Rozprawy doktorskie na temat „User centered conception”
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Dominici, Michele. "Contributing to energy efficiency through a user-centered smart home". Phd thesis, Université Rennes 1, 2013. http://tel.archives-ouvertes.fr/tel-00869455.
Pełny tekst źródłaRasamoelina, Francis. "Développement d'un modèle utilisateur pour une mise en relation du Kansei et de l’Eco-conception". Thesis, Paris, ENSAM, 2014. http://www.theses.fr/2014ENAM0067/document.
Pełny tekst źródłaThe consideration of environmental issues is a very strong topic in our society nowadays. In the field of Product Development, Ecodesign is a methodology that allows the consideration of these issues by proposing to reduce the environmental impacts of products throughout their life cycle. The use phase of the life cycle is a critical step as the way how the products are managed can have significant impact on their environmental performance. We propose in this thesis to enrich the understanding of the use phase by highlighting the Kansei Information that can play a major role in the interaction between the user and the product and thus can be integrated in the early phase of the Ecodesign process. Our approach provides a better understanding the use phase, by contributing to the mastery of the environmental performance of products. Our research points out that the user can be defined not only from basic information commonly used in the User Centered Design, but also from subjective information brought by the Kansei dimension. We carry out experiments in which we implement two EcoKansei attributes corresponding to the values and emotions in order to illustrate user modeling for Ecodesign. The approach we propose is a part of EcoUse project that aims to develop a methodology for user-centered Ecodesign. Various contributions of our approach can be pointed out. For the Research, linking Ecodesign with the Kansei studies, which are basically unconnected leads to mutual enrichment between these two approaches. For Industry, an Eco-design approach supported by Kansei Information enables the design of new products which will have the benefits of both providing less impacts to the environment, and at the same time being more accepted by users as these products match with their environmental sensitivity
Rasamoelina, Francis. "Développement d'un modèle utilisateur pour une mise en relation du Kansei et de l’Eco-conception". Electronic Thesis or Diss., Paris, ENSAM, 2014. http://www.theses.fr/2014ENAM0067.
Pełny tekst źródłaThe consideration of environmental issues is a very strong topic in our society nowadays. In the field of Product Development, Ecodesign is a methodology that allows the consideration of these issues by proposing to reduce the environmental impacts of products throughout their life cycle. The use phase of the life cycle is a critical step as the way how the products are managed can have significant impact on their environmental performance. We propose in this thesis to enrich the understanding of the use phase by highlighting the Kansei Information that can play a major role in the interaction between the user and the product and thus can be integrated in the early phase of the Ecodesign process. Our approach provides a better understanding the use phase, by contributing to the mastery of the environmental performance of products. Our research points out that the user can be defined not only from basic information commonly used in the User Centered Design, but also from subjective information brought by the Kansei dimension. We carry out experiments in which we implement two EcoKansei attributes corresponding to the values and emotions in order to illustrate user modeling for Ecodesign. The approach we propose is a part of EcoUse project that aims to develop a methodology for user-centered Ecodesign. Various contributions of our approach can be pointed out. For the Research, linking Ecodesign with the Kansei studies, which are basically unconnected leads to mutual enrichment between these two approaches. For Industry, an Eco-design approach supported by Kansei Information enables the design of new products which will have the benefits of both providing less impacts to the environment, and at the same time being more accepted by users as these products match with their environmental sensitivity
David, Ludovic. "Conception et évaluation d’un système de réalité virtuelle pour l’assistance à l’auto-rééducation du membre supérieur post-AVC". Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLE035.
Pełny tekst źródłaStroke is a major global health problem that is the leading cause of acquired adult disability. The sequelae it generates lead to a loss of autonomy and independence. Rehabilitation is therefore necessary to regain as much capacity as possible. However, it poses a major problem of therapeutic adherence. This thesis is carried out within the framework of a CIFRE contract between the IBISC laboratory and Interaction Healthcare. It focuses on the design and evaluation of a post-stroke upper limb motor self-rehabilitation assistance system based on Virtual Reality. In particular, we were interested in setting up a difficulty management system, which is necessary to improve patient motivation. Our system is designed using a user-centered approach in collaboration with patients and therapists at the Clinic Les Trois Soleils. It is based on a Leap Motion placed above a table that allows interaction with 3D virtual environments displayed on a screen. Two exercises were carried out. The first concerns a target pointing task that allows the flexion-extension of the elbow and the shoulder to be worked on. The second concerns a pronation-supination task of the wrist. In the latter we have developed a difficulty management system based on patients' motor skills. Finally, we conducted an experimental protocol to assess the usability of the device, the consistency of our difficulty management system through its impact on patient performance and the degree of user motivation. The results show very good usability, the consistency of the difficulty model but its low impact on performance, and the high motivation of the participants
Gratton, Marie-France. "Health websites in Aboriginal context: Principles of conception based on a user-centered approach The case of the Sioux Lookout District". Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28259.
Pełny tekst źródłaVu, Xuan Truong. "User-centered and group-based approach for social data filtering and sharing". Thesis, Compiègne, 2015. http://www.theses.fr/2015COMP2179/document.
Pełny tekst źródłaThe social media have played an increasingly important role in many areas of our every day life. Among others, social network sites such as Facebook, LinkedIn, Twitter and Google+ have recently exploded in popularity by attracting millions of users, who communicate with each other, share and publish information and contents at an unprecedented rate. Besides the recognized advantages, social network sites have also raised various issues and challenges. We are particularly interested in two of them, information overload and "walled gardens". These two problems prevent the users from fully and efficiently exploiting thewealth of information available on social network sites. The users have difficulties to filter all incoming contents, to discover additional contents from outside of their friend circles, and importantly to share interesting contents with their different groups of interest. For helping the users to overcome such difficulties, we propose a User-centered and group- based approach for social data filtering and sharing. This novel approach has a twofold purpose : (1) allow the users to aggregate their social data from different social network sites, and to extract from those data the contents of their interest, and (2) organize and share the contents within different groups. The members of a group are moreover able to choose which part of their social data to share with the group, and collectively define its topics of interest. To achieve the proposed approach, we define a modular system architecture including a number of extensible modules, and accordingly build a working Web-based prototype, called SoCoSys. The experimental results, obtained from the two different tests, confirm the added values of our approach
Fonseca, Livramento da Silva Renato. "Conception d'un outil d'assistance pour les phases préliminaires de projet basée sur les principes de systèmes sensoriels, utilisabilité et conception universelle". Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALI041.
Pełny tekst źródłaThe knowledge of the functioning of the human sensory system by the designer, can contribute to the creation of concepts and initial alternatives of design solution in the initial phases of the projects. It can effectively give specific information on the sensory, cognitive and motor capacities of users. However, making this information systematically available is still an emerging practice in architecture, industrial design and engineering. In this context, this Ph.D. thesis aims to develop a support tool for multidisciplinary teams in the creation of concepts and alternative solutions, user centered, within the framework of Architecture, Industrial Design and Product Engineering, considering three conceptual bases: Sensory System, Usability and Universal Design. The research method took place in four stages: (1) the study of the literature focused on the three conceptual bases and on project development methods, (2) the development of the tool, based on a user-centered approach by mobilizing students and professors from Master and Doctorate programs in France and Brazil and professionals from industry, (3) the evaluation of the tool by a panel of Brazilian experts from different disciplines and having experience in project development and finally (4) analyzing the results which validate the functions of the tool. Through simple and intuitive use on a digital platform, it contributes to collaborative work by providing more complete information allowing the creation of concepts and initial alternatives of design solutions
Sauzin, Damien. "Apport d'une conception centrée utilisateur adaptée selon les besoins des personnes en situation de handicap". Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30043/document.
Pełny tekst źródłaPeople with motor impairment of the upper limbs need an assistive technology for their autonomy. However, 1/3 of these assistive technologies are abandoned because they are not yet sufficiently focused on the needs and abilities of the user. The central problem of this thesis concerns the implementation of a user-centered design method adapted to the study population (persons with disabilities with neuro-motor language impairments) for the design of three applications. The first concerns the control of a robot arm JACO for which the classic user centered design has been applied. This is appropriate for people who can speak orally, but what if they cannot participate directly or need their caregivers to express their needs or answer questionnaires? An alternative is to gather needs through experts. We will show how the user centered design method has been adapted for the design of the HandiMathKey system for entering mathematical formulas. Our last adaptation is to use the person's ecosystem as a mediator to communicate and a user profile. This method allowed to design the integrated communication and environmental control interface named CECI. We will also describe how the SoKeyTo platform allows prototyping of assistive technologies. For each of the assistive technologies, we will report the assessments made and discuss how the design method has been adapted
Millet, Antoine. "Caractérisation de la perception d’un produit hybride intégrant des composantes issues d’univers produits contradictoires en conception : application aux produits sport-santé". Thesis, Bordeaux, 2020. http://www.theses.fr/2020BORD0249.
Pełny tekst źródłaThe aim of our research is to propose a method to characterize the perception of a so-called sport-health hybrid product.Indeed, the user experience associated with a product has become, nowadays, a major differentiator among the competition and can greatly influence the success of a product. Users / consumers are no longer just looking for a functional product, but also a product that is easy to use and that gives them satisfaction throughout its use. This last aspect, user satisfaction, has become an important industrial issue. The aim is to provide the best possible user experience and thereby improve the chances of the product being successful. It depends in particular on how the product is perceived.However, in some cases, designing the way a product is viewed can be complex. This is particularly the case with hybrid products that combine characteristics from different product areas. The company SC-Ergomedical experienced this difficulty by noting that the hybrid sports-health products developed were not fully understood. Indeed, they were perceived either as sports products or as health products, but never together. It is clear that this makes them less accepted by users / consumers. This perception gap results both from the dialogical nature of the product universes of sport and health and that the perception of such products depends on their contexts of contrary uses but also on a missing semantics reflecting the identity of the sport-health hybrid product.In order to reduce this perception gap and improve the understanding of hybrid sport-health products, we propose in this thesis a methodology based on the Affective Engineering approach. The results observed then make it possible to build a design space to characterize the perception of a sport-health product. Indeed, the first two experiments carried out made it possible to define a sport-health semantics as well as the influence of contexts of contrary use which conditions the perception of these products. The third allowed us to characterize the attribute space of sport-health products and link it to the predefined semantic space. All three experiments led us to the creation of the design space characterizing the perception of a sport-health product.This design space provides a guide for designers to develop hybrid sport-health products and reduce the perceived gap. Indeed, via this space, it is then possible to recommend attributes produced from a sport-health semantics in a context of use of sport and / or health, to evaluate the sport-health values of a solution or a final product or to explore combinations of sport-health product attributes and visualize the resulting values.These different possibilities can be used in a design assistance tool for hybrid products like the one we propose in this manuscript specific to the design of hybrid sport-health products
Hily, Anaëlle. "Conception et évaluation systématique des environnements immersifs pour l’accompagnement des projets en mode Living Lab". Electronic Thesis or Diss., Université de Lorraine, 2022. http://www.theses.fr/2022LORR0305.
Pełny tekst źródłaThe application sectors of virtual reality are diversifying. The rapid progression and improved accessibility of immersive technologies has led to an increase in their use, both in the academic and industrial context. Virtual reality shows concrete results in training people and raising their awareness of emergency situations. It also provides collaborative virtual spaces, accessible even remotely. In research, these virtual environments offer experimental advantages, especially for the field of neuropsychology, because their variables can be precisely controlled and are therefore reproducible. However, virtual reality is not limited to the technologies that implement it. It is a complex field that requires knowledge in cognition, computer science and engineering. The design of a new application is therefore a multidisciplinary challenge, where the integration of users is desirable in order to limit potential negative effects. Few theoretical frameworks are available to guide this design process, and the validation of the environments created through the evaluation of the user experience relies mostly on the use of self-reported questionnaires that provide subjective data. This thesis proposes to formalize a design approach for virtual reality systems, integrating a global evaluation of the user experience through a combined approach of subjective and objective indicators, including physiological. A multidisciplinary supervision of the ERPI (Equipe de Recherche en Processus Innovatifs) and 2LPN (Laboratoire Lorrain de Psychologie et Neuroscience de la Dynamique des Comportements) laboratories, as well as a CIFRE agreement with the TEA company (Tech Ergo Appliquées) allows to take a global look at the articulation of the different levels and disciplines at stake in this field of research through an action research approach
François, Mathilde. "Level of driver involvement in trucks human-machine interfaces design : effects on usability, distraction and acceptance". Thesis, Lyon, 2017. http://www.theses.fr/2017LYSE2122.
Pełny tekst źródłaThe design process of trucks human-machine interfaces has been adapted to address human factors and road safety issues. It is now widely accepted that user involvement in the design process is valuable. Currently in industry, users are mainly involved in the stages of analysis and evaluation of concepts, the latter being defined by professionals. However, the literature in other fields reports benefits of a broader form of user involvement: participatory design. In this design process, users are involved all along products development, and particularly during concepts design. Participatory design would allow better access to users' needs, expectations, and tacit knowledge. The objective of this project is to study how the level of drivers’ involvement in the design process impacts the usability, distraction and acceptance of trucks human-machine interfaces. After a preliminary analysis of the context of use, three instrument cluster design processes were conducted in parallel using a tactile equipment. The outcomes of these three processes, differing in level of user involvement, were evaluated and compared in a driving simulator experiment. The results do not enable to demonstrate that participatory design has a significant impact on usability, distraction and acceptance. This thesis concludes with recommendations to practitioners and research perspectives
Dupuy, Lucile. "Conception et validation d'une assistance numérique domiciliaire pour la personne âgée en perte d'autonomie". Thesis, Bordeaux, 2016. http://www.theses.fr/2016BORD0422/document.
Pełny tekst źródłaWith the increase of life expectancy, aging in place is today a major concern for developed and emerging countries. Among the key solutions to explore, gerontechnologies are seen as the most promising. However, their evidence-based efficacy remains to be demonstrated for independent living or even for their usability and acceptance by the targeted old users. In this context, a user-centered conception methodology has been implemented for designing a multi-task and multi-domain (supporting everyday activities, safety, and social participation) assisted living platform targeting frail older adults with functional decline. This platform is named HomeAssist. Based on an analysis of physical, cognitive and fonctional abilities (study 1) and assistive technology needs (study 2) of our sample, HomeAssist has been designed with the originality of providing multi-domain services. Indeed, HomeAssist proposes an activity monitoring system to provide context-aware assistance (study 3), and a unified human-computer interaction system (study 4); while promoting self-determination (study 5). Results underpined the reliability of our activity monitoring system, and reinforced the rationale of our design principles, concerning the unified interaction system and the self-determination support. Notably, positive outcomes in terms of usability and acceptance of the system, as well as benefits concerning users’ feeling of self-determination have been obtained. From this, a last study (study 6) evaluated the benefits from a six-month use of HomeAssist, on functional abilities of frail older adults and caregiver burden. A positive effect of HomeAssist on functional status was obtained (“protective” effect reported by the professional caregivers), as well as a reduction of objective dimension of caregiver burden. Taken together, the results from these pilot studies are encouraging and open numerous research perspectives with high societal impact concerning the promotion of aging in place
Dabbebi, Ines. "Conception et génération dynamique de tableaux de bord d’apprentissage contextuels". Thesis, Le Mans, 2019. http://www.theses.fr/2019LEMA1040/document.
Pełny tekst źródłaThis work is part of a broader issue of Learning Analytics (LA). It is particularly carried out within the context of the HUBBLE project, a national observatory for the design and sharing of data analysis processes. We are interested in communicating data analysis results to users by providing LA dashboards (LAD). Our main issue is the identification of generic LAD structures in order to generate dynamically tailored LAD. These structures must be generic to ensure their reuse, and adaptable to users’ needs. Existing works proposed LAD which remains too general or developed in an adhoc way. According to the HUBBLE project, we want to use identified decisions of end-users to generate dynamically our LAD. We were interested in the business intelligence area because of the place of dashboards in the decision-making process. Decision-making requires an explicit understanding of user needs. That's why we have adopted a user-centered design (UCD) approach to generate adapted LAD. We propose a new process for capturing end-users’ needs, in order to elaborate some models (Indicator, visualization means, user, pattern, …). These models are used by a generation process implemented in a LAD dynamic generator prototype. We conducted an iterative evaluation phase. The objective is to refine our models and validate the efficiency of our generation process. The second iteration demonstrates the impact of the decision on the LAD generation. Thus, we can confirm that the decision is considered as a central element for the generation of LADs
Bauer, Valentin. "Exploring Multisensory Extended Reality Approaches for Autistic Children : Improve Well-Being and Assess Auditory Perception". Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG007.
Pełny tekst źródłaThis thesis focuses on the design and use of Extended Reality (XR) environments for supporting autistic children regarding sensory perception.While autism XR research, ranging from Augmented Reality (AR) to Virtual Reality (VR), is promising to extend practitioners' interventions, it mainly addresses the socio-emotional abilities of children with mild autism. Yet, common interventions address the entire spectrum by targeting a range of abilities, including sensory perception. Based on these observations, I conducted 34 interviews with autism stakeholders to compare their practical needs with the literature XR uses and designs. Findings confirmed the presence of a research gap, provided a set of XR guidelines, and called for further exploration of XR sensory and mediation approaches. Furthermore, to better consider moderate to severe autism, AR seemed more suited than VR, as allowing children to keep contact with the real environment and their usual practitioner. To examine this objective, two research endeavors were conducted within clinical settings in collaboration with practitioners.In the first part of this thesis, I investigated the possibility of using sensory and mediation XR approaches to support reassurance and to reinforce the child-practitioner relationship. To that end, an AR application called Magic Bubbles was created to complement usual sensory interventions, such as Snoezelen and Sensory Integration Therapy, which are sometimes limited in terms of flexibility or access. A user-centered design process was conducted for a day hospital setting with two psychologists and one psychiatrist, and validated by a clinical team of eleven practitioners. After acceptability and usability testing with ten children with neurodevelopmental disorders, a long-term field study with seven autistic children confirmed its potential for reassurance and social interaction. Moreover, using a grounded theory approach, I built a categorization of children's experiences, which could inform future autism XR research. To complement these findings, VR was explored to extend another type of sensory intervention called music therapy. Two applications were created which respectively focus on the music performance in collaboration with a music therapist at a music conservatoire, and the music dialogue in collaboration with two psychologists at the day hospital. Preliminary tests with three autistic children were positive in terms of their acceptability and engagement. In order to make the multisensory XR spaces previously presented even more reassuring, they must be adapted based on a better assessment of the stimuli inducing negative or positive experiences among autistic individuals.In the second part of this thesis, I thus focused on using AR to assess the Atypical Auditory Functioning (AAF) of autistic children, in collaboration with a psychomotor therapist. Indeed, although AAF largely impacts the everyday life of autistic people, current sensory profiles and auditory exams prevent practitioners from testing various auditory stimuli in ecological settings. This makes it hard to differentiate between emotional and physical reactions towards sounds, and thus to develop appropriate sensory strategies. To address this issue, I started by developing a sound taxonomy being representative of autistic AAF through a systematic literature review. The items of the taxonomy were then validated, ranked, and enhanced, through an online questionnaire answered by 68 stakeholders. At last, an AR application was designed to perform such assessments. Future field tests are planned with autistic individuals at the therapist's office.The thesis concludes by drawing research perspectives based on the main research findings
Coton, Justine. "utilisation de nouvelles technologies pour l’évaluation clinique des activités motrices de patients". Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAI005/document.
Pełny tekst źródłaThe motor capacities (motor skills)’ evaluation is an essential activity for movement analysis. This activity aims is to quantify the human’s motor performance to be able to follow-up and control the evolution of the patient’s pathology thus allowing an adapted treatment. The physiotherapists need accurate tools able to measure this performance. They developed their own tools based on observations and normalized exercises. This activity can be supported and enhanced by the technological advances. A category of motion tracking tools exists to track and record those movements. Their use in motor evaluation system could refine the therapist’s evaluations and increase their reproducibility. To insure the correct development and use of such tools it is necessary to answer the following question: “what are the development stakes and criteria related to a system for measure and evaluation of motor capacities?” This thesis work refined this question into the 3 following research axis: “how to measure motor capacities?”, “how to analyze and communicate the result?”, “how to integrate this system in the medical practice?” For each of those axis the key criteria for development were investigated and contributions are presented. To illustrate those criteria a case study was conducted: the instrumentation, with new motion capture technologies, of an assessment protocol for motor capacities also called MFM (The Motor Function Measure)
Avanzini, Cedric. "Élaboration et mise en place d’une méthodologie de conception collaborative sur la qualité perçue en intégrant l’analyse de perception sensorielle". Electronic Thesis or Diss., Paris, HESAM, 2020. http://www.theses.fr/2020HESAE051.
Pełny tekst źródłaTechnical, functional, ergonomic and aesthetic perfection: luxury is in a perpetual search for excellence in order to be as desirable as possible. Satisfying these aspects raises a particular challenge because it is based on subjective criteria. Thus, the perceived quality of a product, let alone a luxury product, has a complex and unpredictable multidimensional character. In our case, it is not enough to simply increase the quantity or quality of the functions offered to make the product more attractive and contribute to its success. Rather, it is a question of mastering the sensations felt by a customer who comes into contact with the product. We will talk about mastering the sensory perception of the product. Through this research, we wanted to demonstrate that we could integrate the analysis of sensory perception in design while considering the constraints of the luxury market. For the subjectivity of feelings, we set up a process of identification, objectification and integration in design of different criteria that make up the perceived quality of a luxury product. This methodology makes use of several evaluation tools for sensory perception but also creates new ones. All these tools have been tested different luxury watch and jewelry companies in order to evaluate their relevance. We therefore propose applied research in several companies with a scientific, methodological and industrial impact
Triki, Sameh. "Système multi-agent ambiant pour faciliter l'autonomie et l'accessibilité aux espaces publics des personnes ayant des déficiences cognitives". Thesis, Toulouse 3, 2018. http://www.theses.fr/2018TOU30032/document.
Pełny tekst źródłaThe purpose of my thesis is to design and develop an ambient multi-agent system for seniors to increase their autonomy and their accessibility to public spaces. The ageing of the population and the increase of disability situations linked to age, call for a new approach to the accessibility of urban public spaces. In this context, this thesis provides a personalized system to assist elderly in their daily outdoor activities. It takes into account the openness and the evolution of the environment to which the system should adapt. In order to ensure its acceptability, this ambient sociotechnical system is based on a user-centered interdisciplinary collaborative design approach. A prototype has been implemented and it offers assistance in daily external activities thanks to learning. In fact, the system detects unusual situations and acts accordingly (notifications, alerts or recommendations)
Bisson, Isaline. "Approche multidimensionnelle et collaborative de la conception de formations professionnelles immersive centrée sur les utilisateurs". Electronic Thesis or Diss., Bourgogne Franche-Comté, 2023. http://www.theses.fr/2023UBFCA024.
Pełny tekst źródłaToday, an increasing number of industrial companies are embracing immersive technologies (IT). These innovative technologies are primarily used in professional training to enhance operator learning. Numerous academic and industrial studies have demonstrated the benefits of using these new methods, both in terms of learning quality and the deployment of new learning situations that were previously inaccessible. However, there still exists a notable lack of user-centric consideration in designing these new training tools, which limits their full potential. However, there is still a lack of consideration for users in the design of these new training materials, which limits their potential benefits. Stäubli, a global supplier of industrial and mechatronic solutions (electrical fittings, fluid fittings, robots, and textiles), has decided to address this issue in the context of a CIFRE thesis in partnership with the ERCOS unit of the ELLIADD laboratory (UR 4661).Incorporating user perspectives into the design of products, especially immersive training systems, is challenging due to its multidisciplinary and highly collaborative nature. Therefore, the objective of our research is to propose a methodological framework for collaborative user-centered design of immersive professional training (IPT).Our research makes several contributions. Firstly, we conducted (i) an analysis of training practices within the Stäubli company, coupled with (ii) a qualitative analysis of the barriers and opportunities associated with IT. Based on this and a review of the field, our second contribution is the proposal of an original model of the user-centered collaborative design process for IPT. This model was tested in various training project cases, including initial design, redesign, and remote scenarios, in diverse execution contexts (mandatory IT use, absence of training plans, tight time constraints, etc.). On one hand, the design process was validated by evaluating the outcomes, namely the developed applications. Their usability, acceptability, and pedagogical value were assessed using qualitative and quantitative approaches. On the other hand, the model's validation was done by comparing the prescribed process with real-world practices. Iterative improvements were proposed until a design process model for FPI was aligned with Stäubli's practices.A third contribution of our work involved analyzing collaboration phases, particularly convergence phases within the proposed process. We specifically studied the co-design phases of pedagogical scenarios using Intermediate Objects (IO) as an approach. Preliminary results from qualitative analyses of collaboration quality highlighted the importance of properly specifying these IDOs.Building on these results, our fourth and final contribution was to operationalize our model within the company's context. We translated it into a roadmap that contains essential elements for the seamless integration of our work into Stäubli's teams for future projects. Our roadmap was tested through a simulated trial involving three training needs scenarios presented to an internal panel within the company. The results from semi-structured interviews were positive, indicating an easy adoption of the roadmap
Hak, Jean-Luc. "Engineering annotations for supporting the design process of interactive systems : a model based approach and a tool suite". Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30062.
Pełny tekst źródłaDuring the development process of an interactive system, different actors collaborate in the activities of this process and several design choices are made to converge to a solution that meets both user needs and requirements. To achieve this solution, many artifacts are produced, used and reviewed by the various stakeholders of the process. In order to communicate on particular points of an artifact, to collaborate in its elaboration or simply to add additional information, annotations can be created on these artifacts. Depending on the annotations and their contents, some artefacts may subsequently evolve, thus reflecting the influence of annotations on these artifacts and therefore reflecting their influence on the project. Thus, it is possible to consider annotations as a versatile tool playing a significant role in the design process. Nevertheless, several issues can be identified regarding the integration of annotations within the activities of the design process of interactive systems. First, the role of annotations is not clearly defined in the different design processes. While there is a widespread and a ubiquitous use of annotations in the design of interactive systems, current design processes do not address how to relate them to the tasks to be performed and the artifacts to be produced. Secondly, an annotation can be related to several artifacts as each models are giving a complementary representation of the interactive system. However, the multiplicity of artifact types and tools for creating these artifacts is a problem since each tool that provide features for annotations implements their own annotation model. These models are usually restricted to one type of artifact: the one handled by the tool. This implies that the annotations produced within a project are scattered by sets and that each these annotation set is closed to a single type of artifact. This PhD thesis is based on an analysis of annotations and their uses as well as on the W3C "Web Annotation Data Model" recommendation to propose an annotation model and an architecture to centralize the annotations of a project. This architecture also allows to include the annotations support on various tools and type of artifacts. This contribution has been applied on three different case studies to explore the possible integrations of annotations within a design process. The first case study demonstrates the integration and customization of annotations within a prototyping tool. The second case study focuses on the presentation of a tool allowing to consult in a single view all the annotations created on different artefacts and on different models of a project. The third case study illustrates an integration of annotations into an industrial environment that includes existing tools and an existing design process. Thus, these contributions around annotations are used as a basis for the realization of complementary works such as the use of annotations to structure and connect the different models of an interactive system, the use of annotations as a resource for the decisions making processes, and the use of annotations to study the traceability of the evolution of an interactive system. Indeed, by linking the artifacts to each other using annotations and justifying the choice of designs with annotations, it would be possible to ensure the traceability of the different design choices made during a project as well as the traceability of the impact of these different choices on the artifacts
Motie, Yassine. "Interopérabilité entre dispositifs hétérogènes en environnement ouvert pour la mise en oeuvre de co-simulation". Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30102.
Pełny tekst źródłaThe large number of electronic device features we use on a daily basis means a shift from a vision of old multifunction machines to distributed, widely distributed distributed devices in the environment. Knowing that a system is an integrated set of connected and interrelated elements (products, people, processes) in order to satisfy, in a given environment, one or more defined objectives and having characteristics such as the components that constitute it , the relations between these components, its environment, the constraints it undergoes, evolutions over time. The combination of these leads us to qualify some systems as complex due to the heterogeneity of the components constituting them, their evolution at various time scales and their geographical distribution integrating digital systems, physical and / or human operators in the loop. The difficulty of having a good vision of the system when it is complex (real and other simulated devices) and the probability of significant design error leads us to reflect on the ability to specify the product and verify the design using a virtual prototype, we are talking about simulation. When a complex system requires the use of different components specified by different designers working on different domains, this greatly increases the number of virtual prototypes. These different components unfortunately tend to remain too independent of each other thus preventing both the different designers from collaborating and their systems from being interconnected in order to fulfill one or more tasks that could not be accomplished by one of these elements only. The need for communication and cooperation is needed. This must take into account the different actors and coordinate them in their interactions within this complex system. But the advances in simulation in each area are considerable, each with its own software. Interoperability solutions are therefore necessary for the implementation of a co-simulation encouraging dialogue between disciplines and reducing errors, cost and development time. In our thesis we participate in the design of a co-simulation system which integrates different tools of simulation-trades based on the modeling of the behavior of devices like the simulation energetics and the simulation of wear of building materials within the same platform. After taking into account the concepts of architecture, communication (between simulators or with users) and visualization to define architecture models. We analyze the architecture that manages interoperability. We propose an interoperability approach based on the reuse and exchange of computational components. We will successively address the issues related to the interoperability structural and semantic levels, the co-simulation strategies, the design methods of the task model allowing the construction of black box components. Then we will present the concrete implementation of our global design methodology and the verification tool of some properties of the architecture, such as coherence and semantics
Gomes, Lisboa de Souza Adriana. "Développement d'un outil d'aide à l'évaluation motrice d'enfants atteints de maladies neuromusculaires par des kinésithérapeutes". Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALI045.
Pełny tekst źródłaThe MFM is a validated functional evaluation scale for the diagnosis and clinical monitoring of patients with neuromuscular disease. It anticipates the adaptation needs of patients, provides a common language for all professionals and assesses the effects of different therapeutic treatments. To improve the performance of measurements, the reproducibility of evaluations and patient participation, it is proposed to develop a tool, based on accessible technologies, for assisting therapists. Thus, this thesis is developed along four research axes: (1) the choice of a 3D motion sensor to replace the Microsoft KinectTM sensor, (2) the development of software on a Tablet for the assessment of fine motor skills, (3) the proposal of a playful environment to motivate the young patients during the evaluations and (4) proposals to integrate the tool into the current practices of the therapists. This working context strongly suggests the use of a user-centered design approach (UCD), in which therapists and patients are asked to express their needs at each stage of the design process. As results, replacing the Kinect, the VicoVr sensor showed better performance in the context of MFM than the Intel® RealSenseTM sensor. The automatic fine motor rating TabMe2 software developed obtained very good results for 3 items considered from the MFM. 7 fun animations for the MFM were developed according to an approach resulting from the development of Serious Games. Finally, an integration of all the tools developed has been proposed through a custom interface already familiar to physiotherapists, to facilitate their adherence
Yang, Lingxue. "UX design for memory supplementation to support problem-solving tasks in analytic applications". Thesis, Compiègne, 2018. http://www.theses.fr/2018COMP2452/document.
Pełny tekst źródłaThis thesis was initiated in the context of enhancing the user experience for analyzing data due to the increase of the volume of data related to this activity. On the one hand, users’ psychological needs for the simple use of analytic applications are paid more attention than before; on the other hand, the task they are willing to conduct is getting more and more complicated, which may cause memory overload that influences the task performance. To ensure that both aspects are taken into account, the designers should provide a proper information and design a proper interface that meets both users’ needs and the requirements of their activity. In this research, we are interested in improving the task recommitment following a task suspension or interruption in the context of a visual data analysis task. The multitasking nature of user actions and limited storage capacity of human working memory cause difficulties in re-engaging an interrupted or suspended task. Therefore, it is beneficial to have a memory supplementation tool that supports users to recommit their task in optimal conditions. A literature review first leads to the positioning of our research on the enactive approach and sensorimotor perception that consider the tool as an artifact configuring the interaction between the user and the task, in two modes the “put down” mode and the “in hand” mode. From this point of view, we have found that the commonly used cognitive memory model ignores the role of interaction with the external world in the formation of the memory, and consequently ignores the “in hand” dimension of the artifacts in one memory construction. Therefore, we complete this model with the embodied memory, which gives us a new perspective to design an appropriate memory tool that serves as a supplementation of our perceptual system. Finally, the design principles in human-computer interaction and UX helped us build a tool and conduct an experimental plan highlighting the link between changes in perception conditions and changes in the dynamics of interaction. As a conclusion, the research problem is introduced in terms of how we can provide users with a relevant context to recommit to resolving a task after interruption. The design proposal needs to be explored, designed and evaluated. The first experiment, the exploratory study, analyzes the perception of interactive applications by experienced designers. This study helped us construct a vocabulary of evaluation of the design for a memory supplementation support and guided us for the design considering these criteria. In the second experiment, we develop a tool based on a function that we call the “history path”, which permits to show, in a specific window of the user interface, some of the steps of a previous task resolution that a user has performed during previous experience (or to simulate a resolution task interruption). We set up a simple (minimalist) experiment simulating a problem-solving task, which was recorded to evaluate the extent to which a history path support can help the user for efficient recovering of an interrupted task. The first part of this experiment allows us to confirm the potential use of this function and helps us explore the design space. In the second part, we experiment two different tools, based on two history path representations, a static one and a dynamic one. The evaluation results allow us to understand the technical conditions of a positive experience for which task recovery is facilitated. In this second experiment, several means for recording the user experience were mobilized: the evaluation of the durations and gaze frequencies on area of interest in the interface window by eye tracking, the recording of the verbalizations during the RTA (Retrospective Think Aloud) session, and the semantic evaluation
Koenig, Vincent. "Contribution à l'étude de l'utilisabilité dans le contexte des systèmes d'information à usage professionnel: conception d'un laboratoire d'utilisabilité et applications". Doctoral thesis, Universite Libre de Bruxelles, 2005. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/210902.
Pełny tekst źródłaPalagi, Emilie. "Évaluation des moteurs de recherche exploratoire : élaboration d'un corps de méthodes centrées utilisateurs, basées sur une modélisation du processus de recherche exploratoire". Thesis, Université Côte d'Azur (ComUE), 2018. http://www.theses.fr/2018AZUR4116/document.
Pełny tekst źródłaExploratory search systems are search engines that help users to explore a topic of interest. A shortcoming of current evaluation methods is that they cannot be used to determine if an exploratory search system can effectively help the user in performing exploratory search tasks. Indeed, the assessment cannot be the same between classic search systems (such as Google, Bing, Yahoo!...) and exploratory search systems. The complexity and the difficulty to have a consensus definition of the exploratory search concept and process are reflected in the difficulties to evaluate such systems. Indeed, they combine several specifics features and behaviors forming an alchemy difficult to evaluate. The main objective of this thesis is to propose for the designers of these systems (i.e. computer scientists) user-centered evaluation methods of exploratory search systems. These methods are based on a model of exploratory search process in order to help the evaluators to verify if a given system supports effectively the exploratory search process. Thus, after elaborating a model of exploratory search process, we propose two model-based methods, with and without users, which can be used all along the design process. The first method, without users, can be used from the first sketch of the system, consists of a set of heuristics of exploratory search and a procedure for using them. We also propose two tools facilitating their use: an online form format and an Google Chrome plugin, CheXplore. The second method involves real end-users of exploratory search systems who test a functional prototype or version of an exploratory search system. In this thesis, we mainly focus on two model-based elements of a customizable user testing procedure: a protocol for the elaboration of exploratory search tasks and a video analysis grid for the evaluation of recorded exploratory search sessions
Bey, Christophe. "Gestion des ressources cognitives et stratégies d'adaptation court terme chez les pilotes d'aéronefs". Thesis, Bordeaux, 2016. http://www.theses.fr/2016BORD0428/document.
Pełny tekst źródłaThe aviation industry has for many years pursued the objective of an optimum level of safetyin the air transport sector. With regard to military aviation, more precisely tactical, thispriority is coupled with an increasingly high and polymorphic search for performance. Whatcharacterize this type of aviation is the relationship between the performance pursued and theaccepted risks. It depends essentially on the context and the stakes of the missions to becarried out.The human factor approach is a major leverage for achieving this challenge. Thus, within theconstrained domain of aeronautics, the design and development of tools to assist crewcognition remains a prospect for the future, even if pilot training also becomes a majorchallenge for the coming years. In this context, the management of cognitive resources, and inparticular the specific management strategies put in place by the pilots, are central to thedecision-making process under constraints.In a research and engineering approach in cognition, we undertook a study involving pilotsand allowing the understanding of these mechanisms as well as the production ofrecommendations for the design of tools to help manage their cognitive resources. On thebasis of the analysis of feedback, and results of a preliminary experimental approach, we havebuilt a protocol to highlight the strategies implemented by the pilots in the context of anactivity during the descent and the final approach on the Clermont-Ferrand airport with acritical breakdown. The experimental results reconciled with our understanding hypotheseson the management of cognitive resources and management strategies, complete our analysisand recommendations for a tool to help manage the resources of the pilots
Golliot, Julie. "Vers une rupture cognitive et conceptuelle dans l'orientation de la dimension soignante en rééducation fonctionnelle cognitive ˸ : introduction d'un Serious Game thérapeutique agissant en tant que dispositif de médiation". Electronic Thesis or Diss., Toulon, 2020. http://www.theses.fr/2020TOUL4001.
Pełny tekst źródłaThis CIFRE thesis within a health organization led us to focus on executive functions, involved in cognitive control in situations requiring an articulation of actions or thoughts directed towards a final goal. These processes enable to focus on a task (Attention), to memorize and manipulate information (Working memory), to adapt to new environments or rules (Mental flexibility, Inhibition) and more generally take part when habits and automatisms are not sufficient to achieve these goals (Planning, Strategy). As patients do not recognize their disorders (Anosognosia), their therapists find it difficult to involve them in their rehabilitation so that they regain a sufficient autonomy to return home. Through our participative Research-Intervention approach, we have set up a plural methodological framework anchored in the health organization. Inspired by Design Thinking, User Centered Design and Universal Design, we conducted multiple observations, interviews, creativity sessions and user tests with therapists and patients in an iterative manner throughout our research. This allowed us to consider their representations, linked to the dynamics of the lived situation, constructed in the course of action and dependent on the actors' strategies. Thanks’ to that, we dynamically co-designed S'TIM, an immersive therapeutic Serious Game based on the theories of mind, self-determination, commitment, and activity. A great deal of attention has also been paid to the Experience lived through the proposed scenario as well as to the possibilities of learning in a virtual universe before facilitating a transfer of what has been learned into everyday life situations. By their accompaniment, therapists play a primordial role here.S'TIM thus contains keys for action, ways of mobilizing these keys, and strategies for using them in a relevant way. It therefore includes and articulates a know-how, a knowledge-understanding and a knowledge-combining that positions it as a masterpiece of expertise. This approach can also be applied in other, multiple contexts, where commitment through a SG is the keystone of the project in any situation related to hybrid forms of learning.Finally, we studied the involvement of the learning organization in the project and its appropriation of the system. While it was stakeholder, changes induced at a micro level by digital technology have not really been translated into the organizational dynamics. We find again the question of perpetuation, of consolidation allowing a real rearrangement. Support is thus essential to observe a real shift in the relationship between patients and therapists, the starting point for the emergence of new therapeutic and then organizational forms that are generally more structuring
Tosi, Lorraine. "Document, authenticité et expérience utilisateur - Pour une extension du domaine de la confiance numérique". Thesis, Troyes, 2019. http://www.theses.fr/2019TROY0025.
Pełny tekst źródłaDigital signature technologies now allow to establish digital writings as documents (i.e as proofs), on the same basis than paper. Contrary to what discourses about 'digital trust" could let think, document authenticity does not guarantee contents veracity nor zero-risk in considering it: digital trust is not a replacement of human and social trust by technology. What is in stake in a document is really trust towards people or institutions that approved it or are witnesses about its existence. On these aspects, paper laboratory notebooks are emblematic because of their structure and their rules of use. The digitization of laboratory notebooks challenges their properties in regards to their purpose. After analyzing the notebook's probation nature, through case law, a contribution to the emerging domain of "Usable security" is made. an interactive display of crytographic signatures (more specifically of trusted time-stamp tokens). Then, an instrumented document process is designed to enable the constitution of solid evidences, without hampering the creators' or innovators' activity. Converging miscellaneous testing methods are deployed to ponder the software, its design, its use, and subsequently materialized assumptions
Hurstel, Alexandre. "Approche pour une interaction intuitive et sans contact en bloc opératoire". Thesis, Strasbourg, 2019. http://www.theses.fr/2019STRAD032.
Pełny tekst źródłaIn modern surgery, the visualization of medical data plays a crucial role, in the form of 2D or 3D images, both in per-op and pre-op, where sterility must be preserved at all times. A touchless interaction system would greatly facilitate the preservation of sterility. Here we detail our methodological approach to design such a system. The practical use case referred to in our work is a laparoscopic operation and the case of use associated software. After analysizing the problem, the use case and its contextualization we developped a methodology, which was concretized in a formal exploratory phase and an experimental phase. The latter, itself divided into two stages: a stage aimed at "all-coming" subjects allowing us to extract a generic intuition vocabulary, which is then refined using feedback from "expert" subjects
Alaoui, Malek. "Application d’une démarche Living Lab au développement de services de TV sociale dédiés aux personnes âgées". Thesis, Troyes, 2013. http://www.theses.fr/2013TROY0027/document.
Pełny tekst źródłaEncouraging seniors to stay at home as long as possible is associated with a higher risk of social isolation. Extensive researches have established the strong relationship between social isolation and health, considering social engagement as an important component influencing psychological well-being and self-esteem of elderly people. In other words, aging well at home cannot be reduced to the management of physical and cognitive frailties and technologies should also tackle the quality of life of the elderly by fostering their social interactions especially for those who are living alone. We postulate that ICTs could alleviate elderly loneliness, in order to cope with their social frailty. However, designing appropriate services and ensure their adoption by the elderly remain open questions, which we try to provide answers at both methodological and instrumental level. We propose an approach to design services for the elderly based on the participation of the future users as part of a "Living Lab". We illustrate this approach by our participation in a European project aiming at developing and evaluating Social TV services. The objective is to foster social interactions among peers to enhance or restore social ties, with the goal of increasing psychological well-being and self-esteem of the elderly living alone
Duong, Tu-Anh. "Intégration par les usages d’une innovation en santé : La télédermatologie". Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLC096/document.
Pełny tekst źródłaDesigning product or services for healthcare system is highly complex, costly and risky. It combines constraints such as being a multi decisional and multilevel system with specific financial model linked to the state the healthcare system organization belongs to. In the highly marketing-time sensitive context of innovative products or services, there is challenge for designers to be able to match the new design to the users’ needs, answering to their context or usages while integrating all system stakeholder components. Telemedicine (TM) is the use of ITtechnologies to provide medical care or medical advice. It is considered a care delivery transformation combining medical, technological and organizational innovation. Using the example of Teledermatology a dermatological application of TM, this PhD develops a methodology based upon users contexts and usages to design integrate and provide an assessment model to decision makers. The opportunity to implement and integrate the service in French department of dermatology is discussed
Perusseau-Lambert, Alix. "L’interaction tactile pour médier le travail d’accompagnement des personnes avec autisme". Thesis, Sorbonne université, 2018. http://www.theses.fr/2018SORUS322.
Pełny tekst źródłaThis doctoral work focuses on the design and implementation of tactile edutainment interfaces via a user centered approach applied to Autism Spectrum Disorder (ASD). Individuals with ASD display heterogeneous sensorimotor features. In the tactile modality, some individuals may have a very high threshold of resistance to pain, while others may not be able to bear a caress. Adapted tactile stimulations in a controlled environment can prove beneficial for their wellbeing. Based on a user-centred design approach, a mechatronic device has been designed and implemented to enable healthcare professionnals working with ASD patients to perform kinesthetic tasks adapted to their needs. The prototype affords an effective working surface of 30 by 42 cm that requires users’ motor skills. Following a user-centered approach, two studies have been conducted to identify application opportunities and how to integrate them in professionnal pratice. Additionally, we studied vibrotactile perception in social condition to better understand the cognitive mechanisms involved in the general human population and to guide possible usage of tactile interface for autism. Our results confirmed the relevance of the user-centred approach in an engineering design process, especially regarding sensorial and motor stimulation applications in the context of care-taking for people with ASD
Herrera, Altamira Gabriela. "Vibrotactile feedback to support kinesthetic motor imagery in a brain-computer interface for post-stroke motor rehabilitation". Electronic Thesis or Diss., Université de Lorraine, 2024. https://docnum.univ-lorraine.fr/ulprive/DDOC_T_2024_0002_HERRERA_ALTAMIRA.pdf.
Pełny tekst źródłaMotor imagery-based brain-computer interfaces (BCI) offer promising solutions for post-stroke motor rehabilitation. Kinesthetic motor imagery (KMI) consists of imagining the sensations of a movement (such as temperature, pressure, roughness, muscular contraction, and nerve activation) rather than visualizing the movement. However, KMI lacks sensory or kinesthetic feedback, making this task challenging to understand, learn, and perform. This absence of feedback hinders performance evaluation and therapeutic guidance for post-stroke patients. To address this issue, feedback is provided to both patients and therapists, based on the patient's performance. Various feedback modalities, including visual, functional electrical stimulation, exoskeletons, and robotic assistance, have been explored to bridge this gap. Vibrotactile feedback is an underexplored alternative, that offers skin stimulation, targeting patients with limited mobility. Combining different feedback modalities has emerged as a promising approach to provide more effective feedback and enhance the rehabilitation process. The development of BCI feedback has often prioritized technological advancement over patient-centric considerations, resulting in limited clinical adoption. This thesis adopts a novel design-based research (DBR) approach, placing the user at the core of feedback system development. The objective is to design and evaluate vibrotactile feedback, complemented with visual feedback and integrated it with a KMI-based BCI to improve post-stroke motor rehabilitation. We start by identifying the needs and objectives of patients undergoing BCI training, leading to the hypothesis that bimodal feedback (combining vibrotactile and visual modalities) can enhance KMI within the BCI context. We tailor the vibrotactile stimulation to provide precise sensory feedback during grasping KMI. The vibrotactile device is then built considering the anatomical and physical limitations of post-stroke patients. Then, the vibrotactile stimulation is built in two phases: establishing vibration sensory thresholds for age-dependent groups and synchronizing a visual environment with vibrotactile stimulation. Different vibration patterns are compared to determine the one that better corresponds to the graphic animation. The stimulation was designed, drawing inspiration from the natural muscle activation of the muscles during grasping. Following the validation of the stimulation, the BCI is assessed with a group of neurotypical participants to measure its efficacy in improving KMI and evaluate its acceptability, usability, and reliability. Three feedback modalities (vibrotactile, visual and bimodal - vibrotactile and visual) are compared to determine their effectiveness. This research highlights the potential of a user-centered approach for developing feedback solutions that enhance motor imagery and rehabilitation outcomes. Furthermore, an experimental protocol is presented for future studies with post-stroke patients to assess the acceptability and usability of the meticulously designed BCI with bimodal feedback. The findings of this work lay the foundation for translating the resulting BCI into practical clinical applications, ultimately benefiting post-stroke patients
Duong-Eclancher, Tu-Anh. "Intégration par les usages d’une innovation en santé : La télédermatologie". Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLC096.
Pełny tekst źródłaDesigning product or services for healthcare system is highly complex, costly and risky. It combines constraints such as being a multi decisional and multilevel system with specific financial model linked to the state the healthcare system organization belongs to. In the highly marketing-time sensitive context of innovative products or services, there is challenge for designers to be able to match the new design to the users’ needs, answering to their context or usages while integrating all system stakeholder components. Telemedicine (TM) is the use of ITtechnologies to provide medical care or medical advice. It is considered a care delivery transformation combining medical, technological and organizational innovation. Using the example of Teledermatology a dermatological application of TM, this PhD develops a methodology based upon users contexts and usages to design integrate and provide an assessment model to decision makers. The opportunity to implement and integrate the service in French department of dermatology is discussed
Ricca, Aylen. "Effets de la fidélité dans les simulateurs de réalité virtuelle sur l'apprentissage des compétences techniques en chirurgie". Electronic Thesis or Diss., université Paris-Saclay, 2020. http://www.theses.fr/2020UPASG031.
Pełny tekst źródłaThe reform of medical studies in France attributes an important role to simulation in healthcare professionals' training. In this context, virtual reality simulators can be very useful. However, the fidelity of these systems remains an open question with a lack of guidelines for determining their appropriate levels of fidelity to support effective training. In this thesis, we are interested in the fidelity of immersive simulators for the training of technical skills in surgery. More particularly, we investigate how the fidelity of interactions and artifacts to perform certain tasks in the simulator could affect the efficiency of these systems. From a theoretical perspective, we propose an articulation of the concepts of simulator fidelity through a model based on the various fidelity components identified in our literature review, and the various interfaces and interactions used in virtual simulators for the training of technical skills. Two experimental studies were conducted to explore the factors of simulator fidelity associated with a navigation task and a tool handling task and their impacts on the learning of two technical skills in virtual reality. The results show that the simulator's interaction techniques and artifacts with a moderate fidelity can support the completion of secondary tasks for effective training. The designers of virtual simulators can rely on the recommendations resulting from our work in order to avoid including certain devices and fidelity components, which can be cumbersome and expensive without a real impact on the efficiency of these simulators
Lini, Sami. "L’anticipation et sa représentation dans les interfaces homme-système en aéronautique : L’anticipation et sa représentation dans les interfaces homme-système en aéronautique". Thesis, Bordeaux 1, 2013. http://www.theses.fr/2013BOR14843/document.
Pełny tekst źródłaCivil aviation pursues the objective of moving people or goods through the air with an optimal level of safety. For more than thirty years, despite a stricter and stricter regulatory framework and highly reliable automation, the ratio between performance and acceptable risk is not improving anymore.Human factors are a major action lever to break this glass floor. In the constrained context of aviation, designing tools aiming at assisting pilots’ cognition is thus a promising direction. Anticipation has been identified central in the process of cognitive resources management. In a human factors engineering approach, we undertook the design of an anticipation support tool involving pilots at each step of the development.From an activity analysis performed on the basis of in-cockpit recordings and interviews we constructed a model of the actual pilots’ activity during the descent and approach phases on Rio de Janeiro airport. The state of the art highlighted the key elements related to anticipation which could take benefit of a preliminary experiment. Experimental results brought together with our hypotheses about how anticipation works completed the requirements of the functional core of our anticipation support tool. A dynamic planning algorithm was then designed and implemented within ASAP (Anticipation Support for Aeronautical Planning), Thales Avionics’ proof of concept. 36 commercial pilots took part to its evaluation in a simulated environment
Cohé, Aurélie. "Manipulation de contenu 3D sur des surfaces tactiles". Phd thesis, Université Sciences et Technologies - Bordeaux I, 2012. http://tel.archives-ouvertes.fr/tel-00789111.
Pełny tekst źródłaDanet, Claire. "Gestualité : pour la création scripturale : le cas des langues des signes". Thesis, Compiègne, 2018. http://www.theses.fr/2018COMP2463/document.
Pełny tekst źródłaThe digital revolution has evolved the act of writing; its forms have changed. From this phenomenon, new Graphomotor oriented research opportunities have emerged. The knowledge gathered by this research introduces a new angle for setting up a new writing system. Until today, no writing system has been able to transcribe the multidimensional nature of sign languages (SL). For that reason, sign languages offer the perfect opportunity for this kind of research. In this study we try to understand the link between gestures and meaning for the speaker and discover what features and how much of signing (gestures, body language) can be kept in the act of writing. Our objective is to maintain the integral meaning of gestures for the signer/writer. To do so, we offer the creation of a technologically advanced scriptural environment in which meaningful gestures can be put into perspective. First, this multidisciplinary research focuses on what can be transferred from the former gestural act (signing) to the latter (writing). Then, we consider the tool that will enable this transfer. To do so, we follow a phenomenological approach, or in other terms, a descriptive methodology from the firstperson point of view. This methodology is built upon signers’ feedback gathered of the experience lived during interviews. Shaping this method to fit the French SL offers precise gestural descriptions from signers themselves. This database is then compared with alinguistic and kinesiological analysis from the third-person point of view. These gestural meaning results enable us to reflect on how to create a guided experience tool enabling the assimilation of SL’s gestural matter and the creation of scriptural forms. To do that, we follow a UX design, an enaction design, and a tool based approach in order to offer immersion and interaction. This kind of device offers a new perspective to signers on their own language and more generally, offers the possibility for any user to form a new relationship with her or his own gestures
Clingenpeel, Glenn C. (Glenn Christopher). "Conception and Design of Constructed Wetland Systems to Treat Wastewater at the Biosphere 2 Center with Use of Reaction Rate Models and the Habitat Evaluation Procedure to Determine the Effects of Designing for Wildlife Habitat on Treatment Efficiency". Thesis, University of North Texas, 1998. https://digital.library.unt.edu/ark:/67531/metadc278445/.
Pełny tekst źródłaFrancois, Mathilde. "Level of driver involvement in trucks human-machine interfaces design : effects on usability, distraction and acceptance". Thesis, 2017. http://www.theses.fr/2017LYSE2122/document.
Pełny tekst źródłaThe design process of trucks human-machine interfaces has been adapted to address human factors and road safety issues. It is now widely accepted that user involvement in the design process is valuable. Currently in industry, users are mainly involved in the stages of analysis and evaluation of concepts, the latter being defined by professionals. However, the literature in other fields reports benefits of a broader form of user involvement: participatory design. In this design process, users are involved all along products development, and particularly during concepts design. Participatory design would allow better access to users' needs, expectations, and tacit knowledge. The objective of this project is to study how the level of drivers’ involvement in the design process impacts the usability, distraction and acceptance of trucks human-machine interfaces. After a preliminary analysis of the context of use, three instrument cluster design processes were conducted in parallel using a tactile equipment. The outcomes of these three processes, differing in level of user involvement, were evaluated and compared in a driving simulator experiment. The results do not enable to demonstrate that participatory design has a significant impact on usability, distraction and acceptance. This thesis concludes with recommendations to practitioners and research perspectives
Caverzasio, Diana. "Les coulisses de la Toile : étude sur les demarches de conception de sites web". Thèse, 2013. http://hdl.handle.net/1866/10249.
Pełny tekst źródłaWeb 2.0 multiplies the uses of websites and generates new challenges. Users occupy a central role in this expansion: their satisfaction, in dictating the websites’ efficiency, determines the popularity and also therefore the visibility of those sites’ on the Internet. Consequently, the users should actively participate in the design process. Although designers, in theory like in practice, seem to take users into account in their approach, they do not include them in the process. First of all, this research aims to understand, through a literature review and field observations, the main uses, categories and morphologies of websites. Based on these findings, an analysis of design processes and the users’ perceptions and expectations is conducted. To reach our goals, this analysis targets two types of websites, made by professionals or by amateurs. It shows that the results of each design process, expressed through the interface design, differ in termes of perceived quality. This study also underlines the importance of efficient visual communication through the websites’ components, in order to structure the users’ reading path and ultimately send them clear and comprehensible information. To ensure our propostions we refer to two visual communication theories, the Gestalt theory, interested in visual perception, and semiotics, which studies the interpretation of signs. These were proved relevant in analyzing the quality and efficiency of the websites’ contents. Our study reveals that users, after testing the two targeted websites, are unsatisfied. The professional site’s complexity affects its usability, while the amateur site’s interface design, is lacking professionalism and coherence, influence the user’s interpretation. These results assert the relevance of applying a user-centered design approach to the websites’ design, as it allows to identify and resolve these design issues. Our results also show that there is a difference between professionals and amateurs with regards to their technical and theoretical knowledge, on the levels of actors, tools and limits. Potential solutions, through user-centered design criteria, are finally proposed by this research to optimize the quality and efficiency of user interface designs.
Zahedi, Mithra. "Modèle novateur de conception d’interface humain-ordinateur centrée sur l’utilisateur : le designer en tant que médiateur". Thèse, 2011. http://hdl.handle.net/1866/5969.
Pełny tekst źródłaIn complex design projects, problems typically arise when the design process is undertaken by multi-disciplinary groups of experts as well as non-experts because they do not share a common vision about the user’s needs, do not have identical goals related to the task, and do not have a common language to have productive dialogues as the design process progresses. This research addressed issues related to the human-centered design approach within the context of human-computer interfaces (HCI). It explored ways in which a designer can create conditions whereby various contributors involved in the design process can benefit from the potential that the multi-disciplinary context afford to enrich their personal knowledge and reflection and at the same time work efficiently and collaboratively to design an interface that is user centered. The research used a mixed methodology. In the first instance, a project-grounded research (research through design) was used in three successive case studies with increasing degrees of intervention and control by the researcher. Project-grounded research involves the development of knowledge and theory related to the design activity in an authentic design project. The focus of the first case was for the designer/researcher to observe her role and interaction with others during the design process. In the second case, the focus shifted to the collaborative interactions. The design process was used as a method to foster consensus building and the adoption of a common language to communicate and mutual goals to aim for. Limitations identified in these two cases led to the design of an intervention that was implemented in the third case. This intervention comprised an intensive workshop whereby team members engaged in an interdisciplinary attitude building exercise leading to joint-reflective practice toward achieving the goal which was to create a website. Data generated from these three cases informed the development of a theoretical model that represents steps of “optimal” collaborative design process, focusing on user-centeredness. In this model, the designer is attributed the additional and central role of mediator (designer as mediator) that facilitates the convergence of disparate foci and ways of thinking. In the second instance, the model was presented to three design experts individually for validation purposes. Interview data collected from this process affirmed the validity of the concepts and relations depicted in the model as well as its transferability potential to other complex contexts. The proposed model has the promise of structuring design activities to unfold in a more efficient and timely manner while being sustainable.
Pinard, Stéphanie. "Volet clinique de la conception et de l’évaluation d’une technologie d’assistance à la préparation de repas conçue avec et pour des personnes ayant subi un Traumatisme CranioCérébral (TCC) grave". Thesis, 2020. http://hdl.handle.net/1866/25299.
Pełny tekst źródłaIntroduction: In Canada, 100,000 people suffer from traumatic brain injury (TBI) each year. The incidence is highest in individuals between 16-24 years of age, which means that people living with TBI will live an average of 50 years with the physical and cognitive sequelae. Of these individuals, 5% will have sustained a severe TBI, which will cause significant difficulties in their functioning, particularly in complex daily activities such as meal preparation. Assistive Technology for Cognition (ATC) has been shown to have high potential to facilitate the functioning of people with TBI. However, no ATC for meal preparation is currently available or suitable for this clientele. Methodology: As part of an interdisciplinary project, combining the disciplines of rehabilitation and computer sciences, COOK (Cognitive Orthosis for coOKing), an assistive technology to support meal preparation, was designed with and for people with severe TBI. This thesis presents the clinical aspect of the conception. For the design phase, a user-centered design methodology was chosen and organized into 3 main steps: 1- ATC needs analysis 2-design, and 3- evaluation of usability. As a result, a needs analysis was first conducted with future users and key stakeholders (3 future users, their relatives, the staff of the living environment and their healthcare professionals, and key external stakeholders). The design addressed the needs of residents with evidence-based practice guidelines in the cognitive rehabilitation field and these were translated into technological features. Future users were constantly consulted throughout the design process. Next, COOK was implemented with 3 future users in order to evaluate and improve its usability (1-, 3- and 6-months post-implementation). In addition, COOK demonstrated interesting efficiency and participants were satisfied with the technology, except for one participant who did not see how COOK could be of use for him. Results: The 3 participants with severe TBI have all resumed safe meal preparation with COOK. This technology has high potential for rehabilitation and home care for clients with cognitive impairments. Further work will be necessary to adapt this technology to other clienteles and different living environments.