Dissertations / Theses on the topic 'Human-centred design'

To see the other types of publications on this topic, follow the link: Human-centred design.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Human-centred design.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Steen, Marc. "The fragility of human-centred design /." Amsterdam : IOS Press, 2008. http://opac.nebis.ch/cgi-bin/showAbstract.pl?u20=9781586039417.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Holeman, Isaac. "Sensemaking and human-centred design : a practice perspective." Thesis, University of Cambridge, 2017. https://www.repository.cam.ac.uk/handle/1810/267814.

Full text
Abstract:
This dissertation explores how people address problems of real human concern in situations of complexity, ambiguity, uniqueness, conflicting values and rapid change. Such circumstances stretch formal and idealistic rules and procedures to the breaking point. And yet, people in a variety of fields work through such difficulties in a pragmatic manner, at times finding ways to assert their humanity. Sensemaking and human- centred design are related activities through which many people approach such work. Through cases in digital innovation, global health care delivery and an unlikely voyage of the Amazon River, this portfolio shows that they are relevant to a wide range of settings. Rather than isolating the components or key variables of such work and taking their measure, this research advances a more holistic view of sensemaking and designing as sociomaterial practices. My research is grounded in performing the phenomenon of study, offering insights from complex practice rather than a spectator’s study of it. This ethnographic approach has yielded theoretical contributions related to designing for the emergence of practices, embodied sensemaking, a more substantive notion of what it means to be ‘human’ centred and more pragmatic ways of investigating sociomaterial practices. By discussing sensemaking and human-centred design as antidotes to failures of imagination in global health and development, this dissertation suggests a distinctive perspective on why these topics matter for the health of poor and marginalized people around the world.
APA, Harvard, Vancouver, ISO, and other styles
3

Alostath, J. "Culture-Centred Design : Integrating Culture into Human-Computer Interaction." Thesis, University of York, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.516242.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Broadley, Cara. "Visualising human-centred design relationships : a toolkit for participation." Thesis, Glasgow School of Art, 2013. http://radar.gsa.ac.uk/4283/.

Full text
Abstract:
As human-centred philosophies continue to permeate the landscape of design practice, education, and research, a growing body of literature concerning creative methods corresponds with a democratic process that addresses the experiences, needs, problems, and aspirations of users and stakeholders. It can be argued, however, that making tools to gather and evaluate the insights of others contributes to fluctuating perceptions of the designer as a creative auteur, visual communicator, observer, facilitator, analyst, and problem-solver. In turn, human-centred design's overarching neglect of practitioner and researcher reflexivity has resulted in insufficient reasoning and reflection surrounding subjective methodological choices and the impact these have on the direction of the process and the designer's agency. In this practice-led research, I investigate how human-centred designers collect information and build relationships with participants by making, using, and interpreting visual and participatory tools and techniques. Examining approaches including personas, scenarios, and design probes, I assert that rather than being objective and neutral in seeking participants' input, human-centred designers are inherently reflexive, yet the practical benefits of this researcher trait remain broadly unrecognised and abstract within the discipline. Situating human-centred design in the context of environmental, community, and organisational placemaking, I undertake three case studies to examine localised sociocultural issues. In these, I draw from my position as an illustrator, designer, researcher, PhD student, and participant in the process to provide intimate, immersed, and critical narrative accounts of human-centred design in its initial exploratory stages. Simultaneously, I develop, test, and critique my participatory-reflexive methodology. Conceptualised as an arrangement of people and artefacts interacting through various creative phases and activities, this structures the process as stages of orientation, participation, evaluation-in-action, tool response analysis, and reflexive analysis. I assess how the content, format, and tone of my methodological tools and techniques helped me to gather participants' drawn, written, and verbal insights, generate ideas, and make decisions whilst instigating understanding, empathy, rapport, consensus, and dialogue. These findings reinforce the designer's multifaceted reflexive role as an ethnographic explorer and storyteller, visual maker, strategic and empathic facilitator, and intuitive interpreter. Flexible and inclusive enough to navigate designers' and participants' intersubjective insights, I present the five-stage participatory-reflexive methodology as my original contribution to knowledge. I propose that this transferable framework will support designers as they engage with settings to elicit information from user and stakeholder participants, develop their own experiential and critical perspectives, and utilise their intuitive and expressive expertise to establish, manage, and sustain productive human-centred design relationships.
APA, Harvard, Vancouver, ISO, and other styles
5

Walters, Peter James. "Knowledge in the making : prototyping and human-centred design practice." Thesis, Sheffield Hallam University, 2005. http://shura.shu.ac.uk/20492/.

Full text
Abstract:
This thesis presents an enquiry into the nature and role of prototyping within human-centred design practice, examining the capabilities and limitations of emerging prototyping technologies within this context. A contextual review explores the significance of the human element in design. This leads to the proposal of a paradigm statement for human-centred design which informs the theoretical and practical research activity undertaken in the course of this investigation. A critical review of literature aimed at the design and engineering professions identifies a rhetoric celebrating the virtualisation of design processes. Here, advocates of emerging virtual prototyping technologies argue computer-based simulation techniques may reduce or replace physical prototype iterations, thereby greatly increasing the speed and efficiency of new product development processes. This thesis questions the extent to which virtual prototyping can replace physical human input in design. A counter argument to the designer's total immersion in the virtual design world is that valuable creative opportunities may be revealed through discovery-oriented physical prototyping. Furthermore, it may not be possible to adequately describe all aspects of a design proposal using virtual methods alone. This is demonstrated in practical investigations in which designers sought to exploit tactile qualities as essential features in design, and also in cases involving complex structural behaviour. Despite significant advances in virtual prototyping technologies, there remain some types of design problem which may only be identified and addressed through the making and testing of physical models. Moreover, this thesis argues that the valuable practical knowledge which may be derived through hands-on engagement and manipulation of physical prototypes and materials must be retained as an essential human element in design.
APA, Harvard, Vancouver, ISO, and other styles
6

Shen, Siu-Tsen. "Towards culture-centred design : a metaphor in human computer interaction." Thesis, Goldsmiths College (University of London), 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.539866.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Ramm, Simon Alexander. "Naturalness framework for driver-car interaction." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/15980.

Full text
Abstract:
Automobile dashboards are evolving into intelligent largely screen-based computer interfaces. Recent evidence suggests unnatural aspects of some secondary systems (including infotainment systems). Naturalness of interaction is a minority discipline not yet applied to the automobile; while automotive interface research is a mainly quantitative discipline that has not yet applied a naturalness approach. To advance the field, a measurement scale based on rigorous qualitative exploration of natural-feeling interaction with secondary controls was required. Study 1 used ethnographic interview with Contextual Inquiry inside 12 ordinary drivers' cars, to investigate natural-feeling aspects of past, present and future driver-car interactions. Thematic analysis suggested a framework of ten characteristics. Half concerned control and physicality; half concerned perceived socio-intelligent behaviours of the car. Study 2 involved intensive exploratory workshops with ten drivers comprising Think Aloud, artefact modelling and focus groups, to explore natural-feeling interaction with secondary controls in different ways. The resulting thematic framework comprised 11 characteristics in four categories: familiarity/control, physical connection, low visual/cognitive demand, and humanlike intelligence and communication. Study 3 comprised two ethnographic participant observations. Eight drivers were observed interacting with their controls during long road journeys. Twenty-two drivers were observed interacting verbally with futuristic 'intelligent' secondary systems while driving on public roads. Design guidelines relating to physicality, usability, automation, and humanlike communication were formulated. Study 4 converted all the qualitative findings into a questionnaire comprising 46 bipolar five-point scales. Eighty-one drivers used it to rate one control in their cars. Correlation and factor analyses revealed three underlying factors and 14 items suitable for the first industrially applicable measurement scale for driver-car naturalness. These items concern perceived helpfulness, politeness, competence, predictability, control, ease, mental demands, intuitiveness, 'realness', instantaneousness, communication, logical location, mapping and 'affordance'. Initial testing found acceptable validity. The conclusion recommends further data collection, expanded validity testing, and potential applications to self-driving cars.
APA, Harvard, Vancouver, ISO, and other styles
8

Akama, Yoko, and yoko akama@rmit edu au. "The Tao of Communication Design Practice: manifesting implicit values through human-centred design." RMIT University. Applied Communication, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080730.143340.

Full text
Abstract:
This research explores how human values and concerns are manifested and negotiated through the process of design. In undertaking this study, a variety of design interventions were explored to facilitate how values can be articulated and discussed amongst project stakeholders during the design process. These design interventions will be referred to as projects within the exegesis. In this exegesis, I will argue for the importance of a dialogic process among project stakeholders in the creation of a human-centred design practice in communication design. This exegesis explains the central argument of the research and how the research questions were investigated. It presents a journey of the discoveries, learnings and knowledge gained through an inquiry of the research questions. The total submission for this research consists of the exegesis, exhibition and oral presentation. Through each mode of delivery I will share and illuminate how the research questions were investigated.
APA, Harvard, Vancouver, ISO, and other styles
9

Moalosi, Richie. "The impact of socio-cultural factors upon human-centred design in Botswana." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16353/1/Richie_Moalosi_Thesis.pdf.

Full text
Abstract:
This thesis explores the relationship between culture and human-centred design in Botswana, a topic on which there is little previous research. The pinnacle of good product innovation is when it is grounded on sensitive cultural analysis of users' culture; however, it has been observed that designers have not yet been able to encode cultural phenomena to the same extent as cognitive and physical human factors. The study develops a theoretical framework of cultural analysis, comparing traditional with contemporary socio-cultural factors that can be applied to designing products. The content analysis method was used to extract and synthesise traditional and contemporary socio-cultural factors from Botswana's cultural sources. An experimental study was undertaken in Botswana to investigate how socio-cultural factors can be integrated in product design, and the participants' challenge was to transfer and apply these into product features that reflect Botswana's culture. This data was analysed using the qualitative method of textual and visual content analysis. A culture-orientated design model has been proposed to assist designers to consciously integrate culture in their design practice. The framework demonstrates how to specify, analyse and integrate socio-cultural factors in the early stages of the design process by advancing local thought, content and solutions. It advances a new approach to design education, theory, research and practice. It emerged that culture can be used as a resource of information and a source of inspiration for product innovation that connects with users' traditions. The research findings show that culture-orientated products have meaningful content that reflects users' lifestyles as well as providing them with symbolic personal, social and cultural values, and that these aspects facilitate product acceptance.
APA, Harvard, Vancouver, ISO, and other styles
10

Moalosi, Richie. "The impact of socio-cultural factors upon human-centred design in Botswana." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16353/.

Full text
Abstract:
This thesis explores the relationship between culture and human-centred design in Botswana, a topic on which there is little previous research. The pinnacle of good product innovation is when it is grounded on sensitive cultural analysis of users' culture; however, it has been observed that designers have not yet been able to encode cultural phenomena to the same extent as cognitive and physical human factors. The study develops a theoretical framework of cultural analysis, comparing traditional with contemporary socio-cultural factors that can be applied to designing products. The content analysis method was used to extract and synthesise traditional and contemporary socio-cultural factors from Botswana's cultural sources. An experimental study was undertaken in Botswana to investigate how socio-cultural factors can be integrated in product design, and the participants' challenge was to transfer and apply these into product features that reflect Botswana's culture. This data was analysed using the qualitative method of textual and visual content analysis. A culture-orientated design model has been proposed to assist designers to consciously integrate culture in their design practice. The framework demonstrates how to specify, analyse and integrate socio-cultural factors in the early stages of the design process by advancing local thought, content and solutions. It advances a new approach to design education, theory, research and practice. It emerged that culture can be used as a resource of information and a source of inspiration for product innovation that connects with users' traditions. The research findings show that culture-orientated products have meaningful content that reflects users' lifestyles as well as providing them with symbolic personal, social and cultural values, and that these aspects facilitate product acceptance.
APA, Harvard, Vancouver, ISO, and other styles
11

Cervantes, Luna Andres Felipe. "Comparative study of 4 exploratory human-centred design tools when deployed in participatory health service settings." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/16178.

Full text
Abstract:
The shift from traditional models of public service design to public-driven ones has been slow in the health service and particularly in the General Practice Consultation in the UK. This hesitation about fully adapting these design methods has been found to be motivated by a lack of evidence regarding the successful implementations of public involvement activities and the use of its tools, partial coverage of these tools, and failures to report on the use of alternative tools, among other reasons. This research therefore aimed to propose Human-Centred Design (HCD) as an underlying philosophy and a pragmatic set of methodologies to better understand the challenges related to the application of customer involvement activities and the use typical methods when deployed in the investigation of issues and opportunities for the design of healthcare settings. This research consisted of three stages. An exploration stage, in which it was identified and confirmed several research gaps as well as a specific case for study with a degree of complexity and known for supporting customer involvement approaches. These activities involved a literature review about customer involvement processes and a qualitative interview study (with 30 participants) in which it was identified that, a suitable case for study to perform a large ethnographic investigation using representative Human-Centred Design tools could be 'Communication and relationship between GPs and patients'. A development stage, in which it was investigated the design of public involvement activities as well as the identification and selection process of some ideal HCD tools (Focus Groups, Future Workshops / Rich Pictures. Love & Break-up Letters, and Crowdsourcing) to work with the selected case. For these activities, a total of 72 participants were recruited (n=18 per activity). Lastly, an evaluation and proposal phase, analysed these tools through a comparative study to identify several of their strengths and weakness in order to identify the best tool or combination of tools. The outcome from this comparison suggested that among the tools used for this research there was not a most optimal option or combination of options and that the success of an involvement activity relies in the careful and thorough preparation of such processes. This research concludes, that the most optimal form of helping health researchers to undertake public involvement research and to better understand the process of identifying and selecting ideal engagement tools, could be by providing a best practice informative guide containing a simplified and comprehensive version of the most commonly found steps embedded in this kind of design practices.
APA, Harvard, Vancouver, ISO, and other styles
12

Kim, Hojung. "Human centred design of software agent in social network service against privacy concerns." Thesis, Brunel University, 2016. http://bura.brunel.ac.uk/handle/2438/12165.

Full text
Abstract:
The rapid growth and influence of social network services has led many scholars to focus on privacy issues. However, the research described in this thesis was motivated by the small number of design studies that have focused on practical approaches to identifying tacit information from users’ instant non-verbal responses to privacy issues. The research therefore aimed to propose persona models as a design solution for software agent development based on the analysis of users’ emotional and behavioural responses, so as to address privacy issues in social network services. In the definition phase, 21 stakeholders belonging to three key stakeholder groups were recruited for unstandardised semistructured email interviews. Three main considerations for the design of software agents in social network services emerged from the interviews, which were classified into the following categories: comprehensive understanding of users’ perceptions of privacy; user type recognition algorithm for software agent development; and existing software agent enhancement. In the development phase, 50 participants were recruited for the Facebook case study, which included three research strategies: perceptions of privacy questionnaire for user typology; emotional response measurement using Geneva Emotion Wheel; and behavioural response observation using a contextual inquiry method. The participants were classified into four user types by means of cluster analysis: uninformed, trustful, suspicious and neglectful. Each user type’s key emotional responses were identified using Kruskal-Wallis test and Mann-Whitney U test, and key behavioural responses using affinity diagrams. This generated persona models of each user type that reflected the correlations between users’ perceptions of privacy, key emotional responses and key behavioural responses. Two fundamental features of the software agent were also proposed based on the persona models: confirmation and guidance. In the validation phase, software agent prototypes were created based on the proposed persona models. A total of 206 participants completed the online survey which included two sections: perceptions of privacy questionnaire for user typology replication, and key emotional responses measurement before and after the intervention of the software agent prototypes. Cluster analysis replication validated the proposed user typology, and Wilcoxon signed-rank test of key emotional responses validated the proposed persona models. By implementing the research outcomes, the software agent described in this thesis would be able to provide users with appropriate services based on their user types, to reduce the number of those who are still unaware of privacy practice and those who neglect their accounts, and to expand the size of a user group pursuing sound relationships.
APA, Harvard, Vancouver, ISO, and other styles
13

Bennani, Mohamed. "Smarter technologies towards Greener Homes : A Human-Centred Approach." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-73758.

Full text
Abstract:
Advances in technology continuously reshape habits, behaviours and interactions at individual, organisational and societal levels. Information and Communication technology (ICT) is pervasive, and is the bearer of crucial information, analysis and responses to the recipient. It assists in processes such as understanding phenomena and taking appropriate action. It also provides communication means, platforms and tools to interact with one another. In the United Kingdom’s (UK) Energy industry, smart meters are currently being deployed by energy suppliers to their customers. These are presented as a revolutionary device that supports a more efficient energy use at home and/or in the workplace, and helps customers save on their energy bill and reduce carbon footprint. Using interpretivist phenomenological Human-centred qualitative research, The thesis work explores the impact of using smart meter devices, as perceived by UK customers, in helping to monitor, use and manage energy consumption at home. Also, the study looks into alternative technology and customers’ expectations in the context of energy efficiency. And finally, the principles of a design is presented to respond to customers demands and desires. Passive participant observation, Future workshop and inspiration cards session are the methods and techniques applied in this research to collect  data. The findings constitute good grounds for individual consumers to be aware of the opportunities made available by alternative technology. At organisational level it is a basis for energy suppliers to change their behaviour towards a changing demand and adapt by switching their core business to supplying Information and analysis as well as energy efficiency management solutions. At societal level government bodies and regulating agencies can tackle sustainability and green energy issues by controlling the profit driven character of privatised energy companies and responding to real market demand as perceived by consumers. Emerging technologies present opportunities that have the capabilities of breaking the status quo of energy supply industry in the UK as well as the rest of world. The value of this research is to show customers’ perceived reality and expectations, as well as opportunities to change the way energy is supplied and consumed.
APA, Harvard, Vancouver, ISO, and other styles
14

Albiz, Philippe, and Sara Glaerum. "The development of a vacuum cleaner concept adapted for storage through human-centred design." Thesis, KTH, Maskinkonstruktion (Inst.), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263842.

Full text
Abstract:
Urbanisation and a growing population has created new demands for compact living and households. Household appliances perform an important role in modern homes, where the life-cycle of the products play a significant role. Products that spend most of their time in storage are required to answer new user demands to interplay and integrate into the household, including products such as vacuum cleaners. A master thesis project for KTH Industrial Design Engineering master track, carried out in collaboration with ESSIQ AB, investigated the user needs for vacuum cleaners in-uselifecycle. The research question was: How can a vacuum cleaner be designed and adapted to facilitate compact and easy storage for the user in a modern home, without compromising its current efficiency? The goal of the project was to design an innovative product concept through a human-centred design methodology. The methodology would lead to the creation of a product designed to fulfil the user needs by focusing on user experience. Knowledge about how vacuum cleaners are stored, used, interact and how it is interpreted in everyday life, were firstly found and then analysed. To develop a suitable concept proposal, needs and requirements were gathered through interviews and observations. New concept ideas were generated and evaluated through an iterative process resulting in the development of a final concept proposal. A proof-of-concept was developed to further support the final concept. The concept is a proposal for future development and introduces a new product category.
Urbanisering och en växande population ställer nya krav för kompakta och smarta ekosystem. Hemelektronik spelar en viktig roll i många moderna hem och är betydande för ett fungerande hushåll. Produkter som spenderar mesta av sin tid i förvaring erhåller således en essentiell funktion i ett ekosystem för individen, sådana produkter inkluderar dammsugare. Ett masterexamensarbete för den Kungliga Tekniska Högskolan, KTH, mastersprogram i Industridesign, utfördes tillsammans med ESSIQ AB för att undersöka de användarbehov som finns på dammsugare under sin livscykel. Problemformuleringen utgjordes av: Hur kan en dammsugare bli designad och anpassad för en användare, för att ge en kompakt och smidig förvaring i ett modernt hem, utan att kompromissa på sin nuvarande effektivitet? Målet för detta projekt var att designa ett innovativt koncept genom en användarfokuserad designmetod. En användarfokuserad process inkluderar en definition av användarens behov och fokuserar på att skapa en produkt utefter användarupplevelsen som svarar på de funna behoven. Hur dammsugaren förvaras, används, interagerar och hur den upplevs i det vardagliga livet, undersöktes för att kunna uppfylla målet. Ett anpassat konceptförslag var utvecklad genom identifiering av behov och problem hos användaren funna i intervjuer och tester. Idegenerering på nya konceptförslag utvecklades och utvärderades till ett slutgiltigt konceptförslag. Resultaten resulterade i ett konceptbevis, ett konceptförslag som uppfyller användarens behov. Konceptet fungerar som ett förslag och en grund för fortsatt arbete samt introducerar för en ny typ av produktkategori.
APA, Harvard, Vancouver, ISO, and other styles
15

Rondahl, Robert, and Filip Larsson. "Slag Hauler User Interface Design : Using human-centred design to create a user interface for heavy machinery." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63939.

Full text
Abstract:
Within the field of heavy machinery, the driver environment and its user interface (UI) has not always been a high priority during product development. This is about to change since the user experience, especially of the driver, becomes more of a selling point. Kiruna Utility Vehicles (Kiruna UV), who manufactures slag haulers for the steel industry, has developed a new driver cabin to meet these future demands. The development has been conducted in collaboration with students at Luleå University of Technology. This master thesis aims to create a basis for the digital user interface of the Kiruna UV SH60 slag hauler. The needs of the users are very important in order to ensure a good user experience. This is why a human-centred design process was chosen for this project. Extensive research has been conducted with the drivers, mechanics, managers and manufacturer of the SH60 slag hauler. Research was conducted through field studies, where interviews, observations and eye tracking were used as the main tools.The slag hauler driver operates the vehicle in two positions, where the need for information differs. When the slag hauler is driven the driver is facing forward and in this position the slag hauler is similar to any other heavy machinery. The UI needs to display for example speed, gear and RPM. When loading or emptying slag pots, the driver turns around to manoeuvre the tipping system. In this position, information about the lockings, support legs and tipping system is the most important.Through brainstorming sessions and ideation workshops with the manufacturer and participants without connection to the slag hauler, ideas on how different types of information can be shown were generated. Ideas regarding layout of the UI were also produced. These ideas were then mapped onto four different concepts that were developed through several iterations. These were then evaluated through a survey study, a usability test and feedback sessions with slag hauler drivers, mechanics and the manufacturer.A final concept was created that accommodates all the information that is needed in order to operate and maintain the slag hauler in a safe and efficient way. That is for example speed, RPM, information about the tipping system and data from the engine, transmission and hydraulic system. The final concept contains the parts of the four previous concepts that proved to work the best in the concept evaluation. The user interface has a modern look that fits into the new driver cabin design. We have shown that the user experience of the driver and service personnel can be improved through the user interface, by adapting it to user needs. We have also shown what benefits can be achieved by using a human-centred design approach within the field of heavy machinery.
I tunga fordon har förarmiljön och dess användargränssnitt ofta varit lågt prioriterad under produktutvecklingen. Detta håller på att förändras då användarupplevelsen, i synnerhet för föraren, blir ett allt viktigare försäljningsargument. Kiruna Utility Vehicles (Kiruna UV), som tillverkar slaggtruckar för stålindustrin, har tagit fram en ny förarhytt för att möta dessa nya krav. Utvecklingen av förarhytten har skett i samarbete med studenter vid Luleå Tekniska Universitet. Detta examensarbete på masternivå har haft som syfte att skapa ett digitalt användargränssnitt för Kiruna UV:s slaggtruck modell SH60.Användarnas behov är viktiga för att kunna säkerställa en bra användarupplevelse. Därför valdes en människocentrerad designprocess för detta projekt. Omfattande användarstudier har genomförts tillsammans med förare, mekaniker, beslutsfattare och tillverkaren av slaggtrucken. Efterforskningarna har utförts i form av en fältstudier där intervjuer, observationer och eye-tracking användes som huvudsakliga verktyg.Slaggtrucksföraren manövrerar slaggtrucken i två olika positioner, där informationsbehovet skiljer sig åt. Vid körning av slaggtrucken är föraren vänd framåt och i detta läge är den ganska lik andra tunga maskiner. Användargränssnittet måste förmedla information om varvtal, hastighet, växel och bränslenivå.Vid lastning eller tömning av slaggdeglar vänder sig föraren om för att manövrera tippsystemet. I detta läge måste gränssnittet förmedla information om lyftarmarnas position, låsningar och stödben.Genom brainstorming och idéskapande workshops med intressenter och deltagare utan erfarenhet av slaggtruckar, skapades idéer om hur information kan presenteras. Även idéer för gränssnittets layout togs fram. Idéerna kopplades sedan till fyra olika koncept som utvecklades i flera iterationer. Dessa utvärderades genom en enkätundersökning, ett användartest samt återkopplingsmöten med slaggtrucksförare, mekaniker och tillverkare. Ett slutligt koncept skapades, som innehåller den information som behövs för att manövrera och underhålla slaggtrucken på ett säkert och effektivt sätt. Exempel på detta är varvtal, hastighet och information om tippsystemet. Konceptet innehåller de delar av de fyra koncepten som visade sig fungera bäst under konceptutvärderingen. Användargränssnittet har ett modernt utseende som passar in i den nya förarhytten. Vi har visat att användarupplevelsen för förare och servicepersonal kan förbättras genom att anpassa gränssnittet efter deras behov. Vi har också visat vilka fördelar som finns med att använda en människocentrerad designprocess för produktutveckling av tunga maskiner.
APA, Harvard, Vancouver, ISO, and other styles
16

Helldin, Tove. "Human-centred automation : with application to the fighter aircraft domain." Licentiate thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21739.

Full text
Abstract:
The working situation of fighter pilots is often very challenging. The pilots are requested to perform their tasks and make decisions in situations characterised by time-pressure, huge amounts of data and high workload, knowing that wrong decisions might result in fatal consequences. To aid the pilots, several automatic support systems have been implemented in modern fighter aircraft and will continue to be implemented in pace with technological advancements and new demands posed on the pilots. For example, innovations within the information fusion (IF) domain have made it possible to fuse large amounts of data, stemming from different sensors, databases etc., to create a better foundation for making decisions and act than would have been possible if the information sources had been used separately. However, there are both positive and negative effects of automation, such as decreased workload and improved situation awareness on the one hand, but skill degradation and complacent behaviour on the other. To avoid the possible negative consequences of automation, while at the same time ameliorating the positive ones, a human-centred automation (HCA) approach to system design has been proposed as a way of optimizing the collaboration between the human and the machine. As a design approach, HCA stresses the importance of a cooperative human-machine relationship, where the operator is kept in the automation loop. However, how to introduce HCA within the fighter aircraft domain as well as its implications for the interface and automation design of support systems within the field has not been investigated. This thesis investigates the implications of introducing HCA into the fighter aircraft domain. Through literature surveys and empirical investigations, general and domain specific HCA guidelines have been identified. These advocate, for example, that an indication of the reliability of the information and the recommendations provided by the different aircraft support systems must be given as well as that support for appropriate updates of the pilots’ individual and team awareness of the situation must be provided. A demonstrator, mirroring some of the identified guidelines, has been implemented and used to evaluate the guidelines together with system developers within the domain. The evaluation indicated that system developers of modern fighter aircraft implicitly incorporate many of the identified HCA guidelines when designing. However, the evaluation further revealed that to explicitly incorporate these guidelines into the development approach, preferably through the development of a domain specific style guide, would aid the system developers design automated support systems that provide appropriate support for the pilots. The results presented in this thesis are expected to aid developers of modern fighter aircraft support systems by incorporating HCA into the traditional simulator-based design (SBD) approach. This approach is frequently used within the field and stresses early and frequent user-involvement when designing, in which complementary HCA evaluations could be performed to further improve the support systems implemented from an automation perspective. Furthermore, it is expected that the results presented in this thesis will contribute to the research regarding how to incorporate the human operator in the information fusion processes, which has been recognised as a research gap within the IF field. Thus, a further contribution of this thesis is the suggestion of how the HCA development approach could be of aid when improving the interaction between the operator and the automated fusion system.
Arbetssituationen för stridspiloter är ofta mycket utmanande. Piloterna måste utföra sina uppgifter och fatta beslut i stressiga situationer med stora informationsmängder och hög arbetsbörda, samtidigt som val av fel beslut kan leda till allvarliga konsekvenser. För att hjälpa piloterna har flera automatiska stödsystem implementerats i moderna stridsflygplan. Denna trend kommer att fortsätta i takt med nya tekniska framgångar och nya krav som ställs på piloterna. Forskning inom informationsfusion (IF) har bland annat gjort det möjligt att fusionera stora mängder data som härstammar från olika sensorer, databaser m.m. för att på så sätt skapa en bättre grund för att fatta beslut och agera än vad som hade varit möjligt om informationskällorna hade använts separat. Dock har både positiva och negativa effekter av automatisering rapporterats, såsom minskad arbetsbörda och förbättrad situationsuppfattning men även försämrad pilotprestation till följd av att de automatiska systemens prestanda inte övervakas. För att undvika negativa effekter av automation samtidigt som de positiva effekterna stärks har den så kallade människo centrerade automationen (HCA) lyfts fram som en möjlig väg att designa system där samverkan mellan automationen och den mänskliga operatören optimeras. Som en designapproach fokuserar HCA på viken av en samverkande människamaskin relation, där operatören hålls kvar i automatiseringsloopen. Men hur HCA kan introduceras inom stridsflygdomänen och dess implikationer för gränssnitts- och automationsdesign av stödsystem inom domänen har inte undersökts. Denna licentiatavhandling undersöker möjliga implikationer av att introducera HCA inom stridsflygdomänen. Genom litteraturundersökningar och empiriska studier har generalla och domänspecifika HCA riktlinjer identifierats, såsom att piloterna måste erbjudas en indikation angående tillförlitligheten hos den information och de rekommendationer som de olika implementerade stödsystemen i flygplanet har genererat, samt att stöd för att uppdatera piloternas individuella och gemensamma uppfattning av situationen måste ges. En demonstrator, som återspeglar några av de identifierade HCA riktlinjerna, har implementerats och använts för att utvärdera riktlinjerna tillsammans med systemutvecklare inom domänen. Denna utvärdering påvisade att systemutvecklare inom stridsflygdomänen implicit använder sig av många av de identifierade HCA riktlinjerna under designprocessen, men att explicit inkludera dessa i en domänspecifik design guide skulle kunna hjälpa dem att designa automatiska system som erbjuder lämpligt stöd för piloterna. De resultat som presenteras i denna licentiatavhandling förväntas kunna hjälpa utvecklare av moderna stridsflygsystem genom att inkludera HCA i den traditionella simulator-baserade designapproachen (SBD). Denna approach används flitigt inom området och fokuserar på tidigt och återkommande användardeltagande vid designarbetet, där komplementära HCA utvärderingar skulle kunna genomföras för att förbättra de stödsystem som implementeras från ett automationsperspektiv. Det förväntas även att de resultat som presenteras i denna avhandling kommer att bidra till forskningen kring hur operatörer kan påverka fusionsprocessen, vilket har identifierats som ett område där mer forskning behövs inom IF området. Ytterligare ett bidrag av denna avhandling är därför det förslag som ges på hur HCA utvecklingsprocessen skulle kunna användas för att förbättra interaktionen mellan operatören och det automatiska fusionssystemet.
APA, Harvard, Vancouver, ISO, and other styles
17

Cha, Kyungjoo. "Affective scenarios in automotive design : a human-centred approach towards understanding of emotional experience." Thesis, Brunel University, 2019. http://bura.brunel.ac.uk/handle/2438/17434.

Full text
Abstract:
The automotive industry is facing a period of significant transformation due to the arrival of many new digital technologies. As the focus of automotive engineering has shifted from hardware to software, the conventional processes of making, buying and owning an automobile have changed. Peoples' desires for new automotive experiences are increasing; they demand more sophisticated approaches to the automotive experience beyond merely improving functional requirements for advanced automation systems, interfaces and connectivity. Thus, it is essential to understand human experience in order to help people deal with the high degree of complexity in the driving environment and to help them to cope with unanticipated driving events that involve emotional, psychological or sociological issues. This research takes a human-centred approach to investigating real-life scenarios in which people emotionally engage with automobiles with the aim of developing a relevant set of scenarios for this context. An extensive literature review was conducted of human emotion, memory systems, emotional memory characteristics, scenarios, and scenarios with emotional aspects, followed by a discussion defining scenario development process and affective scenarios. This research provides a methodology for in-depth qualitative studies that develop affective design scenarios with automobiles. As a triangulation approach, two independent studies in different settings explored affective scenario themes in automotive contexts of people's real-life car stories that made them respond emotionally. The themes that were revealed from both studies were consolidated, and exemplary scenarios of 13 consolidated main themes were formulated to illustrate a set of affective scenarios in automotive contexts. This research leads to an enhanced understanding of a set of critical contexts that automotive practitioners should take into account for future automotive design. Suggestions with possible questions based on the research outcome provide opportunities for them to agilely cope with unanticipated future events, whereby highly complex driving environment by connected and autonomous vehicles. This methodology used here can be replicated for future affective scenario studies focusing on specific products, sub-systems or services such as navigation systems or car-sharing services. The results, which have been validated through a triangulation approach, can bolster the automobile design process by addressing potential issues and challenges in automotive experience by facilitating idea generation, enhancing a shared understanding of critical contexts and by assisting decision-making among stakeholders from different departments.
APA, Harvard, Vancouver, ISO, and other styles
18

Villalba, Clare. "Fresh eyes: A human-centred design approach to diabetic retinopathy screening in primary care." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/201836/1/Clare_Villalba_Thesis.pdf.

Full text
Abstract:
All people with diabetes are at risk of vision loss due to the eye disease, diabetic retinopathy (DR). DR is 95% preventable, but there are no early noticeable symptoms. A human-centred research and design approach was used, to explore how to implement DR screening in primary care to meet the needs of Australians with diabetes, particularly Aboriginal and Torres Strait Islander people. The collaborative, iterative investigation identified tensions of living with diabetes, design considerations for screening, instigated community discourse and prompted collective action. The research outcomes contribute towards better understanding and implementation of human-centred DR screening in primary care.
APA, Harvard, Vancouver, ISO, and other styles
19

Weber, Marlene. "Automotive emotions : a human-centred approach towards the measurement and understanding of drivers' emotions and their triggers." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/16647.

Full text
Abstract:
The automotive industry is facing significant technological and sociological shifts, calling for an improved understanding of driver and passenger behaviours, emotions and needs, and a transformation of the traditional automotive design process. This research takes a human-centred approach to automotive research, investigating the users' emotional states during automobile driving, with the goal to develop a framework for automotive emotion research, thus enabling the integration of technological advances into the driving environment. A literature review of human emotion and emotion in an automotive context was conducted, followed by three driving studies investigating emotion through Facial-Expression Analysis (FEA): An exploratory study investigated whether emotion elicitation can be applied in driving simulators, and if FEA can detect the emotions triggered. The results allowed confidence in the applicability of emotion elicitation to a lab-based environment to trigger emotional responses, and FEA to detect those. An on-road driving study was conducted in a natural setting to investigate whether natures and frequencies of emotion events could be automatically measured. The possibility of assigning triggers to those was investigated. Overall, 730 emotion events were detected during a total driving time of 440 minutes, and event triggers were assigned to 92% of the emotion events. A similar second on-road study was conducted in a partially controlled setting on a planned road circuit. In 840 minutes, 1947 emotion events were measured, and triggers were successfully assigned to 94% of those. The differences in natures, frequencies and causes of emotions on different road types were investigated. Comparison of emotion events for different roads demonstrated substantial variances of natures, frequencies and triggers of emotions on different road types. The results showed that emotions play a significant role during automobile driving. The possibility of assigning triggers can be used to create a better understanding of causes of emotions in the automotive habitat. Both on-road studies were compared through statistical analysis to investigate influences of the different study settings. Certain conditions (e.g. driving setting, social interaction) showed significant influence on emotions during driving. This research establishes and validates a methodology for the study of emotions and their causes in the driving environment through which systems and factors causing positive and negative emotional effects can be identified. The methodology and results can be applied to design and research processes, allowing the identification of issues and opportunities in current automotive design to address challenges of future automotive design. Suggested future research includes the investigation of a wider variety of road types and situations, testing with different automobiles and the combination of multiple measurement techniques.
APA, Harvard, Vancouver, ISO, and other styles
20

Bowerman, Julian. "Understanding users in context : an investigation into designers' requirements." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/14327.

Full text
Abstract:
In the future, as world markets become more diverse, designers will be increasingly asked to create products for people dissimilar to themselves. Human issues, such as product pleasure, will also become more important as advances in manufacturing (enabling companies to produce high quality goods more cheaply) will mean companies will look elsewhere to achieve a competitive edge. These changes will affect designers who presently work with little or no user information. This thesis investigates the attributes designers need in resources that offer them an immediate yet broad understanding of users. The research presented in the thesis has a philosophical strand and a design strand. In the design strand, two mock up resources and a prototype resource are developed. These creations are used in the philosophical strand: the mock ups are used to provide focus while collecting opinions from participants and the prototype is evaluated at the end of the research as if it were a real resource. The thesis starts with a literature review; this review reveals that designers need to understand users' physical, psychological and social needs as well as their environments if they are to design appropriate products for them. It explains that designers find much ergonomics information too technical and not visual enough and reveals that no tools or methods exist that offer a broad and instant understanding of users at the start of the design process. Following this, the results from a set of interviews and a focus group are presented. These studies reveal that designers want both personal and general user information that is reliable, video based, contextual and authentic. The results also show that designers want a fast, online resource that allows information to be easily tagged, compared and shared. Next, the thesis describes the development of the prototype resource and its examination using a heuristic inspection. This resource is then evaluated by designers. The evaluation reveals that designers perceived that the resource would be of value to the design process and thought that the videos showing people going about their everyday lives and the virtual tours around people's homes would be particularly useful. The thesis concludes that designers want contextual user information presented as easily navigable video in an Internet based resource. In doing so, it provides an original contribution to knowledge.
APA, Harvard, Vancouver, ISO, and other styles
21

Garreta, Domingo Muriel. "Human-centered learning design with technology." Doctoral thesis, Universitat Pompeu Fabra, 2018. http://hdl.handle.net/10803/667048.

Full text
Abstract:
To improve and innovate education, a novel conception of the role of design in this realm is needed. Human-centered design (HCD), a problem-solving framework underpinned by the user perspective in all stages of the process, provides professional designers with a mindset and a toolbox that includes both process and methods. HCD is multidisciplinary by default and also practice-oriented, context-aware, empathetic and incremental. As such it naturally fits both the design for learning and many of educators’ everyday realities. We apply this conception in the context of technology-enhanced learning with the conceptualisation and implementation of a genuine intervention for the design of ICT-mediated learning activities. Following the Activity-Centred Analysis and Design (ACAD) model, the contributions of this dissertation 1) cover the epistemic, social and set design dimensions of a teacher training activity for educators; 2) inform the incorporation of HCD in education; and 3) provide interdisciplinary learnings for research as well as practice. These contributions have been reported in a set of papers which are compiled in this dissertation together with an introductory kappa. The kappa frames and summaries the contributions, and closes with a proposal on how HCD could contribute to empower educators as designers and facilitate the much interdisciplinary collaboration between education, technology and design.
Facilitar la millora i la innovació docent, requereix d'una nova concepció del rol del disseny aplicat en l'educació. El disseny centrat en les persones (DCU) és una aproximació a la resolució de problemes que inclou la perspectiva dels usuaris en totes les etapes del procés i ofereix als dissenyadors professionals un model mental i els intruments necessaris per aplicar aquest procés i els seus mètodes. El DCU és multidisciplinar per defecte, està orientat a la pràctica, pren consciència del context d’ús, i és empàtic i incremental. Així doncs encaixa de forma natural en el disseny de l’aprenentatge i en la realitat diària del professorat. L'objectiu és aplicar aquesta concepció al disseny de l’aprenentatge mediat per la tecnologia conceptualitzant i implementant una intervenció genuïna per al disseny d’activitats d’aprenentatge que usin les TIC. Seguint el model d’Anàlisi i Disseny Centrat en l’Activitat (ACAD, en anglès), les contribucions d’aquesta dissertació 1) cobreixen les dimensions epistèmica, social i d’eines per al disseny d’una activitat de formació del professorat, 2) informen sobre la incorporació del DCU en educació; i 3) aporten aprenentatges rellevants tant per la recerca com per la pràctica de diferents disciplines. Aquestes contribucions han estat reportades en un conjunt d’articles compilats després de la kappa introductòria. La kappa emmarca i resumeix les contribucions i finalitza amb una proposta sobre com el DCU podria contribuir a apoderar els educadors en tant que dissenyadores i facilitar, d'aquesta manera, la tant necessària col·laboració interdisciplànaria entre educació, tecnologia i disseny.
APA, Harvard, Vancouver, ISO, and other styles
22

Lim, Yonghun. "Psychosocial inclusivity in design : a definition and dimensions." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/16683.

Full text
Abstract:
Significant changes in demographics, including a growing ageing population and a larger number of people with disabilities, have made inclusive design an increasingly relevant notion in the design of products, services, and environments. However, there is considerable concern that the concept of inclusive design is rather limited in its current definition and applications and has not yet been thoroughly applied. This is possibly due to the conventional understanding and application of inclusive design, mainly rooted in and focused on physical aspects of inclusion, such as accessibility, usefulness, and usability. This limited focus has led various voices in design academia and industry to speak of the need for further consideration of the psychological and social aspects of inclusive design as the next step to facilitate inclusive design, and make impact. In this research, inclusivity on psychological and social levels, is referred to as "psychosocial inclusivity". The concept of psychosocial inclusivity, including a clear definition thereof and its application, is rather limited in the existing literature. Therefore, this PhD research aims to further explore this concept by establishing a clear definition and the dimensions thereof. In order to achieve this, an initial definition and dimensions of the psychosocial inclusivity in design are established through a critical review of existing literature from both social science and design perspectives. The initial definition and dimensions are then developed, refined, and evaluated through four empirical studies: the Delphi study (expert survey); field study I (ethnographic interviews with mobility scheme users); field study II (ethnographic interviews, creative workshop, and observation of older individuals); and an evaluation study (online survey of design academics and professionals). These studies have been designed based on a triangulation approach in order to enhance the reliability and validity of the outcomes. At the end of this research, the definition and dimensions for psychosocial inclusivity in design (Cognitive, Emotional, Social, and Value dimensions) are proposed. The outcomes of this research can enhance the understanding and knowledge of the concept of psychosocial inclusivity in design. Also, the definition and dimensions can be used by design academics and professionals or third parties to consider psychosocial aspects. The dimensions also can be developed as a complete set of framework or toolkit through further research.
APA, Harvard, Vancouver, ISO, and other styles
23

Olivieri, Emily, and Loredana Isacsson. "Exploring guidelines for human-centred design in the wake of AI capabilities : A qualitative study." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48072.

Full text
Abstract:
Purpose – Artificial Intelligence has seen important growth in the digital area in recent years. Our aim is to explore possible guidelines that make use of AI advances to design good user experiences for digital products. Method – The proposed methods to gather the necessary qualitative data to support our claim involve open-ended interviews with UX/UI Designers working in the industry, in order to gain a deeper understanding of their thoughts and experiences. In addition, a literature review is conducted to identify the knowledge gap and build the base of our new theory. Findings – Our findings suggest a need to embrace new technological developments in favour of enhancing UX designers’ workflow. Additionally, basic AI and ML knowledge is needed to utilise these capabilities to their full potential. Indeed, a crucial area of impact where AI can augment a designer’s reach is personalization. Together with smart algorithms, designers may target their creations to specific user needs and demands. UX designers even have the opportunity for innovation as mundane tasks are automated by intelligent assistants, which broadens the possibility of acquiring further skills to enhance their work. One result, that is both innovative and unexpected, is the notion that AI and ML can augment a designer’s creativity by taking over mundane tasks, as well as, providing assistance with certain graphics and inputs. Implications – These results indicate that AI and ML may potentially impact the UX industry in a positive manner, as long as designers make use of the technology for the benefit of the user in true human-centred practice. Limitations – Nevertheless, our study presents its own unique limitations due to the scope and time frame of this dissertation, we are bound to the knowledge gathered from a small sample of professionals in Sweden. Presented guidelines are a suggestion based on our research and not a definitive workflow.
APA, Harvard, Vancouver, ISO, and other styles
24

Lightfoot, Jacqueline Elaine. "On the edge of their seats : a human-centred approach to primary school chair design." Thesis, University of Brighton, 2016. https://research.brighton.ac.uk/en/studentTheses/aa4598fa-11e4-4a2b-a315-2302b54a78cf.

Full text
Abstract:
This research will contribute to a small but increasing body of knowledge in design-related research specifically for primary school furniture and will be of significance to those in design, education, ergonomics and the school furniture industry. School chairs connect pupils with the surrounding classroom environment and are, therefore, a vital factor in providing appropriate physical support for children to learn in comfort. Evidence indicates that this is not the current state-of-affairs. Studies show that school furniture, including chairs, does not provide a good physical fit for pupils and this is a contributory factor in children reporting back problems. So, apart from being uncomfortable to use, badly fitting school chairs could be detrimental to children’s long-term wellbeing. The aim of this design practice-based research was to find ways of contributing to children’s long-term wellbeing by improving the design of primary school chairs. On the face of it, this appeared to be a straightforward design problem. However, taking this view is too simplistic because the chair exists in a social environment affecting all aspects of its being. This real world setting holds clues to addressing the design problem. A multi-stakeholder and participatory approach has been used to explore furniture design issues within the real world setting of a working classroom. Ethically approved, field research used qualitative, ethnographic based methods. Insights from the field have been used to test a design concept for school chairs with greater relevance for those in primary education. However, research findings also demonstrate that the archetypal school chair is an inappropriate design for primary school users and identifies why design alone will not alter the status quo. Social and cultural factors as well as the design affect the way that children use chairs in school and both need to alter for any real change to take effect.
APA, Harvard, Vancouver, ISO, and other styles
25

Mirisaee, Seyed Hadi. "Human-centred methods for design of mobile social technologies : a case study of agile ridesharing." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/72909/2/Seyed_Hadi_Mirisaee_Thesis.pdf.

Full text
Abstract:
Social contexts are possible information sources that can foster connections between mobile application users, but they are also minefields of privacy concerns and have great potential for misinterpretation. This research establishes a framework for guiding the design of context-aware mobile social applications from a socio-technical perspective. Agile ridesharing was chosen as the test domain for the research because its success relies upon effectively connecting people through mobile technologies.
APA, Harvard, Vancouver, ISO, and other styles
26

GIACOBONE, GIAN ANDREA. "Human-Centred Design e mobilità sostenibile: immaginare il futuro concept di un veicolo ibrido sportivo." Doctoral thesis, Università degli studi di Ferrara, 2020. http://hdl.handle.net/11392/2488011.

Full text
Abstract:
Questa tesi è parte integrante del progetto multidisciplinare “Automotive Academy: a learning-by-doing project for innovation engineering automotive”, un programma strategico industriale finanziato dalla Regione Emilia-Romagna. Il progetto è costituito da un network di ricerca collaborativo composto da diverse università, centri di ricerca e industrie locali diffuse sul territorio. L’intera ricerca prevede di ottenere dal network diverse soluzioni ingegneristiche e di design che possano essere trasferite dal mondo accademico all’industria automobilistica. In particolare, l’obiettivo principale è sviluppare il concept di un’autovettura “fun” ed “eco”, che possa fungere da piattaforma di ricerca e sviluppo e da dimostratore per presentare le future innovazioni tecniche e tecnologiche (in termini di soluzioni sostenibili e ad alte prestazioni) che saranno sviluppate all’interno del network nei prossimi anni. L’obiettivo è quello di ideare il concept futuro di un veicolo ibrido e sportivo, il quale sarà contraddistinto da caratteristiche tecniche a basso impatto ambientatale e ad alto livello prestazionale. Il programma di ricerca è costituito da cinque gruppi di lavoro indipendenti, dove, in ognuno di loro, è trattato un particolare aspetto del veicolo: (1) architettura del veicolo e metodologie centrate sull’utente; (2) propulsione e modulo di trasmissione; (3) dinamica del corpo veicolo; (4) composti innovativi e materiali intelligenti; (5) sistemi di guida elettronica e assistita. Questa specifica ricerca si riferisce al primo gruppo di lavoro, la quale è principalmente focalizzata sull’automotive styling. Diversamente dagli altri gruppi di lavoro che riguardano gli aspetti più ingegneristici del progetto, questa ricerca è prettamente legata al design e mantiene un approccio centrato sull’utente. Il contributo costituisce la spina dorsale dell’intero progetto perché ha il compito d'immaginare, sia l’architettura, che lo stile finale del concept automobilistico atteso, tramite l’uso di una metodologia human-centred. Pertanto, la ricerca cerca di analizzare gli utenti principali del progetto e i loro comportamenti in modo da trasformare i loro bisogni in soluzioni inedite che siano in grado di soddisfare le proprie esigenze. La peculiarità di tale ricerca risiede nell’utilizzo di due specifici approcci centrati sugli utenti, come il Quality Function Deployment (QFD) e il Vision in Product Design (ViP), ma anche sulla loro inconsueta combinazione, la quale è servita a sperimentare una nuova e integrata metodologia. Il QFD è uno strumento human-centred basato su una matrice matematica di correlazione che è capace di orientare lo sviluppo di un prodotto verso le reali esigenze degli utenti finali. Mentre il ViP è un metodo strategico concettuale che promuove l’innovazione attraverso l’ideazione di nuove idee per il futuro. Entrambi i modelli sono stati selezionati per la ricerca perché perfettamente orientati all’ambito automotive e capaci di affiancare la fase decisionale di design per la stilizzazione finale del prodotto. In questo caso, lo scopo principale della combinazione tra i due metodi è quello di sviluppare il veicolo attraverso l’uso di un inedito processo di design che possa elaborare il concept in una nuova e integrata soluzione. Alla fine della ricerca, il veicolo proposto prevede di essere utilizzato come layout tecnico per lo sviluppo della piattaforma R&D nei prossimi anni, all’interno del network multidisciplinare. La soluzione finale provvederà a fornire all’intero progetto diverse linee guida, tecniche e stilistiche del veicolo, non solo per ideare il prototipo finale, ma anche per promuovere l’uso della metodologia human-centred nelle altre ricerche ingegneristiche.
This thesis is part of a multidisciplinary project named “Automotive Academy: a learning-by-doing project for innovation engineering automotive”, a strategic industrial programme financed by Emilia-Romagna region, Italy. The project is made by a collaborative research network composed by several universities, research centres and local industries scattered on the territory. The overall research aims to gather many engineering and design solutions, developed by the network, which can be transferred from academia to the automotive industry. In particular, the main goal of the project is to develop a “fun” and “eco” concept car as an R&D platform, which aspires to become a starting point and a demonstrator for future technical or technological innovations – in terms of sustainable and high-performance solutions – that will be developed within the network in the coming years. In particular, the objective is to design the future concept of a hybrid sports vehicle, which must be characterized by low environmental impact and high-performance features. Five independent work packages constitute the research program. Each area refers to a specific field of expertise that deals with a particular system of the vehicle: (1) automotive product design and human-centred methodologies; (2) propulsion and powertrain; (3) vehicle body and dynamics; (4) smart materials and innovative components; (5) drive-by-wire instruments. This specific research refers to the first work packaging and it focuses its attention on the automotive design or styling design, namely the specialized discipline that is specifically implicated in giving a shape to the car during the early stages of the automotive product development. Unlike the other engineering work packages, this research is design-driven and human-centred oriented. The contribution, indeed, constitutes the framework of the overall project because it has the task to envision and conceptualize both architecture and styling of the expected sports car by using specifically a human-centred design approach. In fact, starting from identifying the context of use, the research analyses the main users and their behaviours to transform their wishes or needs into an innovative solution, which will be capable of satisfying their demands. The peculiarity of the research lays on the use of two specific human-centred approaches – that are Quality Function Deployment (QFD) and Vision in Product Design (ViP) – but also on its exploratory combination for experimenting a new design methodology. QFD is a human-centred tool based on a mathematical correlating matrix that is able to orient product design toward the real exigencies of the end-users. While ViP is a conceptual and strategic methodology that enables innovation by envisioning new ideas for the future. Both models are selected for this research because they are perfectly suitable in automotive for structuring idea-generating throughout the styling process. They are also able to support the design process in making significant decisions for product development. The main purpose of the exploratory combination is to develop the concept vehicle in a unique design process, in order to come up with a novel and integrated concept solution. At the end of the research, the proposed vehicle and its properties expect to become a technical layout for developing the automotive R&D platform in the coming years within the multidisciplinary network. The final solution will provide several technical and styling guidelines to the overall project that will be necessary not only to design the final vehicle prototype but also to promote the use of a human-centred design approach to the other engineering researches.
APA, Harvard, Vancouver, ISO, and other styles
27

Seland, Gry. "Role-Play Workshops as a User-Centred Design Method for Mobile IT." Doctoral thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11444.

Full text
Abstract:
This thesis focuses on the different aspects of role-play as an approach for user-centred design of mobile information technology (IT). This is done through development of a sequence of workshops and reflecting on the outcome. The motivation for the thesis has been to develop an understanding of the important conditions for involving end-users in the process of understanding user needs and exploring requirements for mobile IT. The need for new methods to understand mobile IT and the focus on user involvement in the traditions of participatory design and user-centred design established the background for the work. Most of the workshops were carried out in a hospital context. The overall research approach has been to work iteratively by carrying out a set of smaller studies, so-called workshops. The research design was flexible, characterized by a design that evolves, develops and unfolds, as the research proceeds. The current state of the knowledge on role-play called for a qualitative approach with a focus on understanding important issues concerning user role-plays. The overall research subject of this thesis is: Develop understanding of key premises for using role-play with low-fidelity prototyping to involve end-users in exploring user needs and requirements for mobile IT. This research subject was further divided into three specific research questions: What are the important issues related to planning and running of role-play design workshops with end-users? What do system developers perceive as the strengths and limitations of such role-play workshops as a system development method? What is the role of the workshop facilitators in such role-play work­shops? Five categories of issues of importance for planning and running of role-play workshops with end-users were identified: practicalities, user role-playing, idea generation, workshop resources and roles in the workshop. The system developers regarded the approach as useful for several reasons including enhancing user involvement, helping developers understand the context of use, and creating a focus in a project. The developers also called attentions to limitations of using role-play; such as a narrow user view on the system that does not take system development premises into account. One of the issues that emerged as a particularly important factor in the workshops was the role-play facilitator’s skills in leading the role-play part and the idea generation process. A framework developed by Yardley-Matwiejcsuk proved useful for understanding how to develop and rehearse these kinds of role-play. The thesis contributes with an understanding of different aspects regarding role-play workshops with end users in the field of Human-Computer Interaction.
APA, Harvard, Vancouver, ISO, and other styles
28

Grimandi, Chiara. "Individuo e collettività nello smart working: studio di un servizio human centred per il benessere sociale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

Find full text
Abstract:
Spazi Adiacenti è un progetto di design per l'innovazione sociale, che investiga la tematica dello smart working e le sinergie che si possono instaurare tra i lavoratori e le realtà di quartiere. In particolare lo studio si focalizza sulla risorsa spaziale, spesso mancante agli smart worker, proponendo un servizio di condivisione che generi opportunità all’interno del contemporaneo scenario del lavoro smaterializzato su scala di prossimità. Da un lato gli smart worker potranno recarsi in spazi vicini alle proprie abitazioni, dove poter svolgere la professione in maniera adeguata, dall'altro cittadini, associazioni, realtà commerciali o culturali potranno diventare supporter del servizio e cooperare per l'accrescimento dell'economia locale.
APA, Harvard, Vancouver, ISO, and other styles
29

DI, SALVO ANDREA, and Gallio V. "Interfacce Cognitive Innovative per Operatori di Velivoli Non Pilotati." Doctoral thesis, Politecnico di Torino, 2011. http://hdl.handle.net/11583/2595755.

Full text
Abstract:
The PhD involves the Politecnico di Torino, through the PhD Programme (ScuDO), the two departments of Sistemi di Produzione Industriale (DISPEA) and Progettazione Architettonica e Disegno Industriale (DIPRADI) and Alenia Aeronautica, a Finmeccanica company. Collaboration is reported on a specific agreement done by Alenia and Politecnico to establish the common area of research. The topics have been proposed by Alenia and arranged with the Department. Interdisciplinary is the core issue of the two studies. Both of the works has been done on the UAV (Unmanned Air Vehicle) system, although it might seem to belong to a specific field of aeronautics, actually the topic have been faced from the Human Factor view. The group integration at the company level it is mainly concerned with HMI (Human Machine Interface) issues in addition to the design of the ground station to manage the vehicle and the payload. The research purpose is the analysis and the design of interfaces that help an operator / pilot to manage a UAV (Unmanned Air Vehicle). The key field has been the ergonomics in its two areas of study: physical and cognitive development. The crucial cultural background is based on the multidisciplinary approach belong to the design and overall to the systemic design. Starting from the holistic relief, this approach creates a network of relationships by highlighting new connections and identifying the critical path. The design is no longer focused on the product, but on the subject. The point of view in the design should always be to consider man at the center of the project, building the most appropriate instruments to achieve different purposes. The study of current research in these areas was essential to understand what are the relationships existing between people and the machine, preventing errors through proper planning. The user should not adapt to the logic and reasoning, often rigid, of the instruments, but vice versa. The interface should be a natural extension of the subject. Both issues have deepened over interface design, the way in human-machine interaction, understood in its broadest sense of the instrument. A uninterrupted feedback from different subjects (pilots and operators) involved was secured in the early stages of the project and will continue with practice tests in the later stages. It was carried out research in theoretical methods of cognitive ergonomics in order to meet the test. Having the chance to design with the continued support ensures the end user, at least in part, to prevent errors and to judge the project to future operations. One element to be reckoned with is the fact that UAVs are becoming a reality only in the last decade, the issue is evolving and also the user of reference is not so clear and specified, in some cases, these drivers in other highly skilled operators. All systems require an unmanned ground control station (GCS Ground Control Station) with an appropriate human-machine interface. The physical separation between vehicle and pilot / operator involves a greater focus in the design of the instruments with which the operator has to manage the plane. In fact, the biggest challenge in the field of unmanned vehicle is able to ensure proper awareness of the environment (Situation Awareness). The most common definition of situation awareness is given by dr. Mica Endsley founder and president of SA Technologies, which mainly divided into three levels: perception of the environmental elements, understanding of their meaning and projection of them in the immediate future. Ensuring a system designed to withstand the physical separation between pilot and plane in all three levels is the basis for preventing errors and facilitating interaction and mediated control of the vehicle. We are witnessing a sort of schizophrenia skill of the pilot, because the enormous experience gained in the operational field allows him to have excellent ability to control, but at the same time it is deprived of a fundamental physical contact with the vehicle. Piloting manned vehicle, the pilot , thanks to a long training and practice, develops a kind of sixth sense. In addiction to eyesight, he heightens the sense of touch and hearing as well connected to the flight deck. Every vibration and noise are predictive elements to prevent mistakes or blowout. Once removed from his natural habitat and placed inside a container on the ground physically distant from the vehicle, he is normal to feel limited. When many points of reference are missing, you can feel disoriented, despite the presence of a guidance room. The ever-changing and dynamic environment also means that only recently feel the need to standardize the procedures in the operational, administrative and logistical support. In addition to providing guidelines on the usability of the interfaces there is the issue of technical interoperability between a variety of communication systems and information. In fact, in the near future the various ground stations will be able to govern not only a vehicle but more elements that differ from each other. This possibility means that the interfaces for both systems studied (main display and planner) are as flexible as possible and able to adapt to constant developments and changes. Creating a ground station matching the standard allows the system to be seen uav interchangeable network . Designing with the concept of inter-operability allows you to create and develop in the future, an open and adaptable system. The ultimate goals of both projects have been of design that executive nature. The client company Alenia Aeronautica in fact, have the ability to test the two projects during the future flight campaigns . It is therefore to validate, in one case, all the contents included in the display that the pilot has served in the ground station. In the other case to test the effectiveness and usability of mission planning.
APA, Harvard, Vancouver, ISO, and other styles
30

Axelsson, Daniel. "Graphical User Interface Design of a Maintenance Support System : Using Prototyping and User-Centred Design." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149779.

Full text
Abstract:
The interest in the complex relationship between the behaviour of users and the design of interactive system has been significantly increased as the digital technology has advanced. This has led to usability becoming one of the key elements in user-centred interaction design. Systems need to be designed in a usable way; efficient, use-enhancing, flexible and learnable and the design should also meet the user’s needs and aspirations. This thesis aimed to develop a more usable prototype of the Maintenance Ground Support System (MGSS), using prototyping and a user-centred design approach. The prototype was developed using an adaptation on the evolutionary software development process that consisted of four iterative steps. The prototypes were created, tested and evaluated with surrogate and end-users. The design of the prototype is based on a customizable and simple dashboard application that supports multiple user needs and requirements, in a familiar environment where the user can feel confident and be in control. Based on usability testing, the prototype was concluded to be more efficient, understandable as well as easier to use than the existing system.
APA, Harvard, Vancouver, ISO, and other styles
31

Putkonen, A. (Ari). "Macroergonomic approach applied to work system modelling in product development contexts." Doctoral thesis, University of Oulu, 2010. http://urn.fi/urn:isbn:9789514262371.

Full text
Abstract:
Abstract Product development (PD) has an important role as a key competitive factor in business environments. The capacity of designers and other stakeholders to perceive and process product related information is burdened by the increasing complexity of products and the high demands of working life. Therefore, companies need new human-centred perspectives and methods of balancing and enhancing their overall PD processes in order to develop successful products. The main motive for this research arises from the fact that ergonomics design research has been scarce from the process-oriented and systemic methods perspective. It has mainly focused on the methods, such as those needed in user interface design, and the usability and safety testing of products. The purpose of this dissertation is to consider the PD work system from the macroergonomics perspective. Macroergonomics is a top-down sociotechnical systems approach that is concerned with the analysis, design and evaluation of work systems. Nowadays, the individual user context is the dominating source of product requirements, but the designers’ work system has significant influence on its outcome as well. As an open work system, PD covers the use and design contexts of a product, not only at the individual, but also at the social and system levels. In this dissertation, the use and design contexts of products are examined through six individual studies, which were carried out during a demanding PD project of a new simulation game. In this design process, from the initial state to the goal state, macroergonomics was used as the main theoretical guideline. In many companies, PD processes are considered and developed mainly from the project management or technological points of view. However, because of the increasing complexity and systemic nature of products, PD organisations, too, will have to become more participatory, more networked and more systems oriented. As the main findings, this dissertation indicates that the macroergonomic approach can enrich the PD process and its outcomes by emphasising the balance between the technical and social subsystems of PD work system. The emerging complexity of products must be controlled from the entire PD work system, not the individual context of use only. The research introduces a new PD work system model that includes both the design and use contexts of products and demonstrates their analogical sociotechnical structures. The value of this dissertation for the industry is that companies can overcome certain emerging challenges of PD by applying the introduced macroergonomic principles. The findings of the research may encompass the re-designing of the current PD process in a company. Instead of shutting their eyes to the complexity of the surrounding world, companies should consider it as the macroergonomic PD work system and be more aware about the overall product requirements.
APA, Harvard, Vancouver, ISO, and other styles
32

Gonçalves, Filipe Maciel. "Mapping the tourist experience in trains through human-centred design: eliciting needs and desires for a future mobile app." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/14806.

Full text
Abstract:
Mestrado em Comunicação Multimédia
The presented research elicits the behaviour, needs and desires, in addition to future needs, of tourists during the tourist experience through the use of trains in Belgium, with a focus on the future creation of a mobile application that supports not only the collection and use of information during the train trip, but also some factors related to the anticipation and on-site experience. Three different qualitative user research methodologies were planned and carried out: observations, focus group interviews and board games as generative tool. In addition, Personas and context scenarios were developed in order to start bridging the research-design gap. This study was developed during a mobility program between University of Aveiro and Katholieke Universiteit Leuven. It is written in English, which represented a challenge to the researcher, who is Brazilian and has Portuguese as the mother tongue.
O trabalho de investigação aqui apresentado expõe as necessidades, desejos e necessidades futuras de turistas durante a experiência turística através do uso de trens na Bélgica, com foco na futura criação de uma aplicação móvel que suporte não somente a obtenção e uso da informação durante a viagem férrea, mas também alguns fatores relacionados com as fases de antecipação e experiência no destino. Para isso, foram planejadas e executadas três metodologias qualitativas de pesquisa do usuário distintas: observações, entrevistas de grupo focal e jogos de mesa como ferramenta geradora de ideias. Além disso, foram desenvolvidos Personas e cenários de contexto com o objetivo de iniciar a transição entre o processo de pesquisa e design. Este trabalho foi desenvolvido em um programa de mobilidade entre a Universidade de Aveiro e Katholieke Universiteit Leuven. Está redigido em Inglês, o que representou um desafio para o pesquisador, que é brasileiro e tem português como idioma oficial.
APA, Harvard, Vancouver, ISO, and other styles
33

Göransson, Bengt. "User-Centred Systems Design : Designing Usable Interactive Systems in Practice." Doctoral thesis, Uppsala University, Department of Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4273.

Full text
Abstract:

Have you ever been frustrated with that IT system at work that does not behave the way you expect it to? Or had problems with using the features on your new mobile phone? When systems and appliances do not support us in what we are doing, and do not behave the way we expect them to, then usability is neglected. Poor usability may be frustrating and irritating when trying out your mobile phone, but in a critical work situation poor usability may be disastrous.

In this thesis, user-centred systems design (UCSD) is advocated as an approach for facilitating the development of usable interactive systems. Systems that suit their intended use and users do not just “emerge”. They are the result of a UCSD process and a user-centred attitude during the development. This means in short that the real users and their needs, goals, context of use, abilities and limitations, drive the development – in contrast to technology-driven development. We define UCSD as: a process focusing on usability throughout the entire development process and further throughout the system life cycle. I argue that this definition along with a set of key principles do help organisations and individual projects in the process of developing usable interactive systems. The key principles include the necessity of having an explicit focus on users and making sure that users are actively involved in the process.

The thesis provides knowledge and insights gained from real-life situations about what UCSD is and how it can be put into practice. The most significant results are: the proposal of a clear definition of UCSD and a set of key principles encompassing UCSD; a process for usability design and the usability designer role. Furthermore, design cases from different domains are provided as examples and illustrations.

APA, Harvard, Vancouver, ISO, and other styles
34

Novak, James. "Responsive Design and 4D Products: Enhancing Human Experiences Through Ubiquitous Computing." Thesis, Griffith University, 2018. http://hdl.handle.net/10072/380531.

Full text
Abstract:
As the boundaries between the physical and digital worlds increasingly blur, there is concern that humans are becoming subservient to computers and machines. Humancentred design principles are quickly forgotten as new technologies become the focus of research and commercial interest, resulting in a gizmo culture. Computing technology has become ubiquitous, however, the ubiquitous computing vision is yet to be realised after decades of developing ever faster, smaller and cheaper sensors. While ubiquitous computing research has been dominated by engineering and computing disciplines, this thesis argues that today, the majority of technological hurdles to more human-centred interactions between people and technology have been overcome, and designers must now lead development of products that empower humans and encourage more sustainable relationships with technology. Specifically, product and industrial designers are being enabled by new software to develop more life-like products that have both physical and digital presence, no longer creating single static solutions to problems, but designing systems whereby products can adapt and evolve over time. This leverages the rapidly increasing quantity of sensors within products and the environment, and requires new thinking beyond the interface as a means for utilising this data. Employing a research through design methodology, experimental prototypes have been developed to understand how current technologies can be applied to products and design systems in order to allow them to adapt over time. Qualitative and quantitative results show how new symbiotic relationships between people and products are emerging, and are part of broader shifts within research disciplines like architecture, additive manufacturing and robotics to move towards more interconnected systems through the fourth industrial revolution. This thesis calls for product design research to adopt a unified approach to this new generation of 4D and responsive products, ensuring increasingly life-like technologies empower humanity rather than suppress human flourishing as control is resigned to machines.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Queensland College of Art
Arts, Education and Law
Full Text
APA, Harvard, Vancouver, ISO, and other styles
35

Nyberg, Karin. "Quality management for a new paradigm : How design thinking and a human centred culture can meet increased complexity." Thesis, Mittuniversitetet, Institutionen för kvalitets- och maskinteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42971.

Full text
Abstract:
I denna fallstudie har SeventyOne Consulting analyserats som ett exempel på en organisation som verkar under det kommande paradigmet inom kvalitetsutvecklingen. Studien kopplar samman teori från kvalitetfältet med design thinking, paradigmteori och teori om människocentrerad företagskultur. Syftet var att bidra med kunskap gällande vilken roll design thinking och människocentrerad företagskultur kan spela i ett kommande paradigm inom kvalitetsutveckling. Frågeställningarna var: 1. Hur kan det kommande paradigmet i kvalitetsutveckling förstås? 2. Vilken roll kan design thinking och en människocentrerad företagskultur spela i det kommande paradigmet? Metoden inkluderade semi-deltagande observationer av organisationen, icke-deltagande observationer av arbetet med kunder, intervjuer med företagets medlemmar samt dokumentationsanalys. Studien har huvudsakligen genomförts online. Dess resultat har organiserats i den metaforiska och hypotetiska analysmodellen bröllopstårtan, vilken illustrerar hur en människocentrerad företagskultur baserad på psykologisk trygghet, Teal-principer och glädje utgör grunden för att hantera kunders komplexa problem utifrån de metodologiska strategierna relatera och samskapa, eklektisk metod och ett design thinking mindset. Design kapabilitet har analyserats som förmågan att sammankoppla och arbeta utifrån flera olika kunskapstraditioner samtidigt, samt integrera företagskulturer utifrån en människocentrerad bas. Människocentrerad kultur har därmed förståtts som en förutsättning för att kunna möta komplexiteten och innovationskraven som präglar det nya paradigmet, medan design thinking förståtts som en potentiellt användbar metod, förutsatt att design kapabilitet utvecklats.
In this case study, SeventyOne Consulting was analysed as an example of an organisation operating under the coming paradigm in quality management. The study connected theory from quality management, design thinking, paradigm theory and human-centred culture theory. The purpose was to contribute with knowledge concerning what role design thinking and a human-centred culture can play in the coming paradigm of quality management. The research questions were: 1. How can the coming paradigm of Quality Management be understood? 2. Which roles can design thinking and a human-centred culture play in the coming paradigm? The method included semi-participatory observations of the organisation, non-participatory observations with its customers, interviews with its members and document analysis. The study has mainly been performed online. Its result were organised into the metaphorical and hypothetical analytic model of the wedding cake, illustrating how a human-centred culture based on psychological safety, Teal principles and happiness gives the foundation for handling customers’ complex problems through the methodological strategies relate and co-create, eclectic methodology and a design thinking mindset. Design capability was analysed as the ability to connect and work simultaneously with different kinds of knowledge and integrating cultures, while also coming from a human-centredness. Human-centred cultures were thereby understood as an important prerequisite for being able to meet the complexity and innovative demands of a new paradigm, while design thinking was understood as a potentially suitable method, provided that design-capability has been developed.

2021-06-06

APA, Harvard, Vancouver, ISO, and other styles
36

Mallaband, Becky. "Integrating User Centred Design into the development of energy saving technologies." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/14823.

Full text
Abstract:
Legally binding targets set by the UK government to reduce carbon emissions by 2050 mean it is imperative that the efficiency of the UK housing stock is improved. Housing currently contributes over 30% of the UK s total carbon emissions and a large proportion of the current stock will still exist in 2050. There is therefore a need to retrofit this existing stock with energy saving measures, as the savings from new builds will not be adequate to meet the stringent carbon reduction targets. Whilst technologies to facilitate energy saving retrofit are available, there has been a low uptake from householders in the UK, in part due to the lack of consideration of user requirements within the design of these technologies. To investigate this issue further, this thesis considers two main questions: How can the design of energy saving measures and the process of retrofit of the existing UK housing stock be improved through the use of user centred design (UCD) and How can UCD methods be applied to the research and development process for energy saving measures in order to improve the outcome? Through the research, it became clear that in order to answer these questions, it would be necessary to work across disciplines and therefore a third Research Question was posed; How can UCD facilitate working across disciplines in the context of an energy research project? The results provide evidence of how UCD can effectively improve the design and development process of energy saving technologies, the process of retrofit and the practice of cross-disciplinary working within a research environment. The research is novel in several ways: firstly, the UCD process has been applied in the area of domestic retrofit, giving new insights into the barriers and opportunities to retrofit; secondly, home improvement has been investigated by viewing the home as a complete, interacting system, using novel methods; thirdly, a set of UCD specifications have been created to inform the design of heat pumps, a specific domestic energy saving technology, and finally, enhancements to the UCD process are made for use within an energy technology project, together with the development of six principles for effective cross-disciplinary working and conceptualisation of the bridge building role which the UCD practitioner fulfills.
APA, Harvard, Vancouver, ISO, and other styles
37

DI, SALVO ANDREA. "Interfacce Cognitive Innovative per Operatori di Velivoli non Pilotati. Il progetto_Main Display." Doctoral thesis, Politecnico di Torino, 2011. http://hdl.handle.net/11583/2596156.

Full text
Abstract:
The PhD involves the Politecnico di Torino, through the PhD Programme (ScuDO), the two departments of Sistemi di Produzione Industriale (DISPEA) and Progettazione Architettonica e Disegno Industriale (DIPRADI) and Alenia Aeronautica, a Finmeccanica company. Collaboration is reported on a specific agreement done by Alenia and Politecnico to establish the common area of research. The topics have been proposed by Alenia and arranged with the Department. Interdisciplinary is the core issue of the two studies. Both of the works has been done on the UAV (Unmanned Air Vehicle) system, although it might seem to belong to a specific field of aeronautics, actually the topic have been faced from the Human Factor view. The group integration at the company level it is mainly concerned with HMI (Human Machine Interface) issues in addition to the design of the ground station to manage the vehicle and the payload. The research purpose is the analysis and the design of interfaces that help an operator / pilot to manage a UAV (Unmanned Air Vehicle). The key field has been the ergonomics in its two areas of study: physical and cognitive development. The crucial cultural background is based on the multidisciplinary approach belong to the design and overall to the systemic design. Starting from the holistic relief, this approach creates a network of relationships by highlighting new connections and identifying the critical path. The design is no longer focused on the product, but on the subject. The point of view in the design should always be to consider man at the center of the project, building the most appropriate instruments to achieve different purposes. The study of current research in these areas was essential to understand what are the relationships existing between people and the machine, preventing errors through proper planning. The user should not adapt to the logic and reasoning, often rigid, of the instruments, but vice versa. The interface should be a natural extension of the subject. Both issues have deepened over interface design, the way in human-machine interaction, understood in its broadest sense of the instrument. A uninterrupted feedback from different subjects (pilots and operators) involved was secured in the early stages of the project and will continue with practice tests in the later stages. It was carried out research in theoretical methods of cognitive ergonomics in order to meet the test. Having the chance to design with the continued support ensures the end user, at least in part, to prevent errors and to judge the project to future operations. One element to be reckoned with is the fact that UAVs are becoming a reality only in the last decade, the issue is evolving and also the user of reference is not so clear and specified, in some cases, these drivers in other highly skilled operators. All systems require an unmanned ground control station (GCS Ground Control Station) with an appropriate human-machine interface. The physical separation between vehicle and pilot / operator involves a greater focus in the design of the instruments with which the operator has to manage the plane. In fact, the biggest challenge in the field of unmanned vehicle is able to ensure proper awareness of the environment (Situation Awareness). The most common definition of situation awareness is given by dr. Mica Endsley founder and president of SA Technologies, which mainly divided into three levels: perception of the environmental elements, understanding of their meaning and projection of them in the immediate future. Ensuring a system designed to withstand the physical separation between pilot and plane in all three levels is the basis for preventing errors and facilitating interaction and mediated control of the vehicle. We are witnessing a sort of schizophrenia skill of the pilot, because the enormous experience gained in the operational field allows him to have excellent ability to control, but at the same time it is deprived of a fundamental physical contact with the vehicle. Piloting manned vehicle, the pilot , thanks to a long training and practice, develops a kind of sixth sense. In addiction to eyesight, he heightens the sense of touch and hearing as well connected to the flight deck. Every vibration and noise are predictive elements to prevent mistakes or blowout. Once removed from his natural habitat and placed inside a container on the ground physically distant from the vehicle, he is normal to feel limited. When many points of reference are missing, you can feel disoriented, despite the presence of a guidance room. The ever-changing and dynamic environment also means that only recently feel the need to standardize the procedures in the operational, administrative and logistical support. In addition to providing guidelines on the usability of the interfaces there is the issue of technical interoperability between a variety of communication systems and information. In fact, in the near future the various ground stations will be able to govern not only a vehicle but more elements that differ from each other. This possibility means that the interfaces for both systems studied (main display and planner) are as flexible as possible and able to adapt to constant developments and changes. Creating a ground station matching the standard allows the system to be seen uav interchangeable network . Designing with the concept of inter-operability allows you to create and develop in the future, an open and adaptable system. The ultimate goals of both projects have been of design that executive nature. The client company Alenia Aeronautica in fact, have the ability to test the two projects during the future flight campaigns . It is therefore to validate, in one case, all the contents included in the display that the pilot has served in the ground station. In the other case to test the effectiveness and usability of mission planning.
APA, Harvard, Vancouver, ISO, and other styles
38

Persson, Linnéa. "Experienced issues with tablet computer interfaces among older adults : An exploratory study using a human centred interaction design approach." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10985.

Full text
Abstract:
Context: Older adults’ everyday usages of tablet computers in a home environment are currently left out from today’s research. Current researches include many specialized focuses regarding tablet computer interfaces but a holistic view of how older adults experience usage of tablet computers in their everyday life is still to a large extent missing. Objectives: The aim of this study is to apply a use- and user-centred action research approach to explore how older adults experience the usage of tablet computers in their everyday life. Older adults are observed using tablet computers in their home environment in order to explore experienced issues and identify possible improvements for the older adults’ interaction and use of tablet computers. Methods: This study is a qualitative explorative case study using a grounded theory approach. The study consists a two week observation period beginning with an introduction and tutorial to tablet computers. Semi-structured interviews were conducted directly before and after as well as a long term follow up interview, few months after the observation period. The research body with the first two interviews and observation period was conducted using grounded theory iteration, allowing for analysis between each participant. The study involved 10 older adults and took place in the older adults’ natural everyday home environment and targeted older adults born 1960 or earlier. Results: The study used different ways to introduce tablet computers to the older adults, individually adjusted to their knowledge about information communication technology in general and tablet computers in particular as well as for them familiar subjects. Associations using their familiar subjects were used to help the older adults to remember the functionality of different icons. Some of the interaction issues encountered could be solved on the spot using accessibility options and accessories. The participants’ interest in tablet computers increased during the main body of the study, but later decreased again between the last two interviews. Conclusions: Many interaction issues were identified during the study where the main issues were related to accuracy, typing, gesture and terminology. Suggestions are made concerning how to solve some of the issues encountered, like a dynamic grid for icons and text on the tablet computer home screen and an ergonomic version of a touchscreen pen. Although there are interaction issues that are directly related to the interface, there are other important aspects too that affect the experienced interaction issues when interacting with and using a tablet computer in one’s everyday life home environment. Influencers affecting how older adults feel about tablet computers played a very important role. Having the observer functioning as a technical mentor, during the two week observation period, played a bigger role than expected, but the short time the older adults had with the mentor was not enough to keep them interested on a long term basis.
APA, Harvard, Vancouver, ISO, and other styles
39

Chen, Tin Kai. "An investigation into alternative human-computer interaction in relation to ergonomics for gesture interface design." Thesis, De Montfort University, 2009. http://hdl.handle.net/2086/2420.

Full text
Abstract:
Recent, innovative developments in the field of gesture interfaces as input techniques have the potential to provide a basic, lower-cost, point-and-click function for graphic user interfaces (GUIs). Since these gesture interfaces are not yet widely used, indeed no tilt-based gesture interface is currently on the market, there is neither an international standard for the testing procedure nor a guideline for their ergonomic design and development. Hence, the research area demands more design case studies on a practical basis. The purpose of the research is to investigate the design factors of gesture interfaces for the point-andclick task in the desktop computer environment. The key function of gesture interfaces is to transfer the specific body movement into the cursor movement on the two-dimensional graphical user interface(2D GUI) on a real-time basis, based in particular on the arm movement. The initial literature review identified limitations related to the cursor movement behaviour with gesture interfaces. Since the cursor movement is the machine output of the gesture interfaces that need to be designed, a new accuracy measure based on the calculation of the cursor movement distance and an associated model was then proposed in order to validate the continuous cursor movement. Furthermore, a design guideline with detailed design requirements and specifications for the tilt-based gesture interfaces was suggested. In order to collect the human performance data and the cursor movement distance, a graphical measurement platform was designed and validated with the ordinary mouse. Since there are typically two types of gesture interface, i.e. the sweep-based and the tilt-based, and no commercial tilt-based gesture interface has yet been developed, a commercial sweep-based gesture interface, namely the P5 Glove, was studied and the causes and effects of the discrete cursor movement on the usability was investigated. According to the proposed design guideline, two versions of the tilt-based gesture 3 interface were designed and validated based on an iterative design process. Most of the phenomena and results from the trials undertaken, which are inter-related, were analyzed and discussed. The research has contributed new knowledge through design improvement of tilt-based gesture interfaces and the improvement of the discrete cursor movement by elimination of the manual error compensation. This research reveals that there is a relation between the cursor movement behaviour and the adjusted R 2 for the prediction of the movement time across models expanded from Fitts’ Law. In such a situation, the actual working area and the joint ranges are lengthy and appreciably different from those that had been planned. Further studies are suggested. The research was associated with the University Alliance Scheme technically supported by Freescale Semiconductor Co., U.S.
APA, Harvard, Vancouver, ISO, and other styles
40

Mitchell, Valerie A. "Mobile methods : eliciting user needs for future mobile products." Thesis, Loughborough University, 2005. https://dspace.lboro.ac.uk/2134/15740.

Full text
Abstract:
The research reported in this thesis had two aims. To investigate how the variability and complexity of the mobile context of use should be addressed when capturing user needs for mobile products and to explore the role of indirect methods of data capture as tools for eliciting user needs in a form appropriate for informing the scenario based design of mobile products during the. earliest stages of product development. This research presents a novel scenario-based approach to eliciting and representing user needs in a form suitable for informing the earliest exploratory stages of mobile product design. Within this approach scenarios are used to provide snapshots of actual or envisaged product use that can be used to find a starting point for design when there is no clearly defined focus for innovation. Scenarios are organized into sets using scenario tables to structure consideration of key variables within the mobile context of use. These key variables are identified as: mobility, emotion, social relationship and communication purpose. Three user studies were conducted using UK undergraduate students as the study population. Study One explored use of schematic representations ('maps') of each participant's social communications and mobility as tools for eliciting user needs, both in relation to existing mobile product use and in relation to projected use of future mobile product concepts. Study Two used a diary study method to explore existing mobile communications use. Ways of structuring consideration of the mobile context of use were explored and the effectiveness of the diary as a tool for eliciting user needs and for scenario generation was assessed. Study Three extended the diary study approach to include consideration ofthe emotional context of product use and to include pictorial feedback of diary entries to study participants. These personal representations of product use were used to further explore user needs and to prompt participants to generate narratives describing motivations for product use suitable for presentation in scenario form.
APA, Harvard, Vancouver, ISO, and other styles
41

Watanabe, Misako. "Loneliness at Home : Staying Connected to Long-distance Family." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-101205.

Full text
Abstract:
It is becoming a problem that the number of people who have loneliness by a physical distance between family members has lately kept increasing. Home is not only about space, but also about where an individual makes memories, feels secured with its familiarity and feels comfortable with his or her family member(s). Individuals, who live alone and feel lonely, have not been getting these senses. The available ways of connection between remote family members are not enough.  The aim of the research is to understand the current condition of the connection between remote family members to map pain points. The purpose is to develop a product that can decrease a sense of loneliness and increase positive emotions through an experience which makes a lonely individual feel a little bit more connected to a long-distance family in everyday life.  Based on the in-depth interviews, eight insights and two kinds of stakeholders, whom the connection should be made between, was revealed. Over forty ideas were created to solve the problem of loneliness based on the defined insights and stakeholders, and the ideas were narrowed down on the criteria of to what extent the idea can satisfy the revealed insights and to what extent the connection created by each idea can last easily between the two stakeholders.  The resulting product called One Home Lamp can provide an emotionally warmer experience to a target user than other similar products do with four main features: 1) a connection which lasts in everyday life in a way that everyone can keep in touch with each other more easily, 2) a better sense of identity which belongs to each family by customization with colour and stickers, 3) a better sense of belongingness towards a family by seeing an imaginal house where you and your family live together, 4) a better sense of touch which is closer to human warmth with the material and soft texture used.  The result is beneficial for modern societies in terms of the fact that it has a great possibility to reduce loneliness, increase positive emotions and improve well-being among lonely individuals which is one of the sustainable development goals to be achieved by 2030 advocated by the United Nations General Assembly.
APA, Harvard, Vancouver, ISO, and other styles
42

Hardenborg, Niklas. "Designing Work and IT Systems : A Participatory Process that Supports Usability and Sustainability." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis Acta Universitatis Upsaliensis, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-8344.

Full text
APA, Harvard, Vancouver, ISO, and other styles
43

Gough, Phillip. "NEUVis: Comparing Affective and Effective Visualisation." Thesis, The University of Sydney, 2017. http://hdl.handle.net/2123/16662.

Full text
Abstract:
Data visualisations are useful for providing insight from complex scientific data. However, even with visualisation, scientific research is difficult for non-scientists to comprehend. When developed by designers in collaboration with scientists, data visualisation can be used to articulate scientific data in a way that non-experts can understand. Creating human-centred visualisations is a unique challenge, and there are no frameworks to support their design. In response, this thesis presents a practice-led study investigating design methods that can be used to develop Non-Expert User Visualisations (NEUVis), data visualisations for a general public, and the response that people have to different kinds of NEUVis. For this research, two groups of ten users participated in quantitative studies, informed by Yvonna Lincoln and Egon Guba’s method of Naturalistic Inquiry, which asked non-scientists to express their cognitive and emotional response to NEUVis using different media. The three different types of visualisations were infographics, 3D animations and an interactive installation. The installation used in the study, entitled 18S rDNA, was developed and evaluated as part of this research using John Zimmerman’s Research Through Design methodology. 18S rDNA embodies the knowledge and design methods that were developed for this research, and provided an opportunity for explication of the entire NEUVis design process. The research findings indicate that developing visualisations for the non-expert audience requires a new process, different to the way scientists visualise data. The result of this research describes how creative practitioners collaborate with primary researchers and presents a new human-centred design thinking model for NEUVis. This model includes two design tools. The first tool helps designers merge user needs with data they wish to visualise. The second tool helps designers take that merged information and begin an iterative, user-centred design process.
APA, Harvard, Vancouver, ISO, and other styles
44

Blackler, Alethea Liane. "Intuitive interaction with complex artefacts." Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16219/1/Alethea_Blackler_Thesis.pdf.

Full text
Abstract:
This thesis examines the role of intuition in the way that people operate unfamiliar devices, and the importance of this for designers. Intuition is a type of cognitive processing that is often non-conscious and utilises stored experiential knowledge. Intuitive interaction involves the use of knowledge gained from other products and/or experiences. Therefore, products that people use intuitively are those with features they have encountered before. This position has been supported by two initial experimental studies, which revealed that prior exposure to products employing similar features helped participants to complete set tasks more quickly and intuitively, and that familiar features were intuitively used more often than unfamiliar ones. Participants who had a higher level of familiarity with similar technologies were able to use significantly more of the features intuitively the first time they encountered them, and were significantly quicker at doing the tasks. Those who were less familiar with relevant technologies required more assistance. A third experiment was designed to test four different interface designs on a remote control in order to establish which of two variables - a feature's appearance or its location - was more important in making a design intuitive to use. As with the previous experiments, the findings of Experiment 3 suggested that performance is affected by a person's level of familiarity with similar technologies. Appearance (shape, size and labelling of buttons) seems to be the variable that most affects time spent on a task and intuitive uses. This suggests that the cues that people store in memory about a product's features depend on how the features look, rather than where on the product they are placed. Three principles of intuitive interaction have been developed. A conceptual tool has also been devised to guide designers in their planning for intuitive interaction. Designers can work with these in order to make interfaces intuitive to use, and thus help users to adapt more easily to new products and product types.
APA, Harvard, Vancouver, ISO, and other styles
45

Blackler, Alethea Liane. "Intuitive interaction with complex artefacts." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16219/.

Full text
Abstract:
This thesis examines the role of intuition in the way that people operate unfamiliar devices, and the importance of this for designers. Intuition is a type of cognitive processing that is often non-conscious and utilises stored experiential knowledge. Intuitive interaction involves the use of knowledge gained from other products and/or experiences. Therefore, products that people use intuitively are those with features they have encountered before. This position has been supported by two initial experimental studies, which revealed that prior exposure to products employing similar features helped participants to complete set tasks more quickly and intuitively, and that familiar features were intuitively used more often than unfamiliar ones. Participants who had a higher level of familiarity with similar technologies were able to use significantly more of the features intuitively the first time they encountered them, and were significantly quicker at doing the tasks. Those who were less familiar with relevant technologies required more assistance. A third experiment was designed to test four different interface designs on a remote control in order to establish which of two variables - a feature's appearance or its location - was more important in making a design intuitive to use. As with the previous experiments, the findings of Experiment 3 suggested that performance is affected by a person's level of familiarity with similar technologies. Appearance (shape, size and labelling of buttons) seems to be the variable that most affects time spent on a task and intuitive uses. This suggests that the cues that people store in memory about a product's features depend on how the features look, rather than where on the product they are placed. Three principles of intuitive interaction have been developed. A conceptual tool has also been devised to guide designers in their planning for intuitive interaction. Designers can work with these in order to make interfaces intuitive to use, and thus help users to adapt more easily to new products and product types.
APA, Harvard, Vancouver, ISO, and other styles
46

Burden, Alan G. "Affordances in collaborative robotic production for artisan crafts and hybrid design." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/235059/1/Alan_Burden_Thesis.pdf.

Full text
Abstract:
This thesis showed an industrial robot arm and augmented reality can complement handcrafting skills. The research studied artisans, finding a common technique was patternmaking – creating 2D templates for bending into 3D objects. A design process modified a workshop industrial robot to create 2D patterns. Additionally, a customised robot tool was designed for cutting and scoring materials, and an augmented reality headset allowed an artisan to control and see the robot’s planned actions. The findings show a hybrid approach of human and robot crafting techniques allowing artisans to make design objects in various sizes while maintaining the quality of the product.
APA, Harvard, Vancouver, ISO, and other styles
47

Cajander, Åsa. "Usability – Who Cares? : The Introduction of User-Centred Systems Design in Organisations." Doctoral thesis, Uppsala universitet, Avdelningen för människa-datorinteraktion, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-122387.

Full text
Abstract:
This thesis analyses the difficulties encountered in the promotion of usability, especially in relation to occupation health issues, when developing IT systems in a public authority. It examines what happens when User-Centred Systems Design (UCSD) approaches are introduced to organisations with in-house systems development for their employees. It studies how stakeholder values affect the outcomes in terms of usability, occupational health, and institutional acceptance. Moreover, new methods are examined and evaluated as potential tools for assisting the adoption of UCSD. These methods are for example Field studies for system developers, Usability coaching for stakeholders and Management views of usability. A stated aim is to influence systems development in practice. Hence an action research paradigm has been employed, carrying out research and change in real life settings, gathering and analysing data using qualitative techniques. This thesis is based on a constructivist perspective, where theories in the areas of learning and organisational change have been used in order to better understand the research questions. The research demonstrates that most people are enthusiastic to, and interested in, UCSD with a focus on the computerised work environment. Many of the stakeholder groups, such as managers, users, project managers and system developers, changed their construct of identity as well as practice when UCSD was introduced. However, this research shows that there are several values that affect systems development and hinder usability work. These include for example value of rationality and objectivity, and differing values and perspectives underpinning descriptions and discourse on work and systems development. Values such as automation, efficiency, and customer satisfaction shape the development of new technology, and ultimately the tasks, work practices integrated in IT systems. Moreover, the results demonstrate that even though many consider usability as important, few take active responsibility for it, as the title of this thesis suggests.
APA, Harvard, Vancouver, ISO, and other styles
48

Prior, Suzanne. "Towards the full inclusion of people with severe speech and physical impairments in the design of Augmentative and Alternative Communication software." Thesis, University of Dundee, 2011. https://discovery.dundee.ac.uk/en/studentTheses/e2c042f3-792a-4874-8b0f-c40f62ec3fe0.

Full text
Abstract:
User Centred Design is accepted as being essential to good software design, only by involving the users throughout the development process can the developers understand what the end users really want (Sharp et al., 2007). One area which has in the past had little experience of User Centred Design is Assistive Technology, and in particular Augmentative and Alternative Communication software (Waller et al., 2005a). Augmentative and Alternative Communication (AAC) offer the possibility of being able to access communication for people with Severe Speech and Physical Impairments.This thesis describes a software development study which investigated methods currently used in software development and how they could be adapted for use with this population. The way difficulties cited in the literature when working with this population were tackled are also discussed. The study involved four adults with Severe Speech and Physical Impairments in the User Centred Development of a piece of assistive software.The study found that with careful planning it was possible to conduct User Centred Design with participants with Severe Speech and Physical Impairments, the lessons from this study were translated into recommendations and provided to a second developer who wished to work with adults with Severe Speech and Physical Impairments. The second study found similar levels of contribution to the features of the software were found in the pilot study. This work has demonstrated the potential for adults with Severe Speech and Physical Impairments to be actively involved (i.e. contribute a high proportion of the features) in the development of Augmentative and Alternative Communication software. A number of areas for further investigation have been identified including the differences found in usability of devices developed using User Centred Design compared to traditional methods, and also how adults with Severe Speech and Physical Impairments can be more actively included in a range of research fields.
APA, Harvard, Vancouver, ISO, and other styles
49

Löthman, Anna, and Malin Liljeblad. "Committed to Exercise : A qualitative study on the persuasive effect and potential of a gym’s online booking system." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106818.

Full text
Abstract:
While physical activity has many important benefits on our health and well-being, many people find it hard to establish and maintain long-lasting exercise routines. Technology can be an effective tool to combat this issue by increasing users’ motivation to exercise and encouraging them to make healthier choices. In this qualitative study, we explored the persuasive effect and potential of an online booking system (OBS) implemented in a gym in the South West of United Kingdom to limit the amount of people in the facilities during the Covid-19 pandemic. The purpose of our research was to examine gym members’ experiences of the system, how it had impacted their motivation to exercise, and to explore how their experiences could be used in a digital system aiming to promote regular gym-use and long-lasting exercise routines. Data was collected through semi-structured interviews, carried out with five gym members. The results demonstrate that all informants had ambivalent feelings towards the OBS, with both positive and negative attitudes towards the system. Three key findings were identified. First, the system forced the users to adapt their exercise routines and daily activities in general to its new constraints which, in some instances, reduced their motivation to exercise. Second, the activity of booking and scheduling gym sessions gave the users a sense of commitment and determination, which increased their motivation to adhere to their planned exercise regime. Third, the users experienced the increased familiarity in the gym as a positive outcome of the OBS. Based on the empirical findings, we proposed a set of recommended features and three key components which can be beneficial to include in a digital system aiming to increase gym user’s motivation to exercise, and that could come of use to designers developing interactive systems for gym settings.
APA, Harvard, Vancouver, ISO, and other styles
50

Dinka, David. "Role, Identity and Work : Extending the design and development agenda." Doctoral thesis, Linköping : Department of Computer and Information Science, Linköping University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-6012.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography