Dissertations / Theses on the topic 'Conception Centrée Utilisateur (CCU)'
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Fournier, Etienne. "Intérêt de la prise en compte des variabilités de l’activité et de l’acceptabilité dans le cadre d’une conception centrée utilisateurs des situations de travail collaboratives Humain-Robot." Electronic Thesis or Diss., Université Grenoble Alpes, 2024. http://www.theses.fr/2024GRALH011.
Full textThe European Commission is encouraging the use of collaborative robots (cobots) to assist humans in their work. However, cobots seem to have difficulty in favorably transforming work situations when they do not consider the variabilities of the situations. The aim of this thesis was therefore to characterize variability in the context of a cobotic implementation, and to guide a design approach focused on future users, using acceptability, acceptance and user experience approaches. An activity analysis was carried out in a chemical laboratory as part of a future cobotic implementation. 11 operators were observed during their activity and 34 took part in semi-directive interviews. The results identified glovebox activity as the workstation that would benefit most from cobotic collaboration. They also showed that certain activities were rendered invisible due to a discrepancy between prescribed work and actual activity, resulting in regular exposure to risks that could be avoided through cobotic implementation. We have thus identified several variabilities with effects on operator activity. These were used to design experimental paradigms to test the effect of cobotic collaboration. Three User Tests were carried out with a total of 212 participants, who were asked to perform industrial assembly tasks where one or more variabilities were considered in the cobotic design. The task was performed either alone, or in pairs with another human or with a cobot (ABB's YuMi). Different types of measurement were carried out: workload (assessed via NASA TLX, Hart, 2006; Hart & Staveland, 1988), number of errors, number of gestures, completion time, degree of acceptability of cobotic collaboration (assessed via TAM, Venkatesh et al., 2012) and simulated risk exposure. Cobotic collaboration reduced the negative effects of several variabilities (e.g. variability in difficulty level, variability in operator expertise) on operator mental load and task success. Participants had a higher task success rate when collaborating with a cobot, even though they otherwise took longer to complete the task. In addition, participants reported enjoying collaborating with a cobot and having confidence in the information it provided (measured via a scale of items from Martin, 2018). Finally, when the cobot adapted to the human's safety constraints, the latter exposed himself to fewer risks. From a theoretical point of view, these empirical studies made it possible to propose a framework integrating models of variability at work, and to shed light on the effects of cobotic collaboration on the human and his task. From a practical point of view, these different studies have enabled us to propose a grid for identifying variabilities and to formulate recommendations designed to support the implementation of cobotic collaboration
Skiba, Nathalie. "Processus d'innovation centré sur l'utilisateur : identification des besoins et interprétation des données issues de l'integration de l'utilisateur dans le processus de co-conception." Thesis, Université de Lorraine, 2014. http://www.theses.fr/2014LORR0027/document.
Full textOur way of life and the products that surround us have never evolved so quickly. This evolution is a new factor to take into account in the product development to ensure the product appropriation by the users. For that reason the design approaches try to integrate usages. The Living Lab approach is organised around four principles: the realism of the studied situation; the continuity in the collaboration with the users; the collection of spontaneous usage data; the empowerment of users in the design process. These principles facilitate the path from "user-centred design" to "usage-centred design" but are difficult to realise practically. To guide and inspire the designers we propose a Living Lab project method made of eighteen operations; each operation is supposed to reach one of the four principles. The proposed method is represented with NIAM-ORM diagrams which are easily understandable because of its similarity with natural language. We tested our method on two urban projects and two industrial projects. The relevance of the tested operations on the principle realisation is evaluated according to bayesian networks: depending on the results the operations are validated, adjusted or rephrased and implemented again in the NIAM-ORM model
Song, Heon. "Modélisation de l'activité créative pluridisciplinaire en conception architecturale centrée utilisateur : application à l'habitat d'urgence." Phd thesis, Ecole nationale supérieure d'arts et métiers - ENSAM, 2010. http://pastel.archives-ouvertes.fr/pastel-00567238.
Full textHaudot, Luc. "Une approche orientée utilisateur pour la conception de systèmes coopératifs en ordonnancement de production." Toulouse, INSA, 1996. http://www.theses.fr/1996ISAT0015.
Full textPaccoud, Blandine. "La Conception Centrée Utilisateur pour les personnes avec troubles cognitifs : application à l'orthèse cognitive MOBUS." Mémoire, Université de Sherbrooke, 2007. http://savoirs.usherbrooke.ca/handle/11143/4755.
Full textSauzin, Damien. "Apport d'une conception centrée utilisateur adaptée selon les besoins des personnes en situation de handicap." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30043/document.
Full textPeople with motor impairment of the upper limbs need an assistive technology for their autonomy. However, 1/3 of these assistive technologies are abandoned because they are not yet sufficiently focused on the needs and abilities of the user. The central problem of this thesis concerns the implementation of a user-centered design method adapted to the study population (persons with disabilities with neuro-motor language impairments) for the design of three applications. The first concerns the control of a robot arm JACO for which the classic user centered design has been applied. This is appropriate for people who can speak orally, but what if they cannot participate directly or need their caregivers to express their needs or answer questionnaires? An alternative is to gather needs through experts. We will show how the user centered design method has been adapted for the design of the HandiMathKey system for entering mathematical formulas. Our last adaptation is to use the person's ecosystem as a mediator to communicate and a user profile. This method allowed to design the integrated communication and environmental control interface named CECI. We will also describe how the SoKeyTo platform allows prototyping of assistive technologies. For each of the assistive technologies, we will report the assessments made and discuss how the design method has been adapted
Fenix, John-Gabriel. "Conception centrée sur l'opérateur final : application à la conception d'une interface d'aide à la conduite ferroviaire." Besançon, 2008. http://www.theses.fr/2008BESA2007.
Full textBrought about a concurrent engineering approach, our works are proposing during the design of new immaterial product, the criteria and the realisation of a "step of evaluations combined of the activity". Favourable to this idea of a total ergonomics in the process, i. E. Of an ergonomics which gives itself the means of following the design from beginning to the end, our work clarifies the advantages of an adapted "step of evaluations combined of the activity", step consisting to use several assessment methods for each stage of the design process so soon in process. This step indeed makes it possible to integrate very early in the process the function of use and to eliminate as of the first concepts, what we call, "vulnerabilities", thus facilitating the fast emergence of a concept of product acceptable to the whole of the actors of the project group. This adapted step is of real interest for a better taking into account of the end-user consequently supporting safety, comfort and effectiviness of the developed products. Our works are based to develop an interface allowing trains to be driven according the respect of train timetables. This interface proposes the provision of relevant information which specifically adapted to these requirements. The retained process has been quickly emphasised an acceptable product concept for all members of the project group
Papaïx, Benoît. "Outiller la conception centrée utilisateur en milieu industriel complexe : des techniques de traitement automatique de textes pour la conception des cockpits." Thesis, Bordeaux 2, 2011. http://www.theses.fr/2011BOR21899/document.
Full textIn the professional aeronautical field (one of the safest in the world), human error management must be improved to reach a better safety level. To do this, a user centred design process has to be implemented. However, due to the complexity of socio technical systems, the implementation of an efficient user centred design process could be challenging. To ease this process, our study aims to develop and validate specific tools, particularly for processing large amounts of textual data. In our study, we will firstly undertake an extraction of scenarios that can contain human errors in a specific database. This extraction will be based on expert judgment (control condition). Secondly, we will confront the control condition with results obtained automatically. The results of this comparison allow:1/ The identification of relevant algorithms for automatic information extraction within large textual databases (Nearest Neighbour, Bayesian filtering);2/ The identification of a methodology to extract risk situations that could be included in specific studies. This step is very important for the user centred design process.Links that we have established between our results and incident/accident studies allow us to consider positive impacts on aviation safety
Lobbe, Justine. "Pour une conception de produits pour tous et par tous, co-créer la situation de vie." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCA040/document.
Full textProduct design is evolving. It is now necessary for companies to offer a real experience to the user regarding its needs, characteristics and desires. For this purpose, design teams gather the ergonomist, the product designer and the user. Thus, the many issues of what we called “design for all” are multiplied. Whereas the user is often involved all along the analysis of the needs and during the evaluation of the solution in the current user-centred design models, he is rarely integrated to the creativity phases. Inspired by the philosophy of “Make” and by the practices of the “Fablabs”, our researches are driven by the hypothesis that users should already be considered as full participants in the product design process. From this point, we want to set up a product design for all and by all, following our main research question: "How to promote, in user-centred design, the integration of the specific user as an everyday expert alongside classical design experts through the phases of co-creativity and framed by life situation? ". To achieve this goal, we answer three main objectives. First, we seek to identify existing co-creativity methods and tools around the notion of life situation. More precisely, we are interested in co-creativity practices in the context of both industrial projects and Fablabs ecosystem. We carry out these various studies through the implementation of participant observations, interviews and qualitative analysis of traces collected among more than 130 industrial projects. Following this, we propose a tool applied to life situation that allows us to integrate the user in the phases of co-creativity alongside design experts. This tool is built on top of experiments conducted in the universe of the "Make". Finally, we validate qualitatively and quantitatively our tool with an interdisciplinary design team that integrates the specific user into an industrial project of design for all
Grynszpan, Ouriel. "Interfaces homme-machines multimédias : conception d'applications éducatives adaptées à l'autisme de haut niveau." Paris 11, 2005. http://www.theses.fr/2005PA112287.
Full textPsychopathologists express growing interest in the use of computers for special education of people with autism. Our research aims at providing design guidelines for educational software dedicated to specialized teaching for autism. This exploratory investigation relies on an experimental protocol focusing on the study of two dimensions: the domain of learning targeted by educative games (spatial planning versus dialogue understanding) and modalities used in Human Computer Interfaces (HCI). We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism. The subjects' skills were assessed before and after a training period. During evaluation phases, we also controlled for the impact of multimodal as compared to minimalist, task oriented interfaces. Moreover, different HCI were tested during training. The experiment comprised 13 sessions, at the rate of one session per week. We replicated the experiment with a control group of 10 children without autism. A software platform was developed to control HCI modalities and to log users' actions. Moreover, we annotated video recordings of two sessions with the subjects with autism. Results led to underline the role played by executive functions during the interaction with a computer. They also tended to show that multimodality is not necessarily an advantage for people with autism
Chouiref, Zahira. "Contribution à l'étude de l'optimisation de requêtes de services Web : une approche centrée utilisateur." Thesis, Chasseneuil-du-Poitou, Ecole nationale supérieure de mécanique et d'aérotechnique, 2017. http://www.theses.fr/2017ESMA0016.
Full textThe internet has completely transformed the way how we communicate (access toinformation). Its evolution was marked by strong growth of published services which has been accompanied by a large explosion in the number of users and a diversity oftheir profiles and their contexts.The work presented in this thesis deal with the adaptive optimization of Web services queries to user needs. This problem is to select a service or a combination of relevant services from a collection of candidates able to perform a required task. These candidate services must meet the requirements requested by the user, the selection makes his/herchoice from non-functional criteria. In our approach, non-functional criteria considered are all associated with preferences of service requester. A significant interest is therefore carried to the user who is at the core of the selection system. This selection is generally considered a complex task because of the diversity of profile and context of the service,which it is performed.Our study focuses mainly on the analysis of different service selection approaches.We especially highlight their contribution to solving the problems inherent in selecting the best services in order to meet the non-functional parameters of the request. Second, our interest has focused on modeling the specification of supply and demand for services, their context and profile as well as the two families preferences : explicit and implicit. Finally, we propose a novel optimization approach that integrates a query reformulation strategy by introducing implicit preferences based on the fuzzy inference process. The idea is to combine the two families of preferences required by the user with consideration of profiles and contexts of services and the user simultaneously. The application of fuzzy set theory in the optimization of preference query of customers by integrating reasoning module on information related to the user leads of great interest in improving the quality of results. We present at the end a set of experiments to demonstrate the validity and relevance of the proposed approach
Valentin, Annette. "L'ergonomie dans une conception orientée objet des produits logiciels : d'une démarche centrée utilisateur vers une démarche fondée sur les situations." Amiens, 2010. http://www.theses.fr/2010AMIE0010.
Full textLuong, The Nhan. "Modélisation centrée utilisateur final appliquée à la conception d'applications interactives en géographie : une démarche basée sur les contenus et les usages." Phd thesis, Université de Pau et des Pays de l'Adour, 2012. http://tel.archives-ouvertes.fr/tel-00775888.
Full textLuong, The Nhan. "Modélisation centrée utilisateur final appliquée à la conception d'applications intéractives en géographie : une démarche basée sur les contenus et les usages." Thesis, Pau, 2012. http://www.theses.fr/2012PAUU3034/document.
Full textThe starting point of this thesis is to deal with the difficulties encountered in the TEL community for designing educational applications exploiting geographic information. Ultimately, it is to provide a new framework allowing for the operational design of geographic Web applications for experts in the domain (and particularly for teachers). The scientific proposal is based on a design process driven by contents and interaction. It is operationalized on a framework called WINDMash offering designers a visual environment for simply specifying and immediately evaluating interactions. The unified model for describing geographic Web applications has three parts: one for representing geographic contents, one for displaying them on a graphical user interface (GUI) and one for describing the behaviour of the application using a visual language whose graphical formalism is based on the UML diagram sequence. Using Model-Driven Engineering (MDE) techniques, the WINDMash framework can automatically generate the code of the final application based on the instances of three parts of the unified model. The WINDMash framework used for this the WIND API (Web INteraction Design) that we programmed. Designers can thus rapidly prototype geographic Web applications corresponding to their needs
Lim, Dokshin. "Modélisation du processus de conception centrée utilisateur, basée sur l'intégration des méthodes et outils de l'ergonomie cognitive : application à la conception d'IHM pour la télévision interactive." Phd thesis, Paris, ENSAM, 2003. http://tel.archives-ouvertes.fr/tel-00006623.
Full textRasamoelina, Francis. "Développement d'un modèle utilisateur pour une mise en relation du Kansei et de l’Eco-conception." Thesis, Paris, ENSAM, 2014. http://www.theses.fr/2014ENAM0067/document.
Full textThe consideration of environmental issues is a very strong topic in our society nowadays. In the field of Product Development, Ecodesign is a methodology that allows the consideration of these issues by proposing to reduce the environmental impacts of products throughout their life cycle. The use phase of the life cycle is a critical step as the way how the products are managed can have significant impact on their environmental performance. We propose in this thesis to enrich the understanding of the use phase by highlighting the Kansei Information that can play a major role in the interaction between the user and the product and thus can be integrated in the early phase of the Ecodesign process. Our approach provides a better understanding the use phase, by contributing to the mastery of the environmental performance of products. Our research points out that the user can be defined not only from basic information commonly used in the User Centered Design, but also from subjective information brought by the Kansei dimension. We carry out experiments in which we implement two EcoKansei attributes corresponding to the values and emotions in order to illustrate user modeling for Ecodesign. The approach we propose is a part of EcoUse project that aims to develop a methodology for user-centered Ecodesign. Various contributions of our approach can be pointed out. For the Research, linking Ecodesign with the Kansei studies, which are basically unconnected leads to mutual enrichment between these two approaches. For Industry, an Eco-design approach supported by Kansei Information enables the design of new products which will have the benefits of both providing less impacts to the environment, and at the same time being more accepted by users as these products match with their environmental sensitivity
Millet, Antoine. "Caractérisation de la perception d’un produit hybride intégrant des composantes issues d’univers produits contradictoires en conception : application aux produits sport-santé." Thesis, Bordeaux, 2020. http://www.theses.fr/2020BORD0249.
Full textThe aim of our research is to propose a method to characterize the perception of a so-called sport-health hybrid product.Indeed, the user experience associated with a product has become, nowadays, a major differentiator among the competition and can greatly influence the success of a product. Users / consumers are no longer just looking for a functional product, but also a product that is easy to use and that gives them satisfaction throughout its use. This last aspect, user satisfaction, has become an important industrial issue. The aim is to provide the best possible user experience and thereby improve the chances of the product being successful. It depends in particular on how the product is perceived.However, in some cases, designing the way a product is viewed can be complex. This is particularly the case with hybrid products that combine characteristics from different product areas. The company SC-Ergomedical experienced this difficulty by noting that the hybrid sports-health products developed were not fully understood. Indeed, they were perceived either as sports products or as health products, but never together. It is clear that this makes them less accepted by users / consumers. This perception gap results both from the dialogical nature of the product universes of sport and health and that the perception of such products depends on their contexts of contrary uses but also on a missing semantics reflecting the identity of the sport-health hybrid product.In order to reduce this perception gap and improve the understanding of hybrid sport-health products, we propose in this thesis a methodology based on the Affective Engineering approach. The results observed then make it possible to build a design space to characterize the perception of a sport-health product. Indeed, the first two experiments carried out made it possible to define a sport-health semantics as well as the influence of contexts of contrary use which conditions the perception of these products. The third allowed us to characterize the attribute space of sport-health products and link it to the predefined semantic space. All three experiments led us to the creation of the design space characterizing the perception of a sport-health product.This design space provides a guide for designers to develop hybrid sport-health products and reduce the perceived gap. Indeed, via this space, it is then possible to recommend attributes produced from a sport-health semantics in a context of use of sport and / or health, to evaluate the sport-health values of a solution or a final product or to explore combinations of sport-health product attributes and visualize the resulting values.These different possibilities can be used in a design assistance tool for hybrid products like the one we propose in this manuscript specific to the design of hybrid sport-health products
Tosi, Lorraine. "Document, authenticité et expérience utilisateur - Pour une extension du domaine de la confiance numérique." Thesis, Troyes, 2019. http://www.theses.fr/2019TROY0025.
Full textDigital signature technologies now allow to establish digital writings as documents (i.e as proofs), on the same basis than paper. Contrary to what discourses about 'digital trust" could let think, document authenticity does not guarantee contents veracity nor zero-risk in considering it: digital trust is not a replacement of human and social trust by technology. What is in stake in a document is really trust towards people or institutions that approved it or are witnesses about its existence. On these aspects, paper laboratory notebooks are emblematic because of their structure and their rules of use. The digitization of laboratory notebooks challenges their properties in regards to their purpose. After analyzing the notebook's probation nature, through case law, a contribution to the emerging domain of "Usable security" is made. an interactive display of crytographic signatures (more specifically of trusted time-stamp tokens). Then, an instrumented document process is designed to enable the constitution of solid evidences, without hampering the creators' or innovators' activity. Converging miscellaneous testing methods are deployed to ponder the software, its design, its use, and subsequently materialized assumptions
Rasamoelina, Francis. "Développement d'un modèle utilisateur pour une mise en relation du Kansei et de l’Eco-conception." Electronic Thesis or Diss., Paris, ENSAM, 2014. http://www.theses.fr/2014ENAM0067.
Full textThe consideration of environmental issues is a very strong topic in our society nowadays. In the field of Product Development, Ecodesign is a methodology that allows the consideration of these issues by proposing to reduce the environmental impacts of products throughout their life cycle. The use phase of the life cycle is a critical step as the way how the products are managed can have significant impact on their environmental performance. We propose in this thesis to enrich the understanding of the use phase by highlighting the Kansei Information that can play a major role in the interaction between the user and the product and thus can be integrated in the early phase of the Ecodesign process. Our approach provides a better understanding the use phase, by contributing to the mastery of the environmental performance of products. Our research points out that the user can be defined not only from basic information commonly used in the User Centered Design, but also from subjective information brought by the Kansei dimension. We carry out experiments in which we implement two EcoKansei attributes corresponding to the values and emotions in order to illustrate user modeling for Ecodesign. The approach we propose is a part of EcoUse project that aims to develop a methodology for user-centered Ecodesign. Various contributions of our approach can be pointed out. For the Research, linking Ecodesign with the Kansei studies, which are basically unconnected leads to mutual enrichment between these two approaches. For Industry, an Eco-design approach supported by Kansei Information enables the design of new products which will have the benefits of both providing less impacts to the environment, and at the same time being more accepted by users as these products match with their environmental sensitivity
Bisson, Isaline. "Approche multidimensionnelle et collaborative de la conception de formations professionnelles immersive centrée sur les utilisateurs." Electronic Thesis or Diss., Bourgogne Franche-Comté, 2023. http://www.theses.fr/2023UBFCA024.
Full textToday, an increasing number of industrial companies are embracing immersive technologies (IT). These innovative technologies are primarily used in professional training to enhance operator learning. Numerous academic and industrial studies have demonstrated the benefits of using these new methods, both in terms of learning quality and the deployment of new learning situations that were previously inaccessible. However, there still exists a notable lack of user-centric consideration in designing these new training tools, which limits their full potential. However, there is still a lack of consideration for users in the design of these new training materials, which limits their potential benefits. Stäubli, a global supplier of industrial and mechatronic solutions (electrical fittings, fluid fittings, robots, and textiles), has decided to address this issue in the context of a CIFRE thesis in partnership with the ERCOS unit of the ELLIADD laboratory (UR 4661).Incorporating user perspectives into the design of products, especially immersive training systems, is challenging due to its multidisciplinary and highly collaborative nature. Therefore, the objective of our research is to propose a methodological framework for collaborative user-centered design of immersive professional training (IPT).Our research makes several contributions. Firstly, we conducted (i) an analysis of training practices within the Stäubli company, coupled with (ii) a qualitative analysis of the barriers and opportunities associated with IT. Based on this and a review of the field, our second contribution is the proposal of an original model of the user-centered collaborative design process for IPT. This model was tested in various training project cases, including initial design, redesign, and remote scenarios, in diverse execution contexts (mandatory IT use, absence of training plans, tight time constraints, etc.). On one hand, the design process was validated by evaluating the outcomes, namely the developed applications. Their usability, acceptability, and pedagogical value were assessed using qualitative and quantitative approaches. On the other hand, the model's validation was done by comparing the prescribed process with real-world practices. Iterative improvements were proposed until a design process model for FPI was aligned with Stäubli's practices.A third contribution of our work involved analyzing collaboration phases, particularly convergence phases within the proposed process. We specifically studied the co-design phases of pedagogical scenarios using Intermediate Objects (IO) as an approach. Preliminary results from qualitative analyses of collaboration quality highlighted the importance of properly specifying these IDOs.Building on these results, our fourth and final contribution was to operationalize our model within the company's context. We translated it into a roadmap that contains essential elements for the seamless integration of our work into Stäubli's teams for future projects. Our roadmap was tested through a simulated trial involving three training needs scenarios presented to an internal panel within the company. The results from semi-structured interviews were positive, indicating an easy adoption of the roadmap
Poirson, Emilie. "Prise en compte des perceptions de l'utilisateur en conception de produit. Application aux instruments de musique de type cuivre." Phd thesis, Ecole centrale de nantes - ECN, 2005. http://tel.archives-ouvertes.fr/tel-00090058.
Full textdes performances techniques, les perceptions du client deviennent très influentes dans la décision d'achat.
Dans cette thèse, nous proposons une démarche de conception ” orientée client ”, qui permet d'intégrer le
consommateur dans les différentes étapes du processus de conception en prenant en compte ses besoins et
ses préférences. Dans notre étude, nous appliquons cette démarche à la facture d'instruments de musique,
produits pour lesquels les sensations de l'utilisateur sont primordiales et doivent être intégrées lors de la
conception/amélioration d'un instrument. Pour étudier ces données perceptives, nous utilisons l'analyse
sensorielle et montrons son intégration dans le processus de conception. Notre démarche consiste, dans un premier temps, à mener une étude perceptive sur une famille de trompettes en utilisant un panel d'experts
et les outils de l'analyse sensorielle. Ensuite, nous réalisons une étude objective des instruments par la
mesure physique d'une grandeur caractéristique : l'impédance d'entrée. Puis, nous utilisons l'analyse de
données pour mettre en regard les évaluations perceptives et objectives, afin d'en déduire des règles utiles pour l'optimisation et la re-conception d'un instrument. Enfin, nous proposons d'intégrer des outils de réalité virtuelle dans le processus de conception centrée utilisateur. Ainsi, dans notre application, nous
présentons les premières conclusions concernant les simulations sonores par modèle physique.
Bona, Audrey. "Modélisation de l'affordance dans le domaine des constructions durables." Thesis, Bordeaux, 2016. http://www.theses.fr/2016BORD0054/document.
Full textThe energetic performance of sustainable buildings is significantly lower than expected and therefore the impact of user behaviour becomes a crucial element. Different solutions are implemented to achieve predicted performance; these range from information i.e. user guides, to the influence of user behaviour through building automation reducing the users’ control. The possibility of designing more efficient buildings without altering the relationship between the user and the building, and without constraining the users is then to be investigated.We propose to integrate the notion of affordance in sustainable buildings under the assumption that this could be useful in inducing behaviour aligned with the performance requirements of sustainable buildings, while minimising the introduction of procedures more or less artificial and creating an immediate understanding of the use of a functional space and its equipment.A first experimental phase was conducted to analyse users' activities within their housing and translate this into tools for designers. A set of personas has been set. Meanwhile, a characterisation of the user/building interaction was carried out by identifying the criteria influencing it. With the weighting of these impact factors, a calculation model for the affordance level of this interaction was proposed
Ltifi, Hela. "Démarche centrée utilisateur pour la conception de SIAD basés sur un processus d'Extraction de Connaissances à partir de Données : application à la lutte contre les infections nosocomiales." Phd thesis, Université de Valenciennes et du Hainaut-Cambresis, 2011. http://tel.archives-ouvertes.fr/tel-00630296.
Full textBauer, Valentin. "Exploring Multisensory Extended Reality Approaches for Autistic Children : Improve Well-Being and Assess Auditory Perception." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG007.
Full textThis thesis focuses on the design and use of Extended Reality (XR) environments for supporting autistic children regarding sensory perception.While autism XR research, ranging from Augmented Reality (AR) to Virtual Reality (VR), is promising to extend practitioners' interventions, it mainly addresses the socio-emotional abilities of children with mild autism. Yet, common interventions address the entire spectrum by targeting a range of abilities, including sensory perception. Based on these observations, I conducted 34 interviews with autism stakeholders to compare their practical needs with the literature XR uses and designs. Findings confirmed the presence of a research gap, provided a set of XR guidelines, and called for further exploration of XR sensory and mediation approaches. Furthermore, to better consider moderate to severe autism, AR seemed more suited than VR, as allowing children to keep contact with the real environment and their usual practitioner. To examine this objective, two research endeavors were conducted within clinical settings in collaboration with practitioners.In the first part of this thesis, I investigated the possibility of using sensory and mediation XR approaches to support reassurance and to reinforce the child-practitioner relationship. To that end, an AR application called Magic Bubbles was created to complement usual sensory interventions, such as Snoezelen and Sensory Integration Therapy, which are sometimes limited in terms of flexibility or access. A user-centered design process was conducted for a day hospital setting with two psychologists and one psychiatrist, and validated by a clinical team of eleven practitioners. After acceptability and usability testing with ten children with neurodevelopmental disorders, a long-term field study with seven autistic children confirmed its potential for reassurance and social interaction. Moreover, using a grounded theory approach, I built a categorization of children's experiences, which could inform future autism XR research. To complement these findings, VR was explored to extend another type of sensory intervention called music therapy. Two applications were created which respectively focus on the music performance in collaboration with a music therapist at a music conservatoire, and the music dialogue in collaboration with two psychologists at the day hospital. Preliminary tests with three autistic children were positive in terms of their acceptability and engagement. In order to make the multisensory XR spaces previously presented even more reassuring, they must be adapted based on a better assessment of the stimuli inducing negative or positive experiences among autistic individuals.In the second part of this thesis, I thus focused on using AR to assess the Atypical Auditory Functioning (AAF) of autistic children, in collaboration with a psychomotor therapist. Indeed, although AAF largely impacts the everyday life of autistic people, current sensory profiles and auditory exams prevent practitioners from testing various auditory stimuli in ecological settings. This makes it hard to differentiate between emotional and physical reactions towards sounds, and thus to develop appropriate sensory strategies. To address this issue, I started by developing a sound taxonomy being representative of autistic AAF through a systematic literature review. The items of the taxonomy were then validated, ranked, and enhanced, through an online questionnaire answered by 68 stakeholders. At last, an AR application was designed to perform such assessments. Future field tests are planned with autistic individuals at the therapist's office.The thesis concludes by drawing research perspectives based on the main research findings
Brun, Laurie. "Spécification d'Interfaces Homme Machine et de stratégies d’assistance à la conduite dans une démarche de conception centrée sur l'utilisateur : application à l’anti-renversement des poids-lourds." Caen, 2016. http://www.theses.fr/2016CAEN1003.
Full textThis thesis work deals with the user-centered design of Human Machine Interfaces (HMI). Its aim is to investigate the relationship between the HMI of a driver support system, in particular the display formats used to represent the situation, and the user linked mental representations. An HMI designed in an iterative confrontation with the user should allow updating the mental representation of the situation in a relevant way, in order to support him with his activity management. Applied to the driving of specific industrial vehicles, concrete mixers, the experimental part focuses on the design and assessment of a Human Machine Interface of a truck anti-rollover system on the road. Based on anticipation, this system supports drivers in curves approach and crossing. Three sequential studies were conducted. The first study was to collect mental representations of on road rollover situations from professional concrete mixer drivers. An HMI integrating salient elements of the representation was specified on this basis. The ergonomics of a system prototype was assessed using a dynamic driving simulator in the second study, and on the field in the third study. The overall ergonomics of the system was validated, in terms of usability, mental workload and acceptation. The anticipation characteristic of the COROLA system widens its potential applications, in particular for the risk perception and the Eco driving. This work improves the understanding of the relationship between the situation representation used by a system (through its HMI) and the users’ mental representation of this situation. Data suggest that the display format to prefer should be imaged
Fleury, Sylvain. "Le rôle de l’utilisateur dans les systèmes de traitements automatiques." Thesis, Rennes 2, 2014. http://www.theses.fr/2014REN20001/document.
Full textAutomatic symbol recognition can currently be applied to a wide range of technical documents (music scores, electrical diagrams, etc.). Automatizing this kind of task can help some professionals save time (Lu et al., 2005), but it can also generate a loss of situation awareness among operators (Endsley, 1995). Furthermore, as these systems sometimes interpret symbols incorrectly (Lu, Tai, Su, & Cai, 2005; Orbay & Kara, 2011), humans need to be able to intervene in the process to correct any errors as and when they arise. The objective of this thesis was to improve our understanding of the human-machine interactions elicited by this kind of task, in order to determine how best to enhance system performance. We conducted a series of studies during the development of a user-centred design (ISO 9241-210, 2010) of automatic interpretation software for architectural plans. These studies were set within a heterogeneous theoretical framework bringing together cognitive psychology, human-machine interactions and the ergonomics of the multimedia documents. The results they yielded led to several recommendations for designing recognition systems. For instance, superimposing the interpretation on the interpreted document makes it easier to cross-check the information. Furthermore, allowing users to monitor the interpretation process in real time and interrupt it at any point increases performances. Finally, while the highlighting of potential errors can also be beneficial, it can also make users over-confident and thus less watchful
Motie, Yassine. "Interopérabilité entre dispositifs hétérogènes en environnement ouvert pour la mise en oeuvre de co-simulation." Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30102.
Full textThe large number of electronic device features we use on a daily basis means a shift from a vision of old multifunction machines to distributed, widely distributed distributed devices in the environment. Knowing that a system is an integrated set of connected and interrelated elements (products, people, processes) in order to satisfy, in a given environment, one or more defined objectives and having characteristics such as the components that constitute it , the relations between these components, its environment, the constraints it undergoes, evolutions over time. The combination of these leads us to qualify some systems as complex due to the heterogeneity of the components constituting them, their evolution at various time scales and their geographical distribution integrating digital systems, physical and / or human operators in the loop. The difficulty of having a good vision of the system when it is complex (real and other simulated devices) and the probability of significant design error leads us to reflect on the ability to specify the product and verify the design using a virtual prototype, we are talking about simulation. When a complex system requires the use of different components specified by different designers working on different domains, this greatly increases the number of virtual prototypes. These different components unfortunately tend to remain too independent of each other thus preventing both the different designers from collaborating and their systems from being interconnected in order to fulfill one or more tasks that could not be accomplished by one of these elements only. The need for communication and cooperation is needed. This must take into account the different actors and coordinate them in their interactions within this complex system. But the advances in simulation in each area are considerable, each with its own software. Interoperability solutions are therefore necessary for the implementation of a co-simulation encouraging dialogue between disciplines and reducing errors, cost and development time. In our thesis we participate in the design of a co-simulation system which integrates different tools of simulation-trades based on the modeling of the behavior of devices like the simulation energetics and the simulation of wear of building materials within the same platform. After taking into account the concepts of architecture, communication (between simulators or with users) and visualization to define architecture models. We analyze the architecture that manages interoperability. We propose an interoperability approach based on the reuse and exchange of computational components. We will successively address the issues related to the interoperability structural and semantic levels, the co-simulation strategies, the design methods of the task model allowing the construction of black box components. Then we will present the concrete implementation of our global design methodology and the verification tool of some properties of the architecture, such as coherence and semantics
Roche, Amelie. "Proposition d'une méthode de conception systémique d'interface homme-système adaptée aux situations de multihandicap." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0272/document.
Full textIn the field of Human-System Interface (HSI) design, one key concept is the User-Centred Design (UCD), an approach that considers the user as the centre of the design process. Although this approach is a significant advance to provide solutions that meets the needs and expectations of end-users, it is not totally suitable for end-users with multiple disabilities. Moreover, despite the benefits of the UCD, only few designers apply this approach. The use of standard approaches remains dominant. There is a general lack of awareness among designers on how take account of end-users, even less when the end-users have multiples disabilities.In view of these observations, our work has been structured to two main axes, conducted in parallel. We have elaborated and formalized design method of HSI, named AMICAS (Innovative Methodological Approach of Adapted Systemic Design), in order to design tools or services adapted for users, whatever their disabilities are. This method has been tested to children with multiple disabilities in educational context and with elderly in care homes. Also, we have developed a decision support tool. The purpose of this tool is to help designers to take into account end-users and their disabilities into the design stage. Based on the results, we suggest in synthesizing an improved version of AMICAS and we have published the decision support tool online
Griffon, Nicolas. "Modélisation, création et évaluation de flux de terminologies et de terminologies d'interface : application à la production d'examens complémentaires de biologie et d'imagerie médicale." Rouen, 2013. http://www.theses.fr/2013ROUES008.
Full textHily, Anaëlle. "Conception et évaluation systématique des environnements immersifs pour l’accompagnement des projets en mode Living Lab." Electronic Thesis or Diss., Université de Lorraine, 2022. http://www.theses.fr/2022LORR0305.
Full textThe application sectors of virtual reality are diversifying. The rapid progression and improved accessibility of immersive technologies has led to an increase in their use, both in the academic and industrial context. Virtual reality shows concrete results in training people and raising their awareness of emergency situations. It also provides collaborative virtual spaces, accessible even remotely. In research, these virtual environments offer experimental advantages, especially for the field of neuropsychology, because their variables can be precisely controlled and are therefore reproducible. However, virtual reality is not limited to the technologies that implement it. It is a complex field that requires knowledge in cognition, computer science and engineering. The design of a new application is therefore a multidisciplinary challenge, where the integration of users is desirable in order to limit potential negative effects. Few theoretical frameworks are available to guide this design process, and the validation of the environments created through the evaluation of the user experience relies mostly on the use of self-reported questionnaires that provide subjective data. This thesis proposes to formalize a design approach for virtual reality systems, integrating a global evaluation of the user experience through a combined approach of subjective and objective indicators, including physiological. A multidisciplinary supervision of the ERPI (Equipe de Recherche en Processus Innovatifs) and 2LPN (Laboratoire Lorrain de Psychologie et Neuroscience de la Dynamique des Comportements) laboratories, as well as a CIFRE agreement with the TEA company (Tech Ergo Appliquées) allows to take a global look at the articulation of the different levels and disciplines at stake in this field of research through an action research approach
Potdevin, Delphine. "Vers des agents conversationnels animés sociaux : Quelle influence de l'intimité virtuelle sur l'expérience utilisateur et la relation-client ?" Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASW004.
Full textEmbodied Conversational Agents (ECAs) are increasingly present in our daily lives and are gradually finding a place in our habits. These expert systems have professional skills in a wide range of domains (banking, ensurrance, health, education). However, ECAs are still suffering from a lack of adoption by users, who tire of them very quickly or just refuse to use them. One explaination is that profesionnal skills alone are not enought to satisfy users and social skills play an important role in the customer-relationship.At the crossroads of social psychology, affective computing and ergonomics, this thesis aims to explore the impact of socioemotional skills of ECAs on user experience (UX) and the customer-relationship.For its central role in human relationships, but also for its contribution to the sense of social presence and to the building of the customer-relationship, we chose to focus on one particular social skill: intimacy. We developed a theoretical model of virtual intimacy for ECAs, inspired by the literature in human psychology. First, we confirmed the validity of our model in a series of studies investigating the perception of virtual intimacy of observers with respect to interactions between a virtual tourism counselor expressing intimate multimodal behaviors and a tourist. Our results show that our virtual counselor is capable of generating as much intimacy as a human and that the perception of virtual intimacy is sensitive to different regulating factors (interactions properties, individual caracteristics).Second, we explored the perceptions, behaviors and experiences of real tourists in real interaction situations with an autonomous version of our intimate virtual counselor.Our results identify virtual intimacy as a potential candidate to foster the social dimension of human-agent interactions and move toward a better UX. They open up new opportunities to allow ACAs to become genuine social partners
Gendron, Élise. "Cadre conceptuel pour l'élaboration d'indicateurs de collaboration à partir des traces d'activité." Phd thesis, Université Claude Bernard - Lyon I, 2010. http://tel.archives-ouvertes.fr/tel-00708083.
Full textDupuy, Lucile. "Conception et validation d'une assistance numérique domiciliaire pour la personne âgée en perte d'autonomie." Thesis, Bordeaux, 2016. http://www.theses.fr/2016BORD0422/document.
Full textWith the increase of life expectancy, aging in place is today a major concern for developed and emerging countries. Among the key solutions to explore, gerontechnologies are seen as the most promising. However, their evidence-based efficacy remains to be demonstrated for independent living or even for their usability and acceptance by the targeted old users. In this context, a user-centered conception methodology has been implemented for designing a multi-task and multi-domain (supporting everyday activities, safety, and social participation) assisted living platform targeting frail older adults with functional decline. This platform is named HomeAssist. Based on an analysis of physical, cognitive and fonctional abilities (study 1) and assistive technology needs (study 2) of our sample, HomeAssist has been designed with the originality of providing multi-domain services. Indeed, HomeAssist proposes an activity monitoring system to provide context-aware assistance (study 3), and a unified human-computer interaction system (study 4); while promoting self-determination (study 5). Results underpined the reliability of our activity monitoring system, and reinforced the rationale of our design principles, concerning the unified interaction system and the self-determination support. Notably, positive outcomes in terms of usability and acceptance of the system, as well as benefits concerning users’ feeling of self-determination have been obtained. From this, a last study (study 6) evaluated the benefits from a six-month use of HomeAssist, on functional abilities of frail older adults and caregiver burden. A positive effect of HomeAssist on functional status was obtained (“protective” effect reported by the professional caregivers), as well as a reduction of objective dimension of caregiver burden. Taken together, the results from these pilot studies are encouraging and open numerous research perspectives with high societal impact concerning the promotion of aging in place
Gomes, Lisboa de Souza Adriana. "Développement d'un outil d'aide à l'évaluation motrice d'enfants atteints de maladies neuromusculaires par des kinésithérapeutes." Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALI045.
Full textThe MFM is a validated functional evaluation scale for the diagnosis and clinical monitoring of patients with neuromuscular disease. It anticipates the adaptation needs of patients, provides a common language for all professionals and assesses the effects of different therapeutic treatments. To improve the performance of measurements, the reproducibility of evaluations and patient participation, it is proposed to develop a tool, based on accessible technologies, for assisting therapists. Thus, this thesis is developed along four research axes: (1) the choice of a 3D motion sensor to replace the Microsoft KinectTM sensor, (2) the development of software on a Tablet for the assessment of fine motor skills, (3) the proposal of a playful environment to motivate the young patients during the evaluations and (4) proposals to integrate the tool into the current practices of the therapists. This working context strongly suggests the use of a user-centered design approach (UCD), in which therapists and patients are asked to express their needs at each stage of the design process. As results, replacing the Kinect, the VicoVr sensor showed better performance in the context of MFM than the Intel® RealSenseTM sensor. The automatic fine motor rating TabMe2 software developed obtained very good results for 3 items considered from the MFM. 7 fun animations for the MFM were developed according to an approach resulting from the development of Serious Games. Finally, an integration of all the tools developed has been proposed through a custom interface already familiar to physiotherapists, to facilitate their adherence
Aldoihi, Saad. "Product Usability Driven System Engineering." Thesis, Institut polytechnique de Paris, 2020. http://www.theses.fr/2020IPPAE004.
Full textUsability is vital to every functioning system, especially when the functioning system is intertwined with people's safety and needs. Radiological diagnosis is a critical tool for identifying diseases and tumors. Therefore, its usefulness is beyond questionable despite the risk of radiation. In general, Medical devices follow a trend, just like consumer electronic products, where they are becoming more complicated and performance is doubling every two years. Consequently, medical devices require a multidisciplinary team for design and development. Therefore, with so many commands and systems to deal with, users' cognitive loads are challenged to effectively execute commands. In fact, Current radiology practices face extreme pressure on available resources with demands of multi-dimensional requirements. Technicians are at the center of a constant drive for optimal productivity and optimization with the minimal possible resources. In medical devices, the cognitive workload will play more of a role because it uses advanced technology, is extremely expensive and takes a great deal of specialization to operate. Thus, effective and economical methods are required to evaluate user experience. Heuristic evaluation is an effective method to identify major usability problems and highlight issues faced by users. Heuristic evaluation was adapted to identify the usability of a CT scan on Saudi Arabian users and to identify if operating the CT scan can lead to physical and mental load effort. Subsequently, an in-depth investigation was conducted to identify major contributing factors impacting operational usability of the CT scan
Triki, Sameh. "Système multi-agent ambiant pour faciliter l'autonomie et l'accessibilité aux espaces publics des personnes ayant des déficiences cognitives." Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30032/document.
Full textThe purpose of my thesis is to design and develop an ambient multi-agent system for seniors to increase their autonomy and their accessibility to public spaces. The ageing of the population and the increase of disability situations linked to age, call for a new approach to the accessibility of urban public spaces. In this context, this thesis provides a personalized system to assist elderly in their daily outdoor activities. It takes into account the openness and the evolution of the environment to which the system should adapt. In order to ensure its acceptability, this ambient sociotechnical system is based on a user-centered interdisciplinary collaborative design approach. A prototype has been implemented and it offers assistance in daily external activities thanks to learning. In fact, the system detects unusual situations and acts accordingly (notifications, alerts or recommendations)
Fleury, Sylvain. "Le rôle de l'utilisateur dans les systèmes de traitements automatiques." Phd thesis, Université Rennes 2, 2014. http://tel.archives-ouvertes.fr/tel-00935100.
Full textPontico, Florence. "Une méthode de conception basée sur des patrons d'interface pour les applications d'e-Gouvernement." Toulouse 3, 2008. http://thesesups.ups-tlse.fr/283/.
Full textThe design of e-Government applications has to cope with inherent difficulties of the domain. On one hand, the dematerialisation of administrative procedures involves a multidisciplinary design team which needs customised tools to support their discussions. On the other hand, e-Government applications have to be accessible to the wider audience, which requires a lot of attention on the design of user interfaces. In this context, one should note that e-Government applications show lots of similarities, which reinforces the need for interfaces homogenisation. This work studies and proposes a design method allowing the settlement of homogenisation mechanisms in user-centred design of e-Government applications. The reflexion began with a theoretical study of available means to store and display ergonomic knowledge for interface design. This review of existing methods was completed by an ethnographic study in the field, within an IT firm devoted to the design of e-Government applications. On the basis of these observations, this thesis presents: a) a design method based on interface patterns to guide the design of usable e-Government applications; b) a catalogue of patterns providing solutions (rationally or empirically proven) to recurrent interface design problems; c) a tool supporting the personalisation of screen flows patterns; and d) an evaluation on the effective use of interface patterns in the field
Avanzini, Cedric. "Élaboration et mise en place d’une méthodologie de conception collaborative sur la qualité perçue en intégrant l’analyse de perception sensorielle." Electronic Thesis or Diss., Paris, HESAM, 2020. http://www.theses.fr/2020HESAE051.
Full textTechnical, functional, ergonomic and aesthetic perfection: luxury is in a perpetual search for excellence in order to be as desirable as possible. Satisfying these aspects raises a particular challenge because it is based on subjective criteria. Thus, the perceived quality of a product, let alone a luxury product, has a complex and unpredictable multidimensional character. In our case, it is not enough to simply increase the quantity or quality of the functions offered to make the product more attractive and contribute to its success. Rather, it is a question of mastering the sensations felt by a customer who comes into contact with the product. We will talk about mastering the sensory perception of the product. Through this research, we wanted to demonstrate that we could integrate the analysis of sensory perception in design while considering the constraints of the luxury market. For the subjectivity of feelings, we set up a process of identification, objectification and integration in design of different criteria that make up the perceived quality of a luxury product. This methodology makes use of several evaluation tools for sensory perception but also creates new ones. All these tools have been tested different luxury watch and jewelry companies in order to evaluate their relevance. We therefore propose applied research in several companies with a scientific, methodological and industrial impact
Coton, Justine. "utilisation de nouvelles technologies pour l’évaluation clinique des activités motrices de patients." Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAI005/document.
Full textThe motor capacities (motor skills)’ evaluation is an essential activity for movement analysis. This activity aims is to quantify the human’s motor performance to be able to follow-up and control the evolution of the patient’s pathology thus allowing an adapted treatment. The physiotherapists need accurate tools able to measure this performance. They developed their own tools based on observations and normalized exercises. This activity can be supported and enhanced by the technological advances. A category of motion tracking tools exists to track and record those movements. Their use in motor evaluation system could refine the therapist’s evaluations and increase their reproducibility. To insure the correct development and use of such tools it is necessary to answer the following question: “what are the development stakes and criteria related to a system for measure and evaluation of motor capacities?” This thesis work refined this question into the 3 following research axis: “how to measure motor capacities?”, “how to analyze and communicate the result?”, “how to integrate this system in the medical practice?” For each of those axis the key criteria for development were investigated and contributions are presented. To illustrate those criteria a case study was conducted: the instrumentation, with new motion capture technologies, of an assessment protocol for motor capacities also called MFM (The Motor Function Measure)
Fribourg, Rebecca. "Contribution to the study of factors influencing the sense of embodiment towards avatars in virtual reality." Thesis, Rennes 1, 2020. http://www.theses.fr/2020REN1S052.
Full textThe term "avatar" refers to the representation of users in a virtual world, in the case where they are immersed in Virtual Reality with a Head-Mounted Display and therefore cannot see their own body. Avatars have now become a major requirement in immersive virtual reality applications, increasing the need to better understand and identify the factors that influence users’ sense of embodiment towards their avatar. In this thesis, we defined three axes of research to explore the influence of several factors on the sense of embodiment, based on a categorization that did not only consider factors related to the avatar, but also factors related to the virtual environment and the user. In the first part, we have studied the influence of shared virtual environments on the sense of embodiment, in a study where users performed a task together in the same virtual environment, and in another experiment in which users even shared the control of the same avatar. In a second part, we explored interrelations within avatar-related factors influencing the sense of embodiment, using a new methodological approach with a subjective matching technique. Finally, in a third part, we investigated the influence of users’ individual differences on the sense of embodiment
Mertz, Laurent. "Représenter l'utilisateur et son expérience : conditions de production et d'évolution de documents dans un projet design." Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAT002.
Full textThis thesis focuses on the processes of representation of user experience, and proposes an analysis of the conditions of production of documents and media used to represent these same experiences. To conduct our analysis, we rely on three main elements. Firstly, the concept of experience implies a specific process of attribution of meaning to the action of others. However, we identify in the literature a plurality of definitions of experience, which consequently leads to a plurality of ways of defining and representing the experience of a user with a product or a service. Secondly, accessing the lived experience of a user means involving the latter more or less actively in the design process. Design Thinking and Participatory Design are two examples that allow us to better understand different logics of user involvement. Finally, thirdly, the documents and media of a project testify to a register and a style of communication about the user's experience. This thesis provides a socio-material and communicative analysis of the conditions of production of these same documents in the context of a public policy design project. The semantic properties of these documents, as well as the communicative context in which they are found, are studied. The fieldwork proposes a reflexive and ethnographic return on the creation of the corpus of documents, thus allowing to better understand the emergence of a certain register of communication dealing with the experience of the user of public service, as well as the specificities of this same register
Khenak, Nawel. "Vers un modèle unifié de la présence spatiale et de ses facteurs : application à l’étude de la téléprésence en environnements immersifs." Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASG024.
Full text« Spatial presence » is a psycho-cognitive phenomenon that refers to the sensation experienced by people when they feel they are physically located in a given space. This feeling has already been studied extensively. However, like other psycho-cognitive phenomena, no consensus has yet been reached on its definition or how to measure it. Therefore, this thesis attempts to establish a model of spatial presence by highlighting the factors involved in its emergence, and the tools to measure its intensity. Thus, while taking into account the new technological advances in the field of Virtual Reality (VR), the first contribution of this thesis was to describe the main factors of spatial presence gathered into a conceptual model that takes into account the existing theories. Many factors of different importance exist, the best known is the « immersion » factor. Particular attention was paid to this factor through the evaluation of spatial presence in highly immersive environments. Yet, the evaluation of spatial presence can only be done by finding stable ways to quantify it. This task proves to be complicated due to the subjective nature of the phenomenon : the most commonly used tools are questionnaires administered to users after they have completed an experiment in a controlled environment. However, other more objective tools exist, such as the behavioral analysis of users when interacting within an environment. Nevertheless, the reliability of these measurements is still open to debate. Then, the second contribution of this thesis was to find reliable and valid tools for measuring spatial presence, not only by combining the subjective and objective approaches already existing but also by proposing new measures to evaluate this phenomenon and its factors. To this end, a spatial presence questionnaire was developed. In addition, different measures based on human behavior were assessed through the conduction of experiments where users had to perform specific tasks in different immersive environments. Particular attention has also been paid to remote environments that can generate the feeling of « Telepresence », which has been much less studied than presence in virtual environments. The advantage of remote environments is that the actions in such environments have real consequences in our world, in contrast to computer-generated environments in which actions remain confined. The users’ awareness of the impact of their actions in remote environments influences their behavior, and could, therefore, affect the presence experienced. Consequently, spatial telepresence may highlight different factors compared to those generated in virtual environments. Besides, telepresence can be compared to « natural » presence experienced by users when they are physically located in real environments without any technological mediation. Such comparison allows to highlight the effect of the technologies used on the feeling of presence. Indeed, the results of the experiments conducted during this thesis, comparing real, remote, and virtual environments, showed a significant difference between the environments in the degree of spatial presence as well as in some of its factors, such as the « degree of reality » attributed to the environment. In conclusion, the work carried out during this thesis allowed developing a model of spatial presence, analyzing its relationship with several factors, and finding suitable tools to measure them. The model can now be used to characterize spatial presence in order to improve VR systems, either in terms of performance or user well-being in concrete contexts. In particular, the Covid-19 pandemic situation that occurred during this thesis is a very good example that encourages the study and the use of spatial telepresence systems
Rocha, Silva Thiago. "A behavior-driven approach for specifying and testing user requirements in interactive systems." Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30075/document.
Full textIn a user-centered design process, artifacts evolve in iterative cycles until they meet user requirements and then become the final product. Every cycle gives the opportunity to revise the design and to introduce new requirements which might affect the artifacts that have been set in former development phases. Keeping the consistency of requirements in such artifacts along the development process is a cumbersome and time-consuming activity, especially if it is done manually. Nowadays, some software development frameworks implement Behavior-Driven Development (BDD) and User Stories as a means of automating the test of interactive systems under construction. Automated testing helps to simulate user's actions on the user interface and therefore check if the system behaves properly and in accordance with the user requirements. However, current tools supporting BDD requires that tests should be written using low-level events and components that only exist when the system is already implemented. As a consequence of such low-level of abstraction, BDD tests can hardly be reused with more abstract artifacts. In order to prevent that tests should be written to every type of artifact, we have investigated the use of ontologies for specifying both requirements and tests once, and then run tests on all artifacts sharing the ontological concepts. The resultant behavior-based ontology we propose herein is therefore aimed at raising the abstraction level while supporting test automation on multiple artifacts. This thesis presents this ontology and an approach based on BDD and User Stories to support the specification and the automated assessment of user requirements on software artifacts along the development process of interactive systems. Two case studies are also presented to validate our approach. The first case study evaluates the understandability of User Stories specifications by a team of Product Owners (POs) from the department in charge of business trips in our institute. With the help of this first case study, we designed a second one to demonstrate how User Stories written using our ontology can be used to assess functional requirements expressed in different artifacts, such as task models, user interface (UI) prototypes, and full-fledged UIs. The results have shown that our approach is able to identify even fine-grained inconsistencies in the mentioned artifacts, allowing establishing a reliable compatibility among different user interface design artifacts
Aissaoui, Djamel. "Diagnostic des déficits et des besoins liés au vieillissement : apports pour la conception de gérontotechnologies." Thesis, Paris 8, 2018. http://www.theses.fr/2018PA080031/document.
Full textThe observed aging of the population is often responsible of deficits causing a loss of autonomy & handicap situation which turns to be more and more important. The encountered difficulties do not always have therapeutic alternatives (i.e. neither through drugs nor surgery). However, having the symptoms treated, reduced or neutralized is a must. The digital technologies seem capable to play a role on aging consequences, on quality of life & autonomy helping, assisting, stimulating, reeducating elderly population.Nevertheless, the digital opportunity does not seem to have success among elderly people for many different & complex reasons. Fair to underline that challenges are faced while trying to integrate these technologies : set up, organization, assessment, acceptance, diagnosis etc. The biggest challenge though remains the design of the technology itself. In fact, professionals need to have multiple competences and know how to analyze requirements, diagnose through multiple clinical & environment situations (multiple pathologies, multiple disabilities, environment assessment, etc.) in order to propose exhaustive ergonomic, technical & technological solutions. Having this said, the profiles who are design oriented (e.g. IT, engineers, architects, etc.) and who own the design & build of the technologies have limited capacities in global, multidimensional assessment on autonomy loss & its environment.Our thesis aims at proposing a digital device able to help concretely professionals specialized in healthcare, reintegration, and design while providing a methodology to analyze deficits through precise profiling of environment, potentials and constraints. That is the reason why, our work considers professionals’ multidisciplinary, geriatrics complex assessment.Our approach consists on an IT device with has multiple advantages: a check list in order to evaluate deficiencies linked to aging and prevent mistakes or omissions during the assessment ;a standardization through precise testing ;a definition of a qualitative & quantitative profile of the person and the environment ;a strong assessment of the digital technologies focusing on elderly population.Our tool, named DAD « Design for Adapted Device » was designed according to a model focusing on users. At the very first step of the design, primary users (i.e. elderly patients) were consulted and in the conceptual framework, we picked the gold standards. Then, we launched several prototypes which were subjects to testing by our secondary users (i.e. diagnosis professionals). Last but not least, we designed the final version of our tool and we had gerontology professionals (medico-social professionals & design oriented profiles) going through tests in front of patients. Our testing results looked encouraging and suggest that our tool is reliable and valid.The tool should sensitive, encourage and guide the digital actors (such as industrials, designers, IT engineers, etc.) as well as health professionals (such as doctors, nurses, physiotherapists, ergotherapists, psychologists, etc.) to strongly consider elderly patients in their therapeutic approaches, in their decision making or in their different to-be projects (e.g. design, prescription and follow up, etc.)
Tsopra, Tahiraly Rosy. "Conception et évaluation d'un système décisionnel informatisé basé sur le raisonnement des experts élaborant les guides de bonnes pratiques en antibiothérapie empirique." Thesis, Paris 13, 2014. http://www.theses.fr/2014PA132034/document.
Full textContext: CDSS (Clinical Decision Support System) for the empiric prescription of antibiotics present many limits: (i) recommendations are only given for clinical situations that are described in CPGs (Clinical Practice Guidelines); (ii) updating is infrequent; (iii) poor ergonomics is an impediment to clinical adoption. To overcome these limits, we propose an approach leading to a CDSS that is able to generate ecommendations as in CPGs, and to display recommendations in an interface supporting knowledge. Methods: Our approach consists in (i) extracting from CPGs the deep medical reasoning used by experts to establish recommendations, (ii) using the decision process in empiric antibiotherapy and the usability principles to design a pleasant interface. Results: The implementation of the medical reasoning of the experts as an algorithm using 12 properties of antibiotics, allows to retrieve automatically the recommended antibiotics for all clinical situations, without the intervention of the experts. These properties could be updated automatically thanks to others resources like drugs data bases. The design of an interface supporting knowledge according to the decision process in empiric antibiotherapy and the usability principles, improve significantly the perceived usability and the confidence in the system. Conclusion: The extrapolation of our approach to the chronic diseases should be assessed
Perusseau-Lambert, Alix. "L’interaction tactile pour médier le travail d’accompagnement des personnes avec autisme." Thesis, Sorbonne université, 2018. http://www.theses.fr/2018SORUS322.
Full textThis doctoral work focuses on the design and implementation of tactile edutainment interfaces via a user centered approach applied to Autism Spectrum Disorder (ASD). Individuals with ASD display heterogeneous sensorimotor features. In the tactile modality, some individuals may have a very high threshold of resistance to pain, while others may not be able to bear a caress. Adapted tactile stimulations in a controlled environment can prove beneficial for their wellbeing. Based on a user-centred design approach, a mechatronic device has been designed and implemented to enable healthcare professionnals working with ASD patients to perform kinesthetic tasks adapted to their needs. The prototype affords an effective working surface of 30 by 42 cm that requires users’ motor skills. Following a user-centered approach, two studies have been conducted to identify application opportunities and how to integrate them in professionnal pratice. Additionally, we studied vibrotactile perception in social condition to better understand the cognitive mechanisms involved in the general human population and to guide possible usage of tactile interface for autism. Our results confirmed the relevance of the user-centred approach in an engineering design process, especially regarding sensorial and motor stimulation applications in the context of care-taking for people with ASD
Hak, Jean-Luc. "Engineering annotations for supporting the design process of interactive systems : a model based approach and a tool suite." Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30062.
Full textDuring the development process of an interactive system, different actors collaborate in the activities of this process and several design choices are made to converge to a solution that meets both user needs and requirements. To achieve this solution, many artifacts are produced, used and reviewed by the various stakeholders of the process. In order to communicate on particular points of an artifact, to collaborate in its elaboration or simply to add additional information, annotations can be created on these artifacts. Depending on the annotations and their contents, some artefacts may subsequently evolve, thus reflecting the influence of annotations on these artifacts and therefore reflecting their influence on the project. Thus, it is possible to consider annotations as a versatile tool playing a significant role in the design process. Nevertheless, several issues can be identified regarding the integration of annotations within the activities of the design process of interactive systems. First, the role of annotations is not clearly defined in the different design processes. While there is a widespread and a ubiquitous use of annotations in the design of interactive systems, current design processes do not address how to relate them to the tasks to be performed and the artifacts to be produced. Secondly, an annotation can be related to several artifacts as each models are giving a complementary representation of the interactive system. However, the multiplicity of artifact types and tools for creating these artifacts is a problem since each tool that provide features for annotations implements their own annotation model. These models are usually restricted to one type of artifact: the one handled by the tool. This implies that the annotations produced within a project are scattered by sets and that each these annotation set is closed to a single type of artifact. This PhD thesis is based on an analysis of annotations and their uses as well as on the W3C "Web Annotation Data Model" recommendation to propose an annotation model and an architecture to centralize the annotations of a project. This architecture also allows to include the annotations support on various tools and type of artifacts. This contribution has been applied on three different case studies to explore the possible integrations of annotations within a design process. The first case study demonstrates the integration and customization of annotations within a prototyping tool. The second case study focuses on the presentation of a tool allowing to consult in a single view all the annotations created on different artefacts and on different models of a project. The third case study illustrates an integration of annotations into an industrial environment that includes existing tools and an existing design process. Thus, these contributions around annotations are used as a basis for the realization of complementary works such as the use of annotations to structure and connect the different models of an interactive system, the use of annotations as a resource for the decisions making processes, and the use of annotations to study the traceability of the evolution of an interactive system. Indeed, by linking the artifacts to each other using annotations and justifying the choice of designs with annotations, it would be possible to ensure the traceability of the different design choices made during a project as well as the traceability of the impact of these different choices on the artifacts
Chibaudel, Quentin. "Personnes en situation de handicap mental avançant en âge - Accès aux soins à travers l’étude de l’accessibilité des dispositifs médicaux en EHPAD." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0297/document.
Full textOne og the biggest challenge for our societies is the aging of the population. One is getting particularly important : the ageing of people with mental disorder. The increase of their life expectancy has several consequences in their access to care. Establishment which are specialized in the welcolme of elderly people are now welcoming people with mental disorder. The access to care is one of the most problematic aspect in this phenomenum : what medical devices are adapted for this new population ? Indeed, medical devices are adapted either for people with mental disorder, either for elderly people. For people with mental disorder getting older, there is a need to adapt the tools for them, to adapt the way of communicating with them and the way to monitore them. We are trying to propose new solutions to answer all these questions
Herrera, Altamira Gabriela. "Vibrotactile feedback to support kinesthetic motor imagery in a brain-computer interface for post-stroke motor rehabilitation." Electronic Thesis or Diss., Université de Lorraine, 2024. https://docnum.univ-lorraine.fr/ulprive/DDOC_T_2024_0002_HERRERA_ALTAMIRA.pdf.
Full textMotor imagery-based brain-computer interfaces (BCI) offer promising solutions for post-stroke motor rehabilitation. Kinesthetic motor imagery (KMI) consists of imagining the sensations of a movement (such as temperature, pressure, roughness, muscular contraction, and nerve activation) rather than visualizing the movement. However, KMI lacks sensory or kinesthetic feedback, making this task challenging to understand, learn, and perform. This absence of feedback hinders performance evaluation and therapeutic guidance for post-stroke patients. To address this issue, feedback is provided to both patients and therapists, based on the patient's performance. Various feedback modalities, including visual, functional electrical stimulation, exoskeletons, and robotic assistance, have been explored to bridge this gap. Vibrotactile feedback is an underexplored alternative, that offers skin stimulation, targeting patients with limited mobility. Combining different feedback modalities has emerged as a promising approach to provide more effective feedback and enhance the rehabilitation process. The development of BCI feedback has often prioritized technological advancement over patient-centric considerations, resulting in limited clinical adoption. This thesis adopts a novel design-based research (DBR) approach, placing the user at the core of feedback system development. The objective is to design and evaluate vibrotactile feedback, complemented with visual feedback and integrated it with a KMI-based BCI to improve post-stroke motor rehabilitation. We start by identifying the needs and objectives of patients undergoing BCI training, leading to the hypothesis that bimodal feedback (combining vibrotactile and visual modalities) can enhance KMI within the BCI context. We tailor the vibrotactile stimulation to provide precise sensory feedback during grasping KMI. The vibrotactile device is then built considering the anatomical and physical limitations of post-stroke patients. Then, the vibrotactile stimulation is built in two phases: establishing vibration sensory thresholds for age-dependent groups and synchronizing a visual environment with vibrotactile stimulation. Different vibration patterns are compared to determine the one that better corresponds to the graphic animation. The stimulation was designed, drawing inspiration from the natural muscle activation of the muscles during grasping. Following the validation of the stimulation, the BCI is assessed with a group of neurotypical participants to measure its efficacy in improving KMI and evaluate its acceptability, usability, and reliability. Three feedback modalities (vibrotactile, visual and bimodal - vibrotactile and visual) are compared to determine their effectiveness. This research highlights the potential of a user-centered approach for developing feedback solutions that enhance motor imagery and rehabilitation outcomes. Furthermore, an experimental protocol is presented for future studies with post-stroke patients to assess the acceptability and usability of the meticulously designed BCI with bimodal feedback. The findings of this work lay the foundation for translating the resulting BCI into practical clinical applications, ultimately benefiting post-stroke patients