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1

Bedingfield, Carl. "Review of Activity-Centered Design." Ubiquity 2004, December (December 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, and 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, and Alice M. Agogino. "Communicating actionable user research for human-centered design." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 27, no. 2 (April 18, 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, no. 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, no. 1 (January 2018): 913–22. http://dx.doi.org/10.1109/tvcg.2017.2744459.

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Eggleston, Robert G., Emilie Roth, Randall Whitaker, and 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, no. 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, and 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, no. 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, and Tamara S. Hannon. "Diabetes Prevention in Adolescents: Co-design Study Using Human-Centered Design Methodologies." Journal of Participatory Medicine 13, no. 1 (February 24, 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, and Jack Fleming. "Generative Design Research: Using Metaphor to Capture Complexity." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 6, no. 1 (May 15, 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, and 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, no. 2 (June 20, 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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Pazell, Sara, Robin Burgess-Limerick, and Tim Horberry. "Application of Functional Resonance Analysis Method to Sustain Human-Centered Design Practice in Road Construction." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 876–80. http://dx.doi.org/10.1177/1541931213601200.

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The Functional Resonance Analysis Method (FRAM) involves mapping out interrelated functions to gain an understanding of how to monitor and optimize system performance. A FRAM model was applied to study the application of predictive, human-centered design review of an asphalt job truck for road construction. The model provided for a constructive means to communicate, reflect upon, and strategize methods to support ongoing human-centered design practice in the business. Practical recommendations were made with regard to resource allocation and management activity. This paper will describe the development of the model, the application, and the findings.
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Åman, Per, Hans Andersson, and Mike Hobday. "The Scope of Design Knowledge: Integrating the Technically Rational and Human-Centered Dimensions." Design Issues 33, no. 2 (April 2017): 58–69. http://dx.doi.org/10.1162/desi_a_00439.

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This paper examines design from a ‘knowledge integration’ research perspective, a field which enables us to explore the nature and scope of the knowledge involved in design. The integration of technically rational and human-centered knowledge is central to design (‘integration of design’). However, design is also a core knowledge generating process (‘integration by design’) which, although sometimes overlooked, elevates design from a functional task to a strategic activity of the firm. The paper explores the meaning and implications of the scope of design knowledge, highlighting the interplay between technically rational and human-centered aspects, including symbolism, meaning and aesthetics. By examining how the nature and scope of the design knowledge being integrated influences the design process we deepen our understanding of the complexities of design and design practice.
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Farhatin Masruroh and Khulusinniyah. "PELATIHAN DAN PENDAMPINGAN GURU PAUD DALAM INOVASI MODEL PEMBELAJARAN BERBASIS KELOMPOK DENGAN PENDEKATAN STUDENT CENTERED DI KB/RA THARIQUN NAJAH SELETRENG." As-Sidanah : Jurnal Pengabdian Masyarakat 2, no. 1 (June 22, 2020): 191–226. http://dx.doi.org/10.35316/assidanah.v2i1.764.

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KB / RA teacher training and mentoring activities in the innovation of group-based learning models with the student-centered approach is an attempt to change learning from conventional classical models and teacher-centered to group-based learning that is centered on the activities of students. This activity goes through three stages, namely planning, implementation, and evaluation. At the planning stage, the problem identification process is carried out, making work plans (work plans), and classifying teaching practices (peer teaching). At the implementation stage, it consists of two stages; 1) group learning model training with a student-centered approach which includes group model class management techniques, learning media design, and evaluation techniques.
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Poll, Jordan, Ayse Buyktur, Aalap Doshi, Linde Huang, Tricia Piechowski, Meghan Spiroff, and Erica Marsh. "4455 Advancing the Science of Community Engagement with Human-Centered Design." Journal of Clinical and Translational Science 4, s1 (June 2020): 77–78. http://dx.doi.org/10.1017/cts.2020.252.

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OBJECTIVES/GOALS: To describe how the Community Engagement (CE) Program at the Michigan Institute for Clinical & Health Research (MICHR), a Clinical & Translational Science Award (CTSA) site at the University of Michigan, is adopting human-centered design (HCD) to advance the science of community engagement in translational research and CE’s programmatic efforts. METHODS/STUDY POPULATION: The MICHR CE Program supports academic-community partnerships to transform translational research across the state of Michigan. As the team aims to better engage partners to help guide the direction of their work, CE is collaborating with MICHR’s Design and Innovation Core to incorporate human-centered design (HCD). HCD is an approach that prioritizes the needs, values, and perspectives of direct users during the creation of a new product or service. The MICHR team created interactive HCD activities for two statewide retreats to elicit feedback from community and academic members on ways to enhance community-engaged research (CEnR). Retreat participants worked on a variety of problems, such as barriers to partnering and defining impact for CEnR. These activities generated authentic, contextual, and multi-view data captured in various artifacts for systematic analysis. RESULTS/ANTICIPATED RESULTS: In the first retreat, a HCD activity had participants reflect on their own barriers to partnering in research and potential solutions. In the second retreat, an HCD activity facilitated participants interviewing each other on their views of the impact in CEnR. Results from the first activity identified a set of common barriers to CEnR, some related to partnership formation, communication, and partner equity, among others. These led the CE Program to specific programmatic efforts, such as designing a statewide partnership platform, hiring a communication program manager, and sponsoring community partners to join national conferences. The second retreat activity produced rich data to identify overlaps between different perspectives to inform how impact can be defined and measured in CEnR. DISCUSSION/SIGNIFICANCE OF IMPACT: HCD activities provide means to include community and academic members in the science of CEnR. They allow systematic ways to gather information directly from the diverse set of current or prospective partners of community engagement programs about their needs, experiences, and values, which can be translated to programmatic innovation.
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Syahputra, Abdulkarim, and Edi Kurniawan. "PERANCANGAN APLIKASI MULTIMEDIA PEMBELAJARAN IQRO’ MENERAPKAN KONSEP USER CENTERED DESIGN." JURTEKSI (Jurnal Teknologi dan Sistem Informasi) 3, no. 2 (January 28, 2019): 117–29. http://dx.doi.org/10.33330/jurteksi.v3i2.309.

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Abstrak:Keberadaan sebuah aplikasi pembelajaran sangat membantu guru dan juga siswa dalam prosespembelajaran. Aplikasi pembelajaran yang berbasis multimedia lebih komprehensif dan efektif karenamencakup banyak elemen, seperti teks, grafik, audio, video atau animasi. Untuk merancang sebuahaplikasi dibutuhkan sebuah konsep yang tepat agar aplikasi tersebut dapat tepat sesuai dengankebutuhan para penggunanya. UCD (User Centered Design) merupakan sebuah konsep pendekatanuntuk merancang dasar dari proses informasi terhadap orang-orang yang akan menggunakan produk.Proses UCD fokus pada pengguna melalui perencanaan, desain dan pengembangan produk. UCDberperan menentukan kesesuaian tampilan aplikasi dengan karakteristik pengguna. Dalam hal ini, harusdilakukan pengumpulan data terhadap pengguna aplikasi dengan berbagai metode, yaitu wawancara,observasi dan kuesioner. Penulisan ini bertujuan merancang aplikasi multimedia pembelajaran Iqro’yang memberikan materi belajar, soal bermain serta fitur buku Iqro’ digital menggunakan konsep UCD.Hasil dari rancangan aplikasi ini adalah mampu memberikan tingkat kepuasan dan kebergunaan(usability) aplikasi tersebut.Kata Kunci : Iqro’, Multimedia, UCD (User Centered Design), Usability.ABSTRACT:A learning application is very helpful for teachers and students in learning process. Designing a learningapplication with multimedia based is more comprehensive and effective because consist of some elementssuch as text, graphic, audio, video or animation. The application design process need a right concept so itis suitable with the user need. UCD (User Centered Design) is an approach concept to make the base ofinformation process for the user to be. UCD process focused on user by the planning, design, and productdevelopment. UCD determine the suitable of application appearance with the user characteristics. In thiscase, a collecting data activity about the application user is a must with several methods such asinterview, obervation, and questionary. This research is purposed to design the Iqro’ learning multimediaapplication which provide learning content, playing questions and digital Iqro’ book fiture using UCDconcept. The result of this application is ability to provide satisfaction level and the useful (usability) ofthe application.Keyword: Iqro’, Multimedia, UCD (User Centered Design), Usability.
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Alyahya, Sultan, and Ohoud Almughram. "Managing User-Centered Design Activities in Distributed Agile Development." Interacting with Computers 32, no. 5-6 (September 2020): 548–68. http://dx.doi.org/10.1093/iwc/iwab010.

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Abstract The integration of user-centered design (UCD) activities into agile information systems development has become more popular recently. Despite the fact that there are many ways the merging of UCD activities into agile development can be carried out, it has been widely recognized that coordinating design activities with development activities is one of the most common problems, especially in distributed environments where designers, developers and users are spread over several sites. The main approach to coordinate UCD activities with distributed agile development is the use of informal methods (e.g. communication through using video conference tools). In addition to the temporal, geographical and socio-cultural barriers associated with this type of methods, a major limitation is a lack of awareness of how UCD activities and development activities affect each other. Furthermore, some agile project management tools are integrated with design platforms but fail to provide the necessary coordination that helps team members understand how the design and development activities affect their daily work. This research aims to support the effective management of integrating UCD activities into distributed agile development by (i) identifying the key activity dependencies between UX design teams and development teams during distributed UCD/agile development and (ii) designing a computer-based system to provide coordination support through managing these activity dependencies. In order to achieve these objectives, two case studies are carried out. Our findings revealed 10 main dependencies between UCD design teams and development teams as shown by six types of activity. In addition, the participatory design approach shows that developing a computer-based system to manage seven of these selected dependencies is achievable.
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Wei, Chunyan, Cheng-Xiao Zhao, Sheng Liu, Jin-Hui Zhao, Zi Ye, Heng Wang, Shi-Shan Yu, and Chong-Jing Zhang. "Activity-based protein profiling reveals that secondary-carbon-centered radicals of synthetic 1,2,4-trioxolanes are predominately responsible for modification of protein targets in malaria parasites." Chemical Communications 55, no. 64 (2019): 9535–38. http://dx.doi.org/10.1039/c9cc03719e.

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By means of rational probe design and activity-based protein profiling (ABPP), we found that the secondary-carbon-centered radical predominates in protein targeting of synthetic trioxolane in malaria parasites.
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Khasanah, Fata Nidaul, Syahbaniar Rofiah, and Didik Setiyadi. "Metode User Centered Design Dalam Merancang Tampilan Antarmuka Ecommerce Penjualan Pupuk Berbasis Website Menggunakan Aplikasi Balsamiq Mockups." JAST : Jurnal Aplikasi Sains dan Teknologi 3, no. 2 (August 30, 2019): 14. http://dx.doi.org/10.33366/jast.v3i2.1443.

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Salah satu penghasil sampah diantaranya adalah di daerah pemukiman warga. Jenis sampah yang di sekitar pemukiman warga tujuh puluh lima persen berupa sampah organik yang berasal dari sisa makanan dan daun kering. Jenis sampah oragnik apabila diolah akan menghasilkan suatu produk yang nantinya memiliki nilai jual, misalnya pupuk. Metland Tambun Cluster Fontania Bekasi merupakan pihak mitra dimana pada pemukiman tersebut telah melakukan pengolahan sampah daun kering menjadi pupuk cair. Adapun permasalahan yang terdapat pada pihak mitra, yaitu belum adanya suatu media yang dapat membantu untuk memasarkan hasil produksi pupuk cair yang dihasilkan. Oleh karena itu tujuan dari kegiatan ini untuk membantu pihak mitra memasarkan hasil produksi pupuk cair dengan melakukan perancangan tampilan antarmuka pengguna ecommerce penjualan pupuk berbasis website menggunakan metode user centered design. Perancangan tampilan antarmuka pengguna ecommerce dibuat menggunakan aplikasi balsamiq mockups 3. Tahapan dari metode user centered design terdiri dari plan the human centered process, specify the context of use, specify user and organizational requirements dan produce design solutions. Dengan menggunakan metode user centered design maka rancangan tampilan antarmuka pengguna yang dihasilkan berfokus kepada kebutuhan pengguna. Hasil rancangan tampilan antarmuka pengguna yang telah dibuat meliputi halaman utama, halaman profil, halaman kontak, halaman produk dan halaman galeri.Kata kunci : balsamiq mocups 3; ecommerce; metode user centered design; penjualan pupuk; user interfaceABSTRACTOne of the waste producers are in the residential area of residents. The type of garbage around seventy five percent settlements is organic waste derived from leftover food and dried leaves. Type of garbage when processed will produce a product that later has a selling value, for example fertilizer. Metland Tambun Cluster Fontania Bekasi is a partner in which the settlement has been processing waste dried leaves into liquid fertilizer. The problem is on the partner, namely the absence of a media that can help to market the production result of liquid fertilizer produced. Therefore, the purpose of this activity to help partners market the production of liquid fertilizers by designing the view of the ecommerce user interface of the fertilizer-based sales website using the method of user centered design. The design of an ecommerce user interface is created using the Balsamiq mockups 3 app. The stages of the user centered design method consist of plan the human centered process, specify the context of use, specify user and organizational requirements and produce design solutions. Using the user centered design method, the resulting design of the user interface is produced focusing on the needs of the user. The design results of the user interface views that have been created include the main page, profile page, contact page, product page and Gallery page.
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Seo, Miyoun, and Hyeonjin Kim. "Change of the Activity System of Secondary Teachers’ Instructional Design for Student-centered Learning Using Technology." Journal of Educational Technology 33, no. 3 (September 30, 2017): 681–708. http://dx.doi.org/10.17232/kset.33.3.681.

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Song, Doo Heon, Am-Suk Oh, and Young Woon Woo. "Activity centered Design of Smart Phone User Interface: Learning App Execution Patterns with Neural Network Model." International Journal of Smart Home 8, no. 2 (March 31, 2014): 101–6. http://dx.doi.org/10.14257/ijsh.2014.8.2.11.

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Thirumalai, Mohanraj, Byron Lai, Jereme Wilroy, Hui-Ju Young, Tapan Mehta, and James Howard Rimmer. "User-Centered Design of mHealth Apps to Promote Physical Activity Behavior Change in People With Disabilities." Archives of Physical Medicine and Rehabilitation 99, no. 10 (October 2018): e88. http://dx.doi.org/10.1016/j.apmr.2018.07.313.

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Hey, David W., Lynne A. Slivovsky, Brian P. Self, James Widmann, and J. Kevin Taylor. "Learning Design through the Lens of Service: A Qualitative Study." International Journal for Service Learning in Engineering, Humanitarian Engineering and Social Entrepreneurship 9, no. 1 (April 30, 2014): 1–23. http://dx.doi.org/10.24908/ijsle.v9i1.5257.

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Twenty-four senior-level capstone engineering design projects were completed at a large, public, primarily undergraduate university involving 85 students (70 male and 15 female). All projects involved the design of equipment to facilitate physical activity for people with disabilities. The effects on: i) learning design, ii) attitude towards people with disabilities, iii) motivation to complete team design projects and iv) interdisciplinary collaboration were analyzed through 24 one-hour focus groups. We explored the student experience using a constructivist approach and grounded theory. Four major themes (with associated sub-themes) emerged from our data analysis: learning design (project management, iterative design process, and user-centered design), motivation to complete design (engineering, disabilities, user), perceptions of people with disabilities (previous experience, changed attitudes and beliefs), and multidisciplinary collaboration (etiquette presentation, communication between disciplines, defining roles and expectations). Students completing these projects were shown to appreciate user-centered design, exhibit greater motivation when able to meet and develop a relationship with their client in person, discuss altruistic factors regarding their capstone experience, and were able to develop strong multidisciplinary skills.
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Nurpandi, Finsa, and Agung Gumelar. "Augmented Reality Chemical Reaction with User-Centered Design." MATEC Web of Conferences 218 (2018): 04012. http://dx.doi.org/10.1051/matecconf/201821804012.

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One of chemistry is the chemical element that is represented by the symbol on the periodic table. The low level of activity, interest, and the result of chemistry learning in school is caused by the students generally having difficulty in solving problems related to chemical reactions. In addition, most of the chemical concepts are abstract so it is difficult to imagine the structure of molecules clearly. Augmented Reality can integrate digital elements with the real world in real time and follow the circumstances surrounding environment. Augmented Reality can provide a new more interactive concept in the learning process because users can directly interact naturally. By using Augmented Reality, the atoms in the periodic table will be scanned using a camera from an Android-based smartphone that has installed this app. The scan results are then compared with existing data and will show the molecular structure in three-dimensional form. Users can also observe reactions between atoms by combining multiple markers simultaneously. Augmented Reality application is built using the concept of user-centered design and Unity with personal license as development tools. By using this app, studying chemical reactions no longer requires a variety of chemicals that could be harmful to users.
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Churchill, Daniel, Mark King, and Bob Fox. "Learning design for science education in the 21st century." Zbornik Instituta za pedagoska istrazivanja 45, no. 2 (2013): 404–21. http://dx.doi.org/10.2298/zipi1302404c.

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Contemporary technological and social developments demand transformation of educational practices. Teachers and schools are no longer fountains of knowledge that fill students with information. Rather, their primarily role is to equip students with new literacies, competencies for productive use of information technology, and sufficient disciplinary-specific bases of conceptual knowledge. This requires changes toward student-centered practices. In such contexts, teachers are designers of learning; therefore lesson planning is replaced with a concept of ?learning design.? This paper introduces the RASE (Resources-Activity-Support-Evaluation) learning design model developed as a framework to assist teachers in designing learning modules. Central to RASE is the emphasis on the design of activities where students engage in using resources and in the production of artifacts that demonstrate learning. The paper also emphasizes the importance of ?conceptual models? as a special type of educational multimedia resource, and its role in assisting learning and application of concepts, as opposed to the ?information transfer? models. RASE is beginning to emerge as a powerful framework for transformation of teachers and their traditional practices to contemporary, relevant student-centered practices. The model is also an effective framework for productive uses of information technology in education.
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Könnö, Juho, Hannu Tienhaara, and Tero Frondelius. "Wärtsilä Digital Design Platform." Rakenteiden Mekaniikka 50, no. 3 (August 21, 2017): 234–38. http://dx.doi.org/10.23998/rm.64621.

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We present a methodology for systematically using an SPDM platform as the cornerstone of product development. The target is to base product development on clearly defined targets and requirements in different phases of the product development lifecycle. This is achieved by means of a data-centered approach where all data is retained in a digital form in the platform. Instead of reporting, users are provided with different views to the same data. We will demonstrate how a static document-based validation system can be replaced by a common validation data platform. In addition, we aim to base the validation requirements on a reliability analysis workflow. In this case, the platform is used not only to handle the simulation data but to encompass the whole product validation scope. To this end, we show how to couple requirements to the simulations and handle all the design decision data together with the simulations and use these to drive the design. In addition, we present ways to replace simulation reports with dynamic dashboards. To complete the loop, we touch the topic of PLM integration as a tool for assuring completeness of validation data in the product lifecycle. The motivation for the activity is a dramatic reduction in product development time based on a possibly somewhat longer concept phase but less iterations during the detail design phase. We will also present decision making based on data stored in the platform as well as demonstrate the data-centered approach to validation data. In addition, other benefits such as the re-use of data and simulation workflows along with the automatically handled data management are demonstrated. To conclude, some end user opinions and experiences in adopting a new system will be presented. Future developments will include moving also the physical testing data and coupling that with the corresponding simulations and validation requirements.
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Yaumi, Muhammad, Sitti Fatimah Sangkala Sirate, and Andi Anto Patak. "Investigating Multiple Intelligence-Based Instructions Approach on Performance Improvement of Indonesian Elementary Madrasah Teachers." SAGE Open 8, no. 4 (October 2018): 215824401880921. http://dx.doi.org/10.1177/2158244018809216.

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This study was designed to promote teachers’ understanding of the learner-centered approach through training the multiple intelligences-based instructions, improve teachers’ performance in designing learner-oriented instruction, and improve teachers’ performance in implementing instruction. This study used proactive action research involving 126 teachers (informants) as trainees and instructional design members, came from 10 elementary Madrasah in Indonesia, 36 of them were mentored, and 192 students participated in a focus group discussion. There were 10 principals and two supervisors to be research collaborators. Teachers’ understanding and performance improvement through training multiple intelligence-based instructions, designing student-centered approach, and mentoring the implementation of student-centered learning indicated significant contribution. The teachers’ understanding of multiple intelligence-based instruction was the majority in the good category. The activity of designing the student-centered approach gave a good contribution to the capability of designing every single one of the multiple intelligences-based strategies. The mentoring system improved teachers’ performance greater than those of training and instructional design. Implementation of training, instructional design, and the mentoring system implies improving learning processes and outcomes. Strengthening the recruitment system of teachers and performance improvement, capacity building of educators to design models, approaches, strategies, methods, and learning activities, as well as establishing togetherness on all lines; government, principals, supervisors, community, and teachers as the primary element.
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Ouyang, Fan. "Applying the Polysynchronous Learning to Foster the Student-centered Learning in the Higher Education Context." International Journal of Online Pedagogy and Course Design 6, no. 3 (July 2016): 52–68. http://dx.doi.org/10.4018/ijopcd.2016070105.

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Teaching and learning computer programming has posed great challenges for both instructors and students. An emerging blended learning mode - polysynchronous learning has potentials to motivate and engage students in the programming learning process, to optimize students' programming learning experiences, and to transform the computer programming teaching and learning. This paper aims to integrate the polysynchronous learning, as a communication model, with the student-centered learning, as a pedagogical approach, to design a graduate-level course - App Design and Development. The authors primarily focuses on describing my decision-making process of the physical environment design, the technologies and tools selection, and the polysynchronous learning activity design, as well as specific details regarding these three aspects. Moreover, potentials, challenges, and implications of applying the polysynchronous learning to foster the student-centered learning in the higher education context are discussed.
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Diningrat, Syaiputra Wahyuda Meisa, Punaji Setyosari, Saida Ulfa, and Utami Widiati. "Integrating PBI in the flipped classroom: A framework for effective instruction." World Journal on Educational Technology: Current Issues 12, no. 2 (April 30, 2020): 117–27. http://dx.doi.org/10.18844/wjet.v12i2.4662.

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The existence of the flipped classroom has gained attention among scholars and teachers, particularly in higher education. This instructional model appeals much concern due to its capability not only to shift the instructional process from teacher-centered to student-centered but also to transform university classrooms into an active learning environment where students have the opportunity to apply concepts to solve the problems. However, the current pieces of evidence showed that teachers implementing the flipped classroom instructional model still encounter issues that raise additional concerns, such as technical difficulty, design gaps between pre-class and in-class learning activity, and little study on robust frameworks have been developed for this instructional. Consequently, teachers generate an inadequate learning activity design in the flipped classroom. Therefore, this study aims to develop a vigorous framework for the flipped classroom model by integrating problem-based instructional strategy. After reviewing relevant theories and empirical findings, the result of the study provides a foundation framework for the flipped classroom design. This framework consists of two circles of learning activity design that coherence between pre-class and in-class. The theoretical framework provided in this study is considered as initial study, thus, further researches are highly suggested for future scholars to explore its effectiveness. Keywords: flipped classroom, instructional framework, effective instruction;
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Metcalfe, Mike. "Using reflective argument to design human systems." Human Systems Management 24, no. 2 (April 16, 2005): 145–54. http://dx.doi.org/10.3233/hsm-2005-24203.

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This paper presents an argument centered approach to defining new large projects which focuses on the fundamental of human social activity, thinking and dialogue. Specifically, the approach makes explicit certain pragmatic attributes of both argumentation theory and reflective thinking; it can therefore be seen as an extension of Ulrich's boundary critique and Mason and Mitroff's surfacing strategic assumptions approaches. The paper identifies these attributes of argumentation theory and reflective thinking which are then used to enhance small and large group project development discussions. This is done to support the argument that these attributes are pragmatic. The dialectic of argument and the a priori of participants are seen as significant resources which allow avoidance of the pretence of an idealistic search and quantitative evaluation of all issues and options when designing large organizational projects.
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Carrión-Toro, Mayra, Marco Santorum, Patricia Acosta-Vargas, Jose Aguilar, and María Pérez. "iPlus a User-Centered Methodology for Serious Games Design." Applied Sciences 10, no. 24 (December 17, 2020): 9007. http://dx.doi.org/10.3390/app10249007.

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Standard video games are applications whose development process often follows a traditional software methodology. Serious Games (SGs) are a tool with an immensely positive impact and great success. SGs enable learning and provide entertainment and self-empowerment, which motivates students. The development of an SG consists of complex processes requiring multi-disciplinary knowledge in multiple domains, including knowing the learning domain and adding the appropriate game mechanics to foster high intrinsic motivation and positive player experience that makes the players feel like they are having fun while learning. Otherwise, the game is viewed as boring and not as a fun and engaging activity. Nevertheless, despite their potential, the application of SGs in education has been limited in terms of pedagogy. Several authors assert that this lack is because SG standards and guidelines have not been developed. There is an imbalance between experts’ contributions to education and game design specialists for the SG development. Not all the SGs that have been developed have applied appropriate design methodologies that incorporate both the entertainment mechanics and the serious component. To ensure that an SG meets the user’s expectations, it must be designed using an appropriate method. This work aims to present iPlus, a methodology for designing SGs based on a participatory, flexible, and user-centered approach. Additionally, this paper analyses several case studies with the iPlus methodology.
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Høyland, Bjørn, Sara B. Hobolt, and Simon Hix. "Career Ambitions and Legislative Participation: The Moderating Effect of Electoral Institutions." British Journal of Political Science 49, no. 2 (March 21, 2017): 491–512. http://dx.doi.org/10.1017/s0007123416000697.

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What motivates politicians to engage in legislative activities? In multilevel systems politicians may be incentivized by ambitions to advance their careers either at the state or federal level. This article argues that the design of the electoral institutions influences how politicians respond to these incentives. Analyzing a unique dataset of both ‘stated’ and ‘realized’ career ambitions of Members of the European Parliament (MEPs), it finds that those who seek to move from the European to the national (state) level participate less in legislative activities than those who plan to stay at the European (federal) level. For MEPs who aim to move to the state level, attendance and participation in legislative activities is substantively lower among legislators from candidate-centered systems. Importantly, the effect of career ambitions on legislative participation is stronger in candidate-centered systems than in party-centered systems. These findings suggest that the responsiveness associated with candidate-centered systems comes at the expense of legislative activity.
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Morris, Kristen, Juyeon Park, and Ajoy Sarkar. "Development of a Nursing Sports Bra for Physically Active Breastfeeding Women Through User-Centered Design." Clothing and Textiles Research Journal 35, no. 4 (July 31, 2017): 290–306. http://dx.doi.org/10.1177/0887302x17722858.

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Postpartum women who wish to engage in physical activity and breastfeed their children are at greater risk for breast soreness due to increased breast volume and sensitivity associated with breastfeeding. An apparel product that supports both good breastfeeding practices and physical activity has the potential to improve the health of both mother and child. The purpose of this research was to understand the design requirements of physically active breastfeeding women for a sports bra design. The researchers applied user-centered methods to develop a nursing sports bra prototype based on data from a focus group. The researchers created a two-layer bra concept to improve breast support and provide the convenience of nursing. Through wear trials, participants found the prototype to be successful in providing breast support with the added advantage of being able to nurse a child, resulting in a novel bra concept that addresses many needs of active breastfeeding women.
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Ullenhag, Anna, Mats Granlund, Lena Almqvist, and Lena Krumlinde-Sundholm. "A Strength-Based Intervention to Increase Participation in Leisure Activities in Children with Neuropsychiatric Disabilities: A Pilot Study." Occupational Therapy International 2020 (April 2, 2020): 1–11. http://dx.doi.org/10.1155/2020/1358707.

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The aim is to evaluate the feasibility of an intervention model with a client-centered goal-directed approach with the aim to enhance the child’s participation in leisure activities, self-efficacy, and activity performance. A pilot intervention using a client-centered goal-directed approach and a single-subject design was performed. Two Swedish boys with neuropsychiatric diagnosis aged 12 and 14 years old were included, and 3 leisure activity goals were identified. The intervention was carried out over 8 weeks and took place in the adolescent’s everyday environment and at the pediatric rehabilitation center. The goal attainment of participation goals (GAS), the perceived performance ability according to the Canadian Occupational Performance Measure (COPM), the self-efficacy, and the participants’ satisfaction were used to study the effect. The participants succeeded in attaining their leisure goals as specified by the GAS by achieving +2 on one goal and +1 on the other two goals. They estimated higher performance ability and self-efficacy in their goal performance. Participants, parents, and therapists were overall satisfied and found the intervention to be applicable and helpful in optimizing leisure participation. The intervention model with a client-centered goal-directed approach in which participants define their own leisure activity goals appears to be effective in increasing participation in leisure activities.
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Carofiglio, Valeria, and Fabio Abbattista. "Understanding, Modeling and Exploiting User Emotions for Brain-Driven Interface Design." International Journal of People-Oriented Programming 3, no. 1 (January 2014): 1–21. http://dx.doi.org/10.4018/ijpop.2014010101.

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Innovative applications are often complex systems. In designing this kind of application, usability, perceived usefulness and appropriateness of adaptation are the three most commonly assessed variables. However, in order to obtain a more engaging overall user experience, a good designer should perform proper formative and summative usability tests, based on the user's emotional level, which becomes a user-centered evaluation activity. Moreover, traditional methods are not ideal, as information about the user's emotional state should be captured in an implicit and transparent manner, in order to be non-invasive and more effective. Brain Computer Interface has recently witnessed an explosion of systems for studying human emotion by the acquisition and processing of physiological signals. The authors view Adaptive Virtual Environments, as one of the most representative examples of innovative applications, and also as elicitors of a complex user emotion synthesis. Therefore, in this paper the authors propose a user-centered approach to the design and support of the user experience through an adaptive virtual environment, via brain-computer interface. Firstly, the authors focus on the design of an engaging overall experience for potential users, by exploiting their emotional level as a powerful engine in the interaction experience. Secondly, the author work to enhance the user experience by dynamically adapting the interaction to the user's emotional state, so that there will be a more immersive and satisfying interaction.
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Zhang, Aiping. "A Brief Discussion on the Design of Activity View of High School English Learning under Task-based Teaching Method." Region - Educational Research and Reviews 2, no. 3 (August 10, 2020): 46. http://dx.doi.org/10.32629/rerr.v2i3.145.

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The disadvantages of traditional teaching methods, such as the Direct Method, the Grammar Translation Method, are becoming more and more obvious. The task-based teaching method, which pays more attention to students' subjective initiative, independent learning and cooperative inquiry, is becoming more and more popular. It shows the student-centered teaching concept and coincides with the guiding ideology of the new curriculum reform. Under the new curriculum reform, it advocates Activity View of English Learning for the development of discipline core literacy. Therefore, it is particularly important to integrate the Task-based language teaching (TBLT) and Activity View of English Learning to design high school English teaching.
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Laanpere, Mart, Kai Pata, Peeter Normak, and Hans Põldoja. "Pedagogy-driven design of digital learning ecosystems." Computer Science and Information Systems 11, no. 1 (2014): 419–42. http://dx.doi.org/10.2298/csis121204015l.

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In most cases, the traditional Web-based learning management systems (e.g. Moodle, Blackboard) have been designed without any built-in support for a preferred pedagogical model or approach. The proponents of such systems have claimed that this kind of inherent "pedagogical neutrality" is a desirable characteristic for a LMS, as it allows teachers to implement various pedagogical approaches. This study is based on an opposite approach, arguing for designing next-generation online learning platforms - so called digital learning ecosystems - with built-in affordances, which promote and enforce desirable pedagogical beliefs, strategies and learning activity patterns while suppressing others. We propose a conceptual and process model for pedagogy-driven design of online learning environments and illustrate it with a case study on development and implementation process of a digital learning ecosystem based on Dippler platform. We also describe the pedagogical foundation of Dippler that was guided by a combination of four contemporary pedagogical approaches: self-directed learning, competence-based learning, collaborative knowledge building and task-centered instructional design.
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Tri Wahyuni, Parliani, Cau Kim Jiu, Kharisma Pratama, Tutur Kardiatun, and Sukartina. "Intervention Supportive Educative System Based on Self Care and Family Centered Nursing Model to Family Support in Teaching Cough Ethics and Correct Sputum Disposal of TBC Patients at Sanggau Ledo Health Center, Bengkayang District." Britain International of Exact Sciences (BIoEx) Journal 2, no. 3 (September 14, 2020): 627–34. http://dx.doi.org/10.33258/bioex.v2i3.301.

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Tuberculosis is an infectious disease that attacks the lungs characterized by granuloma formation and causes tissue necrosis, a direct infectious disease caused by the TBC germ (mycobacterium tuberculosis). Problems that often arise in tuberculosis sufferers are about knowledge, activities and psychosocial family support. Purpose: this study was to determine a supportive educative system intervention based on self-care and family centered nursing models for family support in teaching cough and sputum disposal properly. Methods: The research design used was quantitative with a Quasi Experimental design pre-test post-test without control group. The sample in this study was 20 samples taken before and after the intervention. Results: based on the bivariate analysis of knowledge, activity, and family support with the Wilcoxon test, it shows that in the intervention group after education, this self-care based system affects people with tuberculosis, the variable knowledge with p value 0,000, activity (behavior) with p value 0,000 and family support p. value 0.050, which means p value <α 0.050, this study shows that there is a difference in scores of supportive educative system interventions based on self-care and family centered nursing models on family support in teaching cough and sputum disposal properly. Suggestion: This study recommends that poly pulmonary health services provide a supportive educative system intervention based on self-care and family centered nursing models for family support in teaching cough and sputum disposal in TBC patients.
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Selamet, Juhri. "Human-centered Design Approach toward the Physical Activity Initiative for Work-from-Home Workers during the COVID-19 Outbreak." International Journal of Designed Objects 14, no. 2 (2020): 1–17. http://dx.doi.org/10.18848/2325-1379/cgp/v14i02/1-17.

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Primiero, Giuseppe, Balbir Barn, and Ravinder Barn. "Value-Sensitive Co-Design for Resilient Information Systems." Studies in Logic, Grammar and Rhetoric 63, no. 1 (September 1, 2020): 141–64. http://dx.doi.org/10.2478/slgr-2020-0032.

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AbstractIn Information Systems development, resilience has often been treated as a non-functional requirement and little or no work is aimed at building resilience in end-users through systems development. The question of how values and resilience (for the end-user) can be incorporated into the design of systems is an on-going research activity in user-centered design. In this paper we evaluate the relation of values and resilience within the context of an ongoing software development project and contribute a formal model of co-design based on a significant extension of Abstract Design Theory. The formal analysis provides a full and clear-cut definition of the co-design space, its objectives and processes. On the basis of both, we provide an abstract definition of resilient system (for the end-user). We conclude that value-sensitive co-design enforces better resilience in end-users.
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Han, Joonsang, Sangbong Park, and Jeongyeon Lee. "Experience of Reconstructing Unit of Pleasant Life Subject Centered on Physical Activity Using Backward Design And Measures to Promote Physical Activity in Lower Grades." Korean Association For Learner-Centered Curriculum And Instruction 19, no. 24 (December 31, 2019): 669–93. http://dx.doi.org/10.22251/jlcci.2019.19.24.669.

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Trösterer, Sandra, Elke Beck, Fabiano Dalpiaz, Elda Paja, Paolo Giorgini, and Manfred Tscheligi. "Formative User-Centered Evaluation of Security Modeling." International Journal of Secure Software Engineering 3, no. 1 (January 2012): 1–19. http://dx.doi.org/10.4018/jsse.2012010101.

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Developing a security modeling language is a complex activity. Particularly, it becomes very challenging for Security Requirements Engineering (SRE) languages where social/organizational concepts are used to represent high-level business aspects, while security aspects are typically expressed in a technical jargon at a lower level of abstraction. In order to reduce this socio-technical mismatch and reach a high quality outcome, appropriate evaluation techniques need to be chosen and carried out throughout the development process of the modeling language. In this article, the authors present and discuss the formative user-centered evaluation approach, namely an evaluation technique that starts since the early design stages and actively involves end-users. The authors demonstrate the approach in a real case study presenting the results of the evaluation. From the gained empirical evidence, we may conclude that formative user-centered evaluation is highly recommended to investigate any security modeling language.
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Hasnine, Mohammad Nehal, Mahmoud Mohamed Hussien Ahmed, and Hiroshi Ueda. "Learner-Centric Technologies to Support Active Learning Activity Design in New Education Normal: Exploring the Disadvantageous Educational Contexts." International Journal of Emerging Technologies in Learning (iJET) 16, no. 10 (May 25, 2021): 150. http://dx.doi.org/10.3991/ijet.v16i10.20081.

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Active learning is a learner-centric instructional method that uses discussion, role play, collaborative problem-solving based approaches to engage students with the course materials. However, due to the pandemic, active learning activities take place over multiple learner-centric technologies, as classroom-centered activity design is no longer possible. This study explored the success stories of active learning in disadvantageous educational contexts, particularly in Arab regions. After examining the theory, models, various learner-centric technologies of pre-pandemic active learning de-signs, this study proposes 25 emerging technologies to support active learn-ing 19 active learning strategies in terms of activity design in new education normal. The three-fold findings are related to designing active learning activities in new education normal, enhancing less practiced active learning strategies, and bridging the gaps in pre-and post-pandemic active learning activity design using learner-centric technologies.
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SHRIDHAR, JOSHI MANDAR, and SHAILENDRA RAVI. "VIRTUAL MANUFACTURING: AN IMPORTANT ASPECT OF COLLABORATIVE PRODUCT COMMERCE." Journal of Advanced Manufacturing Systems 01, no. 01 (June 2002): 113–19. http://dx.doi.org/10.1142/s0219686702000106.

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The sweeping changes in the web-related technologies in the late 1990s have brought paradigm shift in the business environment and strategic thinking of the organizations. To remain competitive in this ever-changing business scenario, the organizations are focusing more and more on the globalization of businesses and collaboration in the product development across the value chain. This phenomenon has given rise to a new business concept — Collaborative Product Commerce (CPC) that applies web-related technologies for the integration of various value-chain constituents from suppliers to customers. It focuses on cross-enterprise teams to share the intellectual capital in real time to reduce the time-to-market in the product development life cycle. Manufacturing is the central activity that encompasses product, process, resources and plant. Manufacturing activities across the enterprises with real time exchange of information result in the optimization of design, resources and processes, which is in the true spirit of collaborative product commerce. One of the most important facilitators of the collaborative aspects of manufacturing is the virtualization of the manufacturing process components. It involves various visualization and data integration aspects. To deliver value added solutions in this area, it is imperative to have thorough expertise in the engineering services. The focus of this paper will be on virtualization aspects of manufacturing in a collaborative environment. Important paradigms of virtual manufacturing such as design-centered, production-centered and control-centered virtualization will be first discussed in brief. Virtualization of important components of manufacturing such as process planning and design, equipment designs and factory layout and resource management will be discussed in details. To conclude, significance of virtualization of manufacturing in terms of business benefits in the collaborative product development environment will be considered.
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Damopolii, Insar, and I. Iwan. "Penerapan Model Pembelajaran Kooperatif Two Stay Two Stray (TSTS) Mata Kuliah Mikrobiologi untuk Meningkatkan Aktivitas Belajar Mahasiswa Melalui Kegiatan Lesson Study Di Jurusan Pendidikan Biologi FKIP UNIPA." JURNAL EKSAKTA PENDIDIKAN (JEP) 2, no. 2 (November 29, 2018): 209. http://dx.doi.org/10.24036/jep/vol2-iss2/229.

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Lesson study has been carried out on V semester students in microbiology courses in the Biology Education and Teaching and Education Faculty Study Program, University of Papua, in the odd semester of the 2017/2018 academic year. The lesson activity of this study aims to improve the process and quality of biology learning. The activities carried out were the activities of the lesson team of biological studies consisting of model lecturers and observers. Lesson Study activities are carried out as many as four open classes, each open class consists of four stages of activity, namely: plan, implementation, observation and reflection or see. Each stage of producing planning (Chapter Design, Lesson Design, RPS and assessment instruments). The learning process is carried out through the application of the Two Stay Two Stray type (TSTS) cooperative learning model. Data obtained through observations by observers. The results obtained in the open class activities show that: (1) increasing student activity, creativity and independence, (2) students' understanding of concepts that are considered difficult to improve, and (3) the quality of microbiology learning increases (4) Learning cooperative type TSTS through lesson study activities (LS) can enhance collaboration and discussion between members of the lesson study team in planning and implementing learning, as well as reflection on learning activities (5) Can improve lecturer professionalism because initially lecturer-centered learning turns into learning centered on college student
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Pathak, Laura Elizabeth, Adrian Aguilera, Joseph Jay Williams, Courtney Rees Lyles, Rosa Hernandez-Ramos, Jose Miramontes, Anupama Gunshekar Cemballi, and Caroline Astrid Figueroa. "Developing Messaging Content for a Physical Activity Smartphone App Tailored to Low-Income Patients: User-Centered Design and Crowdsourcing Approach." JMIR mHealth and uHealth 9, no. 5 (May 19, 2021): e21177. http://dx.doi.org/10.2196/21177.

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Background Text messaging interventions can be an effective and efficient way to improve health behavioral changes. However, most texting interventions are neither tested nor designed with diverse end users, which could reduce their impact, and there is limited evidence regarding the optimal design methodology of health text messages tailored to low-income, low–health literacy populations and non-English speakers. Objective This study aims to combine participant feedback, crowdsourced data, and researcher expertise to develop motivational text messages in English and Spanish that will be used in a smartphone app–based texting intervention that seeks to encourage physical activity in low-income minority patients with diabetes diagnoses and depression symptoms. Methods The design process consisted of 5 phases and was iterative in nature, given that the findings from each step informed the subsequent steps. First, we designed messages to increase physical activity based on the behavior change theory and knowledge from the available evidence. Second, using user-centered design methods, we refined these messages after a card sorting task and semistructured interviews (N=10) and evaluated their likeability during a usability testing phase of the app prototype (N=8). Third, the messages were tested by English- and Spanish-speaking participants on the Amazon Mechanical Turk (MTurk) crowdsourcing platform (N=134). Participants on MTurk were asked to categorize the messages into overarching theoretical categories based on the capability, opportunity, motivation, and behavior framework. Finally, each coauthor rated the messages for their overall quality from 1 to 5. All messages were written at a sixth-grade or lower reading level and culturally adapted and translated into neutral Spanish by bilingual research staff. Results A total of 200 messages were iteratively refined according to the feedback from target users gathered through user-centered design methods, crowdsourced results of a categorization test, and an expert review. User feedback was leveraged to discard unappealing messages and edit the thematic aspects of messages that did not resonate well with the target users. Overall, 54 messages were sorted into the correct theoretical categories at least 50% of the time in the MTurk categorization tasks and were rated 3.5 or higher by the research team members. These were included in the final text message bank, resulting in 18 messages per motivational category. Conclusions By using an iterative process of expert opinion, feedback from participants that were reflective of our target study population, crowdsourcing, and feedback from the research team, we were able to acquire valuable inputs for the design of motivational text messages developed in English and Spanish with a low literacy level to increase physical activity. We describe the design considerations and lessons learned for the text messaging development process and provide a novel, integrative framework for future developers of health text messaging interventions.
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van der Wilk, Dymphy, Juha Markus Hijmans, Klaas Postema, and Gijsbertus Jacob Verkerke. "A user-centered qualitative study on experiences with ankle-foot orthoses and suggestions for improved design." Prosthetics and Orthotics International 42, no. 2 (January 18, 2017): 121–28. http://dx.doi.org/10.1177/0309364616683981.

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Background: Improving ankle-foot orthosis design can best be done by implementing a user-centered approach. Objective: To provide insight into the ideas of ankle-foot orthosis users with flaccid ankle muscle paresis on the importance of activities and suggestions for an improved ankle-foot orthosis design. Study design: A focus-group discussion with eight ankle-foot orthosis users (57 ± 5 years, 50% female). Methods: Main inclusion criteria were as follows: ⩾18 years, unable to stand on tip-toe and unable to lift toes. Main exclusion criterion was spasticity of lower extremity muscles. Transcribed data were coded according to the International Classification of Functioning, Disability and Health. Thematic analysis with inductive approach was chosen to order and interpret codes. Results: Ankle-foot orthosis users ranked walking the most important activity followed by sitting down/standing up from a chair. Their opinion was that ankle-foot orthoses facilitate walking and standing. Ankle-foot orthosis users suggested that an improved ankle-foot orthosis design should balance between stability and flexibility. Conclusion: Current ankle-foot orthoses facilitate walking which was the most important activity according to ankle-foot orthosis users. An improved ankle-foot orthosis design should enable walking and should optimize between stability and flexibility dependent on the activity and the paresis severity. Clinical relevance Experienced users of ankle-foot orthosis agreed that matching ankle-foot orthosis functions to daily-life activities is a trade-off between stability and flexibility. An improved ankle-foot orthosis design should at least enable level walking.
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Tucker, Jared M., Joey C. Eisenmann, Kathleen Howard, Emily H. Guseman, Kimbo E. Yee, Kimberly DeLaFuente, Jill Graybill, et al. "FitKids360: Design, Conduct, and Outcomes of a Stage 2 Pediatric Obesity Program." Journal of Obesity 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/370403.

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This paper describes FitKids360, a stage 2 pediatric weight management program. FitKids360 is a physician-referred, multicomponent, low-cost healthy lifestyle program for overweight and obese youth 5–16 years of age and their families. FitKids360 provides an evidence-based approach to the treatment of pediatric overweight by targeting patients’ physical activity, screen time, and dietary behaviors using a family-centered approach. The intervention begins with a two-hour orientation and assessment period followed by six weekly sessions. Assessments include lifestyle behaviors, anthropometry, and the Family Nutrition and Physical Activity (FNPA) survey, which screens for obesogenic risk factors in the home environment. Outcomes are presented from 258 patients who completed one of 33 FitKids360 classes. After completing FitKids360, patients increased moderate to vigorous physical activity by 14 minutes (P=0.019), reduced screen time by 44 minutes (P<0.001), and improved key dietary behaviors. Overall, FNPA scores increased by 9% (P<0.001) and 69% of patients with “high risk” FNPA scores at baseline dropped below the “high risk” range by followup. Patients also lowered BMIs (P=0.011) and age- and sex-adjusted BMIz-scores (P<0.001) after completing the 7-week program. We hope this report will be useful to medical and public health professionals seeking to develop stage 2 pediatric obesity programs.
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Nicklas, Jacinda M., Jenn A. Leiferman, Steven Lockhart, Kristen M. Daly, Sheana S. Bull, and Linda A. Barbour. "Development and Modification of a Mobile Health Program to Promote Postpartum Weight Loss in Women at Elevated Risk for Cardiometabolic Disease: Single-Arm Pilot Study." JMIR Formative Research 4, no. 4 (April 9, 2020): e16151. http://dx.doi.org/10.2196/16151.

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Background Pregnancy complications in combination with postpartum weight retention lead to significant risks of cardiometabolic disease and obesity. The majority of traditional face-to-face interventions have not been effective in postpartum women. Mobile technology enables the active engagement of postpartum women to promote lifestyle changes to prevent chronic diseases. Objective We sought to employ an interactive, user-centered, and participatory method of development, evaluation, and iteration to design and optimize the mobile health (mHealth) Fit After Baby program. Methods For the initial development, a multidisciplinary team integrated evidence-based approaches for health behavior, diet and physical activity, and user-centered design and engagement. We implemented an iterative feedback and design process via 3 month-long beta pilots in which postpartum women with cardiometabolic risk factors participated in the program and provided weekly and ongoing feedback. We also conducted two group interviews using a structured interview guide to gather additional feedback. Qualitative data were recorded, transcribed, and analyzed using established qualitative methods. Modifications based on feedback were integrated into successive versions of the app. Results We conducted three pilot testing rounds with a total of 26 women. Feedback from each pilot cohort informed changes to the functionality and content of the app, and then a subsequent pilot group participated in the program. We optimized the program in response to feedback through three iterations leading to a final version. Conclusions This study demonstrates the feasibility of using an interactive, user-centered, participatory method of rapid, iterative design and evaluation to develop and optimize a mHealth intervention program for postpartum women. Trial Registration ClinicalTrials.gov NCT02384226; https://www.clinicaltrials.gov/ct2/show/NCT02384226
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Torsi, Silvia. "A Self-Management System for Chronically Ill Patients." International Journal of User-Driven Healthcare 4, no. 2 (April 2014): 6–23. http://dx.doi.org/10.4018/ijudh.2014040102.

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Abstract:
This article describes the User Centered Design Process for providing chronically ill patients tools to better self-manage their conditions. Stroke, congestive heart failure and chronic pain are complex conditions in which regulated physical activity can provide real improvement of symptoms and health conditions. In particular the work is focused on how the authors gathered the guidelines from the patients, how they translated them into interface design and how did the patients react to the paper prototypes. Paper prototyping is a quick, inexpensive and easily modifiable way to create intermediate artifacts that can be iteratively modified by early evaluation with intended users.
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50

Venkatesan, Arthi, Lavanya Ravichandran, and J. Febin Prabhu Dass. "Computational Drug Design against Ebola Virus Targeting Viral Matrix Protein VP30." Borneo Journal of Pharmacy 2, no. 2 (November 14, 2019): 71–81. http://dx.doi.org/10.33084/bjop.v2i2.836.

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Abstract:
Ebola viral disease (EVD) is a deadly infectious hemorrhagic viral fever caused by the Ebola virus with a high mortality rate. Until date, there is no effective drug or vaccination available to combat this condition. This study focuses on designing an effective antiviral drug for Ebola viral disease targeting viral protein 30 (VP30) of Ebola virus, highly required for transcription initiation. The lead molecules were screened for Lipinski rule of five, ADMET study following which molecular docking and bioactivity prediction was carried out. The compounds with the least binding energy were analyzed using interaction software. The results revealed that 6-Hydroxyluteolin and (-)-Arctigenin represent active lead compounds that inhibit the activity of VP30 protein and exhibits efficient pharmacokinetics. Both these compounds are plant-derived flavonoids and possess no known adverse effects on human health. In addition, they bind strongly to the predicted binding site centered on Lys180, suggesting that these two lead molecules can be imperative in designing a potential drug for EVD.
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