approaches for an automated parking assistant system in a Tesla and compare the traditional text-based manual with a multimodal augmented reality (AR) smartphone application in means of user acceptance, UX, trust, understanding, and task performance. While the User Onboarding experience for both approaches shows high pragmatic quality, the hedonic quality was perceived significantly higher in AR. For the automated parking process, reported hedonic and pragmatic user experience, trust, automation understanding, and acceptance do not differ, yet the observed task performance was higher in the AR condition. Overall, AR might help motivate proper User Onboarding and better communicate how to operate the system for inexperienced users.
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Eschenbrenner, Brenda, Fiona Fui-Hoon Nah und Venkata Rajasekhar Telaprolu. „Efficacy of Social Media Utilization by Public Accounting Firms: Findings and Directions for Future Research“. Journal of Information Systems 29, Nr. 2 (01.08.2014): 5–21. http://dx.doi.org/10.2308/isys-50894.

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ABSTRACT Social media presents a new platform for businesses to communicate and interact with others, both internally and externally. Social media may be utilized for activities such as sharing success stories and providing industry updates. Although a plethora of opportunities to achieve business objectives with social media usage exists, the efficacy of its use by public accounting firms is unclear. This article identifies the business objectives that Big 4 and second-tier firms are pursuing with social media. Primary business objectives being fulfilled by social media include Knowledge Sharing, Branding and Marketing, and Socialization and Onboarding. The findings suggest that Big 4 firms are pursuing Knowledge Sharing on Facebook™ and Twitter™ to a greater extent than second-tier firms, while second-tier firms pursue Socialization and Onboarding on Facebook and Branding and Marketing on Twitter to a greater extent than Big 4 firms. Suggestions for business opportunities and future research are also identified.
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Blattgerste, Jonas, Kristina Luksch, Carmen Lewa und Thies Pfeiffer. „TrainAR: A Scalable Interaction Concept and Didactic Framework for Procedural Trainings Using Handheld Augmented Reality“. Multimodal Technologies and Interaction 5, Nr. 7 (22.06.2021): 30. http://dx.doi.org/10.3390/mti5070030.

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The potential of Augmented Reality (AR) for educational and training purposes is well known. While large-scale deployments of head-mounted AR headsets remain challenging due to technical limitations and cost factors, advances in mobile devices and tracking solutions introduce handheld AR devices as a powerful, broadly available alternative, yet with some restrictions. One of the current limitations of AR training applications on handheld AR devices is that most offer rather static experiences, only providing descriptive knowledge with little interactivity. Holistic concepts for the coverage of procedural knowledge are largely missing. The contribution of this paper is twofold. We propose a scalabe interaction concept for handheld AR devices with an accompanied didactic framework for procedural training tasks called TrainAR. Then, we implement TrainAR for a training scenario in academics for the context of midwifery and explain the educational theories behind our framework and how to apply it for procedural training tasks. We evaluate and subsequently improve the concept based on three formative usability studies (n = 24), where explicitness, redundant feedback mechanisms and onboarding were identified as major success factors. Finally, we conclude by discussing derived implications for improvements and ongoing and future work.
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Tu, Yu-Zhen, Ya-Ting Chang, Hung-Yi Chiou und Ken Lai. „The Effects of Continuous Usage of a Diabetes Management App on Glycemic Control in Real-world Clinical Practice: Retrospective Analysis“. Journal of Medical Internet Research 23, Nr. 7 (15.07.2021): e23227. http://dx.doi.org/10.2196/23227.

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Background The efficacy of digital technology in improving diabetes management has typically been demonstrated through studies such as randomized controlled trials, which have reported a steeper reduction in hemoglobin A1c (HbA1c) values for patients who adopted a digital solution. However, evidence from real-world clinical practice is still limited. Objective This study aimed to evaluate the effectiveness of digital interventions by tracking HbA1c improvements over 1 year in real-world clinical settings. Methods Patients used the Health2Sync mobile app to track self-measured outcomes and communicate with health care professionals (HCPs). HCPs used the web-based Patient Management Platform to monitor patient data, view test results from clinical laboratories, and communicate with patients. Patients who have been onboarded for at least 13 months and have consecutive HbA1c findings for 5 quarters were included in the analysis. They were then stratified into 3 groups (high, mid, and low retention) based on their level of use of Health2Sync in the first 6 months of onboarding. A mixed model was built to compare the slopes of the rate of reduction in HbA1c among the groups. In addition, these patients’ retention on the app from the seventh to the 12th month was verified through multiple comparisons. Results A sample of 2036 users was included in the analysis. With the mixed model coefficient estimates, we found that app users had significant HbA1c percentage reductions as the passed quarter count increased (t=–9.869; P<.001), and that effectiveness increased in the high (t=–5.173) and mid retention (t=–6.620) groups as the interaction effects were significantly negative compared to that in the low retention group (P<.001) in the passed quarter count. The low retention group also had the highest average HbA1c value at the end of 13 months (high: 7.01%, SD 1.02%; mid: 6.99%, SD 1.00%; low: 7.17%, SD 1.14%) (Bonferroni correction: high vs low, P=.07; mid vs low, P=.02; high vs mid, P>.99). The level of use of the app remained consistent in the seventh to the 12th month after onboarding (high: 5.23 [SD 1.37] months, mid: 2.43 [SD 1.68] months, low: 0.41 [SD 0.97] months) (P<.001). Conclusions Our analysis shows that continuous usage of the diabetes management app is associated with better glycemic control in real-world clinical practice. Further studies are required to reveal the efficacy for specific diabetes types and to observe effects beyond 1 year.
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Mulgund, Pavankumar, Raj Sharman, Daniel Rifkin und Sam Marrazzo. „Design, Development, and Evaluation of a Telemedicine Platform for Patients With Sleep Apnea (Ognomy): Design Science Research Approach“. JMIR Formative Research 5, Nr. 7 (19.07.2021): e26059. http://dx.doi.org/10.2196/26059.

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Background With an aging population and the escalating cost of care, telemedicine has become a societal imperative. Telemedicine alternatives are especially relevant to patients seeking care for sleep apnea, with its prevalence approaching one billion cases worldwide. Increasing awareness has led to a surge in demand for sleep apnea care; however, there is a shortage of the resources and expertise necessary to cater to the rising demand. Objective The aim of this study is to design, develop, and evaluate a telemedicine platform, called Ognomy, for the consultation, diagnosis, and treatment of patients with sleep apnea. Methods Using the design science research methodology, we developed a telemedicine platform for patients with sleep apnea. To explore the problem, in the analysis phase, we conducted two brainstorming workshops and structured interviews with 6 subject matter experts to gather requirements. Following that, we conducted three design and architectural review sessions to define and evaluate the system architecture. Subsequently, we conducted 14 formative usability assessments to improve the user interface of the system. In addition, 3 trained test engineers performed end-to-end system testing to comprehensively evaluate the platform. Results Patient registration and data collection, physician appointments, video consultation, and patient progress tracking have emerged as critical functional requirements. A telemedicine platform comprising four artifacts—a mobile app for patients, a web app for providers, a dashboard for reporting, and an artificial intelligence–based chatbot for customer onboarding and support—was developed to meet these requirements. Design reviews emphasized the need for a highly cohesive but loosely coupled interaction among the platform’s components, which was achieved through a layered modular architecture using third-party application programming interfaces. In contrast, critical findings from formative usability assessments focused on the need for a more straightforward onboarding process for patients, better status indicators during patient registration, and reorganization of the appointment calendar. Feedback from the design reviews and usability assessments was translated into technical improvements and design enhancements that were implemented in subsequent iterations. Conclusions Sleep apnea is an underdiagnosed and undertreated condition. However, with increasing awareness, the demand for quality sleep apnea care is likely to surge, and creative alternatives are needed. The results of this study demonstrate the successful application of a framework using a design science research paradigm to design, develop, and evaluate a telemedicine platform for patients with sleep apnea and their providers.
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Wei, Kevin S., Nasrien E. Ibrahim, Ashok A. Kumar, Sidhant Jena, Veronica Chew, Michal Depa, Namrata Mayanil, Joseph C. Kvedar und Hanna K. Gaggin. „Habits Heart App for Patient Engagement in Heart Failure Management: Pilot Feasibility Randomized Trial“. JMIR mHealth and uHealth 9, Nr. 1 (20.01.2021): e19465. http://dx.doi.org/10.2196/19465.

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Background Due to the complexity and chronicity of heart failure, engaging yet simple patient self-management tools are needed. Objective This study aimed to assess the feasibility and patient engagement with a smartphone app designed for heart failure. Methods Patients with heart failure were randomized to intervention (smartphone with the Habits Heart App installed and Bluetooth-linked scale) or control (paper education material) groups. All intervention group patients were interviewed and monitored closely for app feasibility while receiving standard of care heart failure management by cardiologists. The Atlanta Heart Failure Knowledge Test, a quality of life survey (Kansas City Cardiomyopathy Questionnaire), and weight were assessed at baseline and final visits. Results Patients (N=28 patients; intervention: n=15; control: n=13) with heart failure (with reduced ejection fraction: 15/28, 54%; male: 20/28, 71%, female: 8/28, 29%; median age 63 years) were enrolled, and 82% of patients (N=23; intervention: 12/15, 80%; control: 11/13, 85%) completed both baseline and final visits (median follow up 60 days). In the intervention group, 2 out of the 12 patients who completed the study did not use the app after study onboarding due to illnesses and hospitalizations. Of the remaining 10 patients who used the app, 5 patients logged ≥1 interaction with the app per day on average, and 2 patients logged an interaction with the app every other day on average. The intervention group averaged 403 screen views (per patient) in 56 distinct sessions, 5-minute session durations, and 22 weight entries per patient. There was a direct correlation between duration of app use and improvement in heart failure knowledge (Atlanta Heart Failure Knowledge Test score; ρ=0.59, P=.04) and quality of life (Kansas City Cardiomyopathy Questionnaire score; ρ=0.63, P=.03). The correlation between app use and weight change was ρ=–0.40 (P=.19). Only 1 out of 11 patients in the control group retained education material by the follow-up visit. Conclusions The Habits Heart App with a Bluetooth-linked scale is a feasible way to engage patients in heart failure management, and barriers to app engagement were identified. A larger multicenter study may be warranted to evaluate the effectiveness of the app. Trial Registration ClinicalTrials.gov NCT03238729; http://clinicaltrials.gov/ct2/show/NCT03238729
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Barykin, Sergey, Olga Kalinina, Igor Aleksandrov, Evgenii Konnikov, Vladimir Yadikin und Mikhail Draganov. „Personnel Management Digital Model Based on the Social Profiles’ Analysis“. Journal of Open Innovation: Technology, Market, and Complexity 6, Nr. 4 (16.11.2020): 152. http://dx.doi.org/10.3390/joitmc6040152.

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This paper examines a new approach to defining the task of personnel management in the digital age, taking into account the fundamental changes in internal communications stemming from an increasing use of digital platforms such as intranet, blogs, bulletin boards, instant messaging, and social networking sites. Personnel social media presence plays internal communication roles and thus relates to technologies of social profile analysis regarding employee interaction within the digital economy. The research aims at examining the task of personnel management based on data deriving from social media, for instance social networking sites and other social media tools, with the development of a relevant model for personnel management assessment. It could be shown that communication becomes one of the important aspects of personnel management, which consists of, i.e., human resources planning, recruitment, onboarding, assessment of individual work effects, as well as staff training, rewarding and motivating employees. Effective communication is a prerequisite for carrying out the above-mentioned tasks and performing work effectively. This means that the digital management of personnel can be viewed as a complex task, assuming that organizations operate less by using any formal connections and more by instilling in employees such feelings as feeling inspired, technologically advanced, and proud (on the basis of social media analytics). This paper presents theoretical foundations for developing a model for personnel management with consideration of the distinct employee features based on social media data and included in the assessment process. This allows the same approaches to be used for future research and modeling for assessing team effectiveness. In this paper, a methodological and instrumental solution to the current problem of creating the most effective work team in a digital ecosystem is proposed. The tools proposed to make it possible to create the most potentially effective work team based on the automated processing of natural information contained online on social profiles of potential members of the work team. At the same time, the level of communication compatibility acts as the criterion for the potential effectiveness of the work team. This is an innovative solution for the existing method of managing personnel.
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Christensen, Erin, Kara Webber, Janet L. Kelly, Stanley S. Weber und Teresa A. O'Sullivan. „Evaluation of a Longitudinal Institutional Advanced Pharmacy Practice Model“. INNOVATIONS in pharmacy 9, Nr. 3 (12.10.2018): 2. http://dx.doi.org/10.24926/iip.v9i3.992.

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Objective: To evaluate a longitudinal experiential training model for advanced pharmacy practice experiences (APPEs). Innovation: A six-month longitudinal pilot program named the Focused Institutional Longitudinal Experience (FILE) program was developed at two academic medical centers to maximize active participation of the student and minimize the time spent orienting and onboarding students to each APPE experience. A unique component of the FILE program is the longitudinal service project, which involved a medication use evaluation, including a review of published literature and drug policy recommendations to medical center quality committees. Analysis: Student ratings regarding the quality and value of the FILE student experience was compared to the traditional APPE model. Nine quality measures were compared (e.g. amount of opportunity for direct patient care experience, learning, integration into healthcare team, and accountability for patient outcomes) between students from the FILE program to peers completing similar APPEs outside the FILE program. FILE students and APPE preceptors also completed surveys regarding the value of several program aspects. Key Findings: There was no difference between FILE and non-FILE student self-rated measures of APPE quality, and thus the decision to participate in a longitudinal APPE program should be based on the personal preference of the student. Students in the FILE program agreed or strongly agreed (mean score 4.3) that they felt prepared for post-graduate training at the completion of the program. The potential value that students in a longitudinal program might bring to the site is reinforced by the general agreement by preceptors in the end of year survey that FILE students take less of their time to orient to their service and the trend toward perception that FILE students are more likely to independently participate in patient care activities. Next Steps: To address feedback on preceptor-mentor role and the desire for more interaction with pharmacy residents, students are now paired with a pharmacy resident, and the student and resident work together on the service project with a clinical pharmacist as an advisor. Updated standards of practice clearly delineate the roles and responsibilities of students, residents, and the clinical pharmacist preceptor. Annual surveys of FILE students and preceptors provide necessary feedback to continuously improve the quality of the program. Article Type: Note
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Hernandez-Ramos, Rosa, Adrian Aguilera, Faviola Garcia, Jose Miramontes-Gomez, Laura Elizabeth Pathak, Caroline Astrid Figueroa und Courtney Rees Lyles. „Conducting Internet-Based Visits for Onboarding Populations With Limited Digital Literacy to an mHealth Intervention: Development of a Patient-Centered Approach“. JMIR Formative Research 5, Nr. 4 (29.04.2021): e25299. http://dx.doi.org/10.2196/25299.

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Background The COVID-19 pandemic has propelled patient-facing research to shift to digital and telehealth strategies. If these strategies are not adapted for minority patients of lower socioeconomic status, health inequality will further increase. Patient-centered models of care can successfully improve access and experience for minority patients. Objective This study aims to present the development process and preliminary acceptability of altering in-person onboarding procedures into internet-based, remote procedures for a mobile health (mHealth) intervention in a population with limited digital literacy. Methods We actively recruited safety-net patients (English- and Spanish-speaking adults with diabetes and depression who were receiving care at a public health care delivery system in San Francisco, United States) into a randomized controlled trial of text messaging support for physical activity. Because of the COVID-19 pandemic, we modified the in-person recruitment and onboarding procedures to internet-based, remote processes with human support. We conducted a preliminary evaluation of how the composition of the recruited cohort might have changed from the pre–COVID-19 period to the COVID-19 enrollment period. First, we analyzed the digital profiles of patients (n=32) who had participated in previous in-person onboarding sessions prior to the COVID-19 pandemic. Next, we documented all changes made to our onboarding processes to account for remote recruitment, especially those needed to support patients who were not very familiar with downloading apps onto their mobile phones on their own. Finally, we used the new study procedures to recruit patients (n=11) during the COVID-19 social distancing period. These patients were also asked about their experience enrolling into a fully digitized mHealth intervention. Results Recruitment across both pre–COVID-19 and COVID-19 periods (N=43) demonstrated relatively high rates of smartphone ownership but lower self-reported digital literacy, with 32.6% (14/43) of all patients reporting they needed help with using their smartphone and installing apps. Significant changes were made to the onboarding procedures, including facilitating app download via Zoom video call and/or a standard phone call and implementing brief, one-on-one staff-patient interactions to provide technical assistance personalized to each patient’s digital literacy skills. Comparing recruitment during pre–COVID-19 and COVID-19 periods, the proportion of patients with digital literacy barriers reduced from 34.4% (11/32) in the pre–COVID-19 cohort to 27.3% (3/11) in the COVID-19 cohort. Differences in digital literacy scores between both cohorts were not significant (P=.49). Conclusions Patients of lower socioeconomic status have high interest in using digital platforms to manage their health, but they may require additional upfront human support to gain access. One-on-one staff-patient partnerships allowed us to provide unique technical assistance personalized to each patient’s digital literacy skills, with simple strategies to troubleshoot patient barriers upfront. These additional remote onboarding strategies can mitigate but not eliminate digital barriers for patients without extensive technology experience. Trial Registration Clinicaltrials.gov NCT0349025, https://clinicaltrials.gov/ct2/show/NCT03490253
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Prati, Davide, Stefania Spiazzi, Gregor Cerinšek und Annarita Ferrante. „A User-Oriented Ethnographic Approach to Energy Renovation Projects in Multiapartment Buildings“. Sustainability 12, Nr. 19 (04.10.2020): 8179. http://dx.doi.org/10.3390/su12198179.

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The paper presents the activities related to ethnographic research in the Italian demo-case adapted to the needs of the TripleA-reno EU project (Affordable, Attractive, Accessible deep renovation). The overall study methodology is focused on the four phases of the People-centered development strategy, which focuses on the core idea that “knowing people” should become an integral part of energy renovation development processes as a means of achieving new categories of products, services, or business strategies. Ethnography is a typical methodology of anthropology. It is based primarily on the end-users observation, during which the researcher is directly involved in the daily activities, interactions, and events of a group of people. Involvement is intended as a means to learn the explicit and hidden aspects of an end-user’s daily life. The primary objective is to understand interactions between building occupants and the building itself, as well as their relationships and roles within the renovation processes. Implementing this research in the Italian case study has made it possible to form a knowledge base on the opinions of the subjects involved at the national level. The application of simplified ethnography methods combined with an appropriately studied questionnaire, conveyed through a web form, allowed for gathering useful information. The quantitative questionnaire data collected were then compared with the open-ended interviews collected from the residents of the Italian demo case building that was undergoing a forthcoming renovation. By confronting European, national, and demo case levels, it was possible to verify how the resident attitudes change concerning the energy renovation processes once directly involved. The aim was to understand which most stimulating factors have to be considered in order to make the end-user onboarding and renovation project experience more affordable, attractive, and accessible.
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Dissertationen zum Thema "Onboarding interaction"

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Ramirez, Alvarez Daniela. „Guidelines for Onboarding : Developing guidelines by testing a process for onboarding“. Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-153763.

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Smartphones and applications are becoming more and more popular. Although, the user knowledge varies. Onboarding has been described in other previous studies as a tool for costumers to get a better understanding of applications. This thesis aims to develop guidelines for onboarding by investigating previous studies and by comparing different applications. By investigating to what extent onboarding is beneficial for an application, the question of if it is worth the time and effort for a company to develop an onboarding is discussed. A hi- fi onboarding prototype will be developed to be able to test the guidelines. Simplicity, knowledge of the user, smooth navigation and user satisfaction are a few things that were kept in mind from previous studies when developing the guidelines. To be able to develop guidelines, questions regarding mobile devices, application developing, user behaviour and manuals have also been studied. Interviews combined with observations allowed for an analysis of the guidelines by conducting an A/B test. One group of test subjects received an application with onboarding, and the other group received the same application without onboarding. The result of the A/B test showed that onboarding helped the user to find functions that could be considered difficult to locate. The test also showed that many people often skip onboarding, but people that complete the onboarding process gets a better understanding of the application faster. Guidelines for an efficient development of an onboarding are presented. In conclusion, onboarding is a tool that should be utilized if the developer aims to allow as many users as possible to understand the full potential of the application as fast as possible.
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Kim, Juhee. „Onboarding Interaction Design for Improved Learnability of GIS“. Thesis, Uppsala universitet, Människa-datorinteraktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447473.

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In an era when the importance of Geographic Information Systems (GIS) is ever increasing, users still find them difficult to learn. The issue mainly derives from the fact that GIS interfaces’ learnability hurdles are not lowered for beginner users. Onboarding interaction is a way to tackle this issue, providing proper guidance to novice users the first time they use the software and consequently making it easier for them to learn the system. Throughout this paper, the study proposes a set of guidelines for designing onboarding interaction for assisting novice users utilizing GIS applications. Employing the method of Research through Design, a design prototype is developed through user studies, which in turn was used as a leverage to draw the guidelines as the final outcome of this research. The prototype addresses three different learnability problems of a GIS application identified through user studies and aims to provide design solutions for what users find difficult, important, and lacking in the GIS system. More specifically, the guidelines deal with helping users orient themselves in the application, learn easy functions by practicing them, and understand more complex features through watching instructive video materials.
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Eriksson, Filip. „Onboarding Users to a Voice User Interface : Comparing Different Teaching Methods for Onboarding New Users to Intelligent Personal Assistants“. Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149580.

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From being a fictional element in sci-fi movies, voice user interaction has become reality with intelligent personal assistants like Apple’s Sir iand Google’s Assistant. The development opens up for new exciting user experiences and challenges when designing for these experiences. This thesis has aimed to investigate the user experience of different ways of onboarding new users to intelligent personalassistants. The process has included interviews with experienced users, a test of a Google Home for three months and a wizard of oz (WOZ) test. The interviews and the long term test was done in correlation with a literature study to determine how users interact with an intelligent personal assistant (IPA) their flaws, benefits, what added value they have etc. The goal of the WOZ test was to compare two different teaching methods during the onboarding of a new user. The methods were a voice tutorial by the IPA and a visual interaction on a mobile device. The outcome was to see if the users memory retention was different between the two methods for features learned during the test as well as the users opinions of the two different methods. The results from the interviews show that the benefits of using an IPA is in situations where it reduces friction, e.g when both hands are occupied. They also showed that there are still issues with IPAs and there is a long way to go before they can a accomplish a more human-to-human like conversation. In the WOZ test the results showed that there were no significant difference in user remembrance of learnt features between the two teaching methods. However the user insights showed that the majority of users would like to have a multimodal interaction, a combination of voice and visual interaction when being taught to use an IPA.
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Rosdahl, Rebecka. „The effect of user onboarding : How can a tailored user onboarding be designed for an audiobook application to increase its usage?“ Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-179665.

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User onboarding is a concept to convince and introduce users to use an application and a way for users to understand the application and what it can be used for. This research aimed to explore whether user onboarding could increase the usage of an audiobook application, and help users to find a suitable book. To examine the research question a human-center-design method was applied. It consisted of an extensive literature study, interviews, journey mapping and iterative prototyping, which resulted in an implemented user onboarding prototype for an audiobook application. The prototype was evaluated with an A/B-test, where the user onboarding prototype was compared to another prototype without user onboarding.  Interesting results have emerged through A/B-testing. Findings in this research did not provide any significant correlation between user onboarding and increased usage of an audiobook application. However, the user onboarding motivated users to listen to books, compared to one not being exposed to a user onboarding.  Furthermore, results also revealed that the prototype with user onboarding was helping the users to find a book they were interested in. The results also showed that women who were introduced to the prototype with user onboarding were more positive to use the application again. There was a significant correlation between user onboarding and the perceived simplicity of finding an interesting book in the group of participants aged between 26 and 30. Regarding the perceived usability, findings showed that the users who were introduced to the user onboarding experienced that it was easier to find a book, felt more motivated to listen to a book, felt that the application helped them to find a book that suited them and felt that the application introduced them to the audiobook format to a greater extent than those who were not exposed to user onboarding. However, it could not be proven that there was a statistically significant difference between the group that was introduced to the user onboarding and the group that was not exposed to the user onboarding.  In this research a total of 66 people participated in the A/B-test. For future research a larger number of participants could provide interesting results, since an A/B-test benefits from a high number of participants. Some of the results were bordering to prove that there were a significant correlation between being exposed to user onboarding and greater usage of an application.
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Nilsson, Oskar, und Benjamin Lilje. „Backend Development for Onboarding Xperience“. Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44783.

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The onboarding process is one of the most critical moments to ensure theproductiveness of new employees, and companies are constantly striving to maketheirs better and more effective. One way to achieve this is to create a moreengaging and memorable experience for the employee but without the expenseof feedback to the employer.This thesis aims to create a reliable way for a company to oversee the progressof their new employee and efficiently get them up to speed through developinga back­end system for a new onboarding application. The application shows theemployee lists of tasks they can complete, earning experience and leveling up asthey complete them. The employer view should give oversight of how far along anew employee is and create new introductory tasks if they so desire.The thesis managed to build a modular back­end system by utilizing RESTarchitecture and MVC design and technologies such as ORM’s and HTTP todisplay information to the employer through a web interface and interact withthe mobile application.
Onboardingprocessen är ett av de mest kritiska ögonblicken för att säkerställaproduktiviteten hos nyanställda, och företag strävar ständigt efter att göra derasbättre och mer effektiv. Ett sätt att uppnå detta är att skapa en mer engagerandeoch minnesvärd upplevelse för den anställde men utan bekostnaden för feedbacktill arbetsgivaren.Denna uppsats antar problemet att skapa ett tillförlitligt sätt för ett företag attövervaka utvecklingen över nya medarbetare och effektivt få dem att kommaigång. Detta genom att utveckla ett backend­system för en ny onboardingapplikation. Applikationen visar de anställda flertal listor över uppgifter värdaolika poäng som de kan utföra för att intjäna erfarenhetspoäng och uppnå nyanivåer. Arbetsgivarens syn bör ge en överblick över hur långt en ny anställdhar kommit och möjligheten till att skapa nya introduktionsuppgifter om de såönskar.Projektet lyckades bygga ett modulärt backend­system genom att användaREST­arkitektur och MVC­design och tekniker som ORM och HTTP för attvisa information till arbetsgivaren via ett webbgränssnitt och interagera medmobilapplikationen.
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Sörensen, Ingrid. „Expectations on Chatbots among Novice Users during the Onboarding Process“. Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-202710.

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In recent years a type of Conversational User Interface (CUI) called chatbots has been more common, these are integrated and used on various platforms such as Slack, Facebook and Skype. Chatbots are based on Artificial intelligence and are a written conversation between a human and an intelligent system. One example is Microsoft‘s chatbot Zo, a social chatbot aimed to entertain. As chatbots are becoming more commonly occurring, the need to study peoples expectations and demands is important in order to improve the user experience and usages of chatbots. In this paper, a study is presented, looking at the requirements and expectations of a chatbot by novice users. The study showed that onboarding is important in order for users to perform tasks successfully. Onboarding is the process for new users to become successful when adopting a product. In the study, eight participants were exposed to two different chatbots, a human-like and a robot-like, and interviewed about their thoughts and experiences from using it. The chatbots is applied to the case of customer support for insurance. The participants received the tasks; sign a new insurance, cancel an old one, get a recommendation for an pregnancy insurance and react on a notification. The results from the study also illustrate the importance of giving the user feedback in form of summaries, give system status of what is going on, sentences from the chatbot should be with concise information, and being able to handle input independent of the formulation. Regardless of which of the chatbots the participants tried first, they favored the second chatbot because they perceived it as easier to talk to with less misunderstandings. This might indicate a learning curve among the users and hint towards the need to design for onboarding.
Under de senaste åren har en typ av konversations användargränssnitt, så kallade chatbots, blivit mer vanligt förekommande, dessa är integrerade och använda på diverse plattformar t.ex Slack, Facebook och Skype. Chatbots är en baserat på artificiell intelligens och är skriftlig kommunikation mellan en människa och ett intelligent system. Ett exempel är chatboten Zo från Microsoft, det är en social chatbot med syftet att vara underhållande. I takt med att chatbots börjar blir mer vanligt förekommande så ökar även behovet av att studera vilka förväntningar och krav som användare har, för att i sin tur kunna förbättra användandet samt användarupplevelsen av chatbots. I denna artikel presenteras en studie vilken har undersökt vilka krav och förväntningar som nya användare har på chatbots. Studien visade att introduktionsprocessen är viktig för att användare ska kunna utföra uppgifter korrekt. Introduktionsprocessen menar på den process som nya användare går igenom för att bli framgångsrika i användandet när de interagerar med en produkt. I studien, deltog 8st personer som fick testa två stycken olika chatbots, en som var mer människolik och en som var mer robotlik, sedan svara på frågor rörande deras tankar och uppfattningar från att interagera med dessa. Chatbottarna är applicerade inom kundsupport på ett försäkringsbolag. Deltagarna fick uppgifterna; teckna en försäkring, avsluta en gammal försäkring, be om en rekommendation för en gravidförsäkring samt uttrycka vad användaren ansåg om en notifikation. Resultatet från studien visade även på vikten av att ge användare återkoppling i form av summeringar, ge system status av vad som händer, meningar från chatboten ska vara med koncis information samt att systemet ska kunna hantera alla typer av svar oavsett formulering. Oberoende på vilken av de två chatbottarna som användarna interagerade med först, så visade resultatet att deltagarna föredrog den chatbot de interagerade med sist pga att den uppfattades som lättare att prata med samt att det blev färre missförstånd. Detta tycks tyda på en inlärningskurva hos användarna vilket visar på behovet av att designa för inlärningsprocessen.
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Kühn, Romina, Mandy Korzetz, Uwe Aßmann, Franz-Wilhelm Schumann, Lukas Büschel und Thomas Schlegel. „Introducing Mobile Device-Based Interactions to Users“. Springer, 2020. https://tud.qucosa.de/id/qucosa%3A75474.

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Various built-in sensors enable interacting with mobile devices beyond the screen. So-called mobile device-based interaction techniques are characterized by movements and positions in real space, e.g. twisting the device to switch between front and rear camera or pouring photos from one device into another for sharing. Although interactions should be as intuitive as possible, it is often necessary to introduce them, especially if they are complex or new to the user. Applications have to present interactions appropriately so that users can understand and use them easily. We conducted a user study to investigate the suitability of onboarding tutorials for mobile device-based interaction techniques. Results show that these types of tutorials are insu_cient for communicating mobile device-based interactions, mainly because of their spatial and tangible characteristics but also their collaborative and representative interdependencies. Based on this, we propose suggestions for improving the design of tutorials for device-based interactions with mobile phones.
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Westberg, Sara. „Applying a chatbot for assistance in the onboarding process : A process of requirements elicitation and prototype creation“. Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158139.

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It has previously been shown that the quality of the onboarding process affects the chances of a new hire staying at a company, yet it is common that companies have problems in succeeding to maintain a well-organized onboarding. To aid new hires in their onboarding, and to lower the amount of work for the HR personnel, chatbots can be used. In this project, a chatbot was developed for the onboarding process of a large company. Interviews were held with new hires and HR personnel which were used to create requirements for the chatbot. These were divided into two categories; information and functional requirements. A third category, non-functional requirements, was created based on Microsoft’s guidelines for development of conversational AI. Based on the requirements, a chatbot prototype was built using Microsoft Bot Framework with the use of two cognitive services, LUIS and QnA Maker. Both the requirements and the prototype were created iteratively. The information that the interview participants requested from the chatbot was eitherpractical or personal information, or information about the employer, the internal systems, or other employees. It was revealed that the chatbot mainly needed to answer simple questions and didn’t demand any procedural conversation flow which made the use of QnA Maker appropriate. However, for questions and tasks that would benefit or require a procedural flow QnA Maker’s follow-up prompts could be used in future work to create multi-turn conversations.
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Mets, Sofia. „Long-term Remote Onboarding : The feeling of connection to the team while working remotely due to a pandemic“. Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104354.

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The Covid-19 pandemic has forced organisations to review their working methods and adapt to the prevailing circumstances. One such change has been the need to increasingly allow employees to be onboarded and work from home. An onboarding process that is only based on digital communication has proven to be less effective and lower the understanding of the work role. Furthermore, the biggest challenge with remote onboarding is often to introduce employees to the organisation's culture and teams. This essay thus aims to describe and analyse remote onboarding in regard to the feeling of connection to the team, based on the perceptions of new employees. The research question for this thesis is thereby: - How does employees experience remote onboarding during Covid-19 and how does it affect the feeling of connection to the rest of the team? The study has an exploratory purpose and is of a qualitative approach. The empirical data has been collected through semi-structured interviews with 15 participants who have been employed during the pandemic and experienced remote onboarding. The results of the interviews have been analysed on the basis of theories about onboarding, learning and socialisation process. The results of the study show that it is valuable to reflect on how meetings in the digital context can replace the physical meetings. Regarding the design of the onboarding process, it must beensured that the interaction space usually offered on-site must be able to be replaced digitally for a new employee to get a sense of connection to the team. The discussion of the results has also shown that knowledge exchange can be linked to organisational learning, and this is closely linked to certain aspects of how a new employee can adapt to the organisational culture and have a successful remote onboarding and socialisation process.
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Bergerstam, Fanny. „Enhancing information mediation to employees at Willys : How a analysis of Willys onboarding process led to a mobile application for employees“. Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-83064.

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A well thought out process is today a commonly used approach to enable new employees to become efficientin their new role. Axfood is a Swedish company group that operates in the food and logistics industry. Thegroup includes chains as Willys & Hemköp, among others. With over ten thousand employees and a growingcompany the need for recruitment is always present. Axfood is currently in the process of reorganizing theirinternal onboarding processes, rebuilding it from the ground up. This master thesis has been a part of thisbigger initiative and have focused on the onboarding process at the store chain Willys. The project has followed the human centered design process, developed by IDEO. This process includes thethree phases, inspiration, ideation, and implementation. The methods used to reach a final result has been interviews,user journey maps, creative workshop, ideation methods, wireframing, prototyping and user testing. In the inspiration phase the current state and the users experiences of the onboarding process was explored.This made it possible to identify enhancement opportunities, one of them being the fact that none of the askedemployees did continuously use Willys intranet. In decision with Axfood, this opportunity was selected as thefocus of the solutions proposal. When the project reached the creative phase it therefore had a new direction,which led: how can Axfood use digital tools to reach employees and distribute information in an attractiveway? Throughout the creative and implementation phase a solution for this problem was explored, prototyped,tested and enhanced.The project resulted in a solutions proposal in the form of a mobile application aimed to employees. Thesolution functions as an inspiration of how Axfood can mediate information to employees in a attractive anduser friendly way. The content has been developed based on the user groups request and needs, providingthem with information and support that make them more efficient in their role. Beyond the final result theproject has also contributed Axfood with usable data of their employees needs and knowledge of how humancentered methods can be used in the future.
En väl genomtänkt introduktionsprocess är idag ett vanligt tillvägagångssätt för att göra det möjligt för nyamedarbetare att bli effektiva i sin nya roll. Axfood är en svensk koncern som verkar inomdetaljhandel. Igruppen ingår bland annat kedjor som Willys & Hemköp. Med över tiotusen anställda och ett växande företagfinns alltid behovet av rekrytering. Axfood håller för närvarande på att genomföra ett koncernövergripande projekt för att effektivisera och utveckla introduktionsprocesserna. Detta examensarbete har varit en del avdetta större initiativ och har fokuserat på introduktionsprocessen på butikskedjan Willys.Projektet har följt en användar centrerad designprocess utvecklad av IDEO. Denna process inkluderar de trefaserna, inspiration, ideation och implementation. Metoderna som används för att nå ett slutresultat har varit intervjuer, user journey maps, kreativ workshop, idégenererings metoder, wireframing, prototyper och användartestning. I inspirationsfasen undersöktes det nuvarande läget och användarnas upplevelser av introduktionsprocessen.Detta gjorde det möjligt att identifiera förbättringsmöjligheter, en av dem var det faktum att ingen av de tillfrågade medarbetarna kontinuerligt använde Willys intranät. I beslut med Axfood valdes denna möjlighet som fokusför lösningsförslaget. När projektet nådde den kreativa fasen fanns därför en ny inriktning som löd: hur kan Axfood använda digitala verktyg för att nå anställda och distribuera information på ett attraktivt sätt? Under kreativitets- och implementeringsfasen undersöktes, prototypades, testades och förbättrades en lösning för detta problem. Projektet resulterade i ett lösningsförslag i form av en mobilapplikation riktad till anställda. Lösningen fungerar som inspiration för hur Axfood kan förmedla information till anställda på ett attraktivt och användarvänligt sätt. Innehållet har utvecklats baserat på användargruppernas åsikter och behov, vilket ger dem information och stöd som gör dem effektivare i sin roll. Utöver det slutliga resultatet har projektet också bidragit till Axfood med värdefull data om deras anställdas behov och kunskap om hur användarcentrerade metoder kan användasi företaget i framtiden.
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Buchteile zum Thema "Onboarding interaction"

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Chandar, Praveen, Yasaman Khazaeni, Matthew Davis, Michael Muller, Marco Crasso, Q. Vera Liao, N. Sadat Shami und Werner Geyer. „Leveraging Conversational Systems to Assists New Hires During Onboarding“. In Human-Computer Interaction - INTERACT 2017, 381–91. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67684-5_23.

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Mancl, Dennis, und Steven D. Fraser. „COVID-19’s Influence on the Future of Agile“. In Agile Processes in Software Engineering and Extreme Programming – Workshops, 309–16. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58858-8_32.

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Abstract As a result of the global COVID-19 pandemic, the way the world works, collaborates, and plays has changed. Commerce has stalled with travel, hospitality, education, retail, and health sectors particularly affected. This paper is based on an XP 2020 panel organized by Steven Fraser and featuring Aino Corry, Steve McConnell, and Rachel Reinitz. The panel discussed the impact of COVID-19 on knowledge workers, the acceleration of digital workplace transformation, and anticipated long term effects from the pandemic in the context of agile practices. Four key observations emerged from the discussion: First, virtual collaboration between those working from home is enabled by a variety of communication tools – substituting for face-to-face interactions. Second, agile work practices are harder to perform given the virtual nature of meetings and interactions. Third, communication tools are not always adequate for high-bandwidth or informal interactions, such as brainstorming, side discussions, or hallway conversations. Fourth, forming new teams and onboarding staff is challenging in a virtual work environment.
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Korzetz, Mandy, Romina Kühn, Lukas Büschel, Franz-Wilhelm Schumann, Uwe Aßmann und Thomas Schlegel. „Introducing Mobile Device-Based Interactions to Users: An Investigation of Onboarding Tutorials“. In Lecture Notes in Computer Science, 428–42. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49062-1_29.

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Michalak, Russell, und Monica D. T. Rysavy. „Online Onboarding: Library Workplace Training in a Trilingual Interactive Online Asynchronous Environment“. In Digital Workplace Learning, 291–306. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-46215-8_16.

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Piedra, Daniel. „Experiential Learning Model for Online and F2F Programs in University Continuing Education“. In Handbook of Research on Innovative Pedagogies and Best Practices in Teacher Education, 276–90. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9232-7.ch016.

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Online learning continues to grow throughout the world of post-secondary education. However, the actual learning experience is becoming less and less about human interaction and more and more about the development of applications (“apps”) that rely more on technology than the interaction of instructor and learner. In an effort to enhance the level of student engagement, McMaster University's Centre for Continuing Education has turned to a model of online learning that leverages the benefits of experiential learning enabling students to work on authentic industry projects. The results of this one-year pilot are presented outlining the strengths, challenges, and areas for improvement and further research. While the experiential learning model received favorable reviews from learners, several areas for improvement were noted including, improving the onboarding process for both learners and instructors, redesigning courses to accommodate experiential learning, and improving the communication between corporate partners and those involved in each course.
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Piedra, Daniel. „Experiential Learning Model for Online and F2F Programs in University Continuing Education“. In Research Anthology on Adult Education and the Development of Lifelong Learners, 371–85. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-8598-6.ch018.

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Online learning continues to grow throughout the world of post-secondary education. However, the actual learning experience is becoming less and less about human interaction and more and more about the development of applications (“apps”) that rely more on technology than the interaction of instructor and learner. In an effort to enhance the level of student engagement, McMaster University's Centre for Continuing Education has turned to a model of online learning that leverages the benefits of experiential learning enabling students to work on authentic industry projects. The results of this one-year pilot are presented outlining the strengths, challenges, and areas for improvement and further research. While the experiential learning model received favorable reviews from learners, several areas for improvement were noted including, improving the onboarding process for both learners and instructors, redesigning courses to accommodate experiential learning, and improving the communication between corporate partners and those involved in each course.
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Konferenzberichte zum Thema "Onboarding interaction"

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Petersen, Falko Weigert, Line Ebdrup Thomsen, Pejman Mirza-Babaei und Anders Drachen. „Evaluating the Onboarding Phase of Free-toPlay Mobile Games“. In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3116595.3125499.

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Lochrie, Mark, Glenn Matthys, Adrian Gradinar, Andy Dickinson, Onno Baudouin und Paul Egglestone. „Co-designing a physical to digital experience for an onboarding and blended learning platform“. In IDC '16: Interaction Design and Children. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2930674.2936002.

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Strahm, Brendan, Colin M. Gray und Mihaela Vorvoreanu. „Generating Mobile Application Onboarding Insights Through Minimalist Instruction“. In DIS '18: Designing Interactive Systems Conference 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3196709.3196727.

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Froehlich, Michael, Charlotte Kobiella, Albrecht Schmidt und Florian Alt. „Is it Better With Onboarding? Improving First-Time Cryptocurrency App Experiences“. In DIS '21: Designing Interactive Systems Conference 2021. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3461778.3462047.

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