Дисертації з теми "Conception centrée sur l'utilisateur – Design"
Оформте джерело за APA, MLA, Chicago, Harvard та іншими стилями
Ознайомтеся з топ-50 дисертацій для дослідження на тему "Conception centrée sur l'utilisateur – Design".
Біля кожної праці в переліку літератури доступна кнопка «Додати до бібліографії». Скористайтеся нею – і ми автоматично оформимо бібліографічне посилання на обрану працю в потрібному вам стилі цитування: APA, MLA, «Гарвард», «Чикаго», «Ванкувер» тощо.
Також ви можете завантажити повний текст наукової публікації у форматі «.pdf» та прочитати онлайн анотацію до роботи, якщо відповідні параметри наявні в метаданих.
Переглядайте дисертації для різних дисциплін та оформлюйте правильно вашу бібліографію.
Mahdjoub, Morad. "La réalité virtuelle pour une conception de systèmes mécaniques centrée sur l'utilisateur." Besançon, 2007. http://www.theses.fr/2007BESA2039.
Our thesis work carried out in the Systems and Transport laboratory (ERCOS team), deals with user-centred mechanical systems design. Our research is more specifically directed towards studying the mechanical systems which concern workstations. Indeed, one of the current problems for the industrialists is to be able to design workstations which are suitable for human (users/operators). The aim is to avoid the kind of serious health problems which are becoming apparent today, such as “repetitive strain injuries” (1st occupational disease declared in France and Europe). With this objective, we propose to study the “use” (or usability) of industrial equipment, by integrating “ergonomics” into the design process. Although our work was carried out in the field of Engineering Science (Mechanical engineering), we tried to take the ergonomics aspect into account through a multi-disciplinary approach. Consequently, our research is centred within the Design For Ergonomics (DFE) and design For Usability (DFU) disciplines which comes under the discipline of Design For X (DFX). Thus, our objective is to define a methodology, and associated tools, to be integrated into the ergonomic design process of both product and use. Thus, we successively studied two research hypotheses, by means of a first set of experiments carried out in the field of fine leather luxury goods. Our first research hypothesis is to study the use of a numerical mechanical system via the design of an interaction between the real user and this system. The second research hypothesis is to study the usefulness of virtual reality (VR), as a real-time virtual prototyping tool, to design the “use function” of the product and so the “human/numerical product” interaction. Within the context of a second set of experiments, carried out in the automobile industry and agro-alimentary fields, we studied a third research hypothesis. This third assumption is that VR can be used to design, in an interactive way, both the product and the product use earlier in the design process and in particular during the phases of preliminary studies and detailed studies. In order to generalise our experimental results, we identified various limitations of our results. It led us to consider integrating virtual reality into the design process through the definition of “design activities”. We thus propose a fourth research hypothesis: “virtual reality can be integrated, in a structured way, into a human-centred product design and development process”. Thus, our final contribution, based on all feedback from these experiments, introduces an original design methodology called Virtual Reality Aided Design for Use (VRADU). The first originality of our work is to propose using the application of VRADU methodology in all design stages implying a digital mock-Up (DMU) or a virtual prototype. For this reason, we introduced the concept of “virtual reality meeting point” which makes it possible to support the teamworking and the integration of the various disciplines within the design process. VRADU methodology defines, in a structured way, the impact of VR tools during the design of the product and its associated use. Thus, we defined the design actors concerned by the “virtual prototype and associated use” simulations in VR. We also defined their actions through role definition which can be assigned to them during simulations in VR. We proposed three “design activities” which use VR tools, within the VRADU methodology framework. These are: the qualitative ergonomic analysis of both product and associated use in VR, the quantitative ergonomic evaluation of both the product and associated use in VR and the design of the virtual prototype and its associated use in VR. The first “design activity” in VR proposes to evaluate, in an immersive and interactive way, product and product-use on the basis of subjective comments (qualitative aspects of use). The second originality of our work is to propose a second “design activity”, carried out using VR, which integrates tools for quantitative ergonomic analysis of the use, in order to supplement the qualitative recommendations already obtained. The third originality of our work lies in the third “design activity” in VR which is to modify the virtual prototype , in an interactive way and in real-time, during simulations in VR according to the previous ergonomic evaluations (objective and subjective) already made. For that, we developed a CAD type VR assembly module which makes it possible for the mechanical engineer to modify the virtual workstation structure within certain limits. A direct update of these modifications is possible on the native CAD model level due to the connection between the VR tools and the parametric CAD tools. This partially decreases the interworking problems between the various simulation tools. Finally, we ensured continuity in the virtual prototype development during its design. Indeed, the parameters modified on the virtual prototype are stored in a collaborative design tool of PLM type. These parameters can be re-used, thereafter, by other designers, thus ensuring permanent updating of the product data
Skiba, Nathalie. "Processus d'innovation centré sur l'utilisateur : identification des besoins et interprétation des données issues de l'integration de l'utilisateur dans le processus de co-conception." Thesis, Université de Lorraine, 2014. http://www.theses.fr/2014LORR0027/document.
Our way of life and the products that surround us have never evolved so quickly. This evolution is a new factor to take into account in the product development to ensure the product appropriation by the users. For that reason the design approaches try to integrate usages. The Living Lab approach is organised around four principles: the realism of the studied situation; the continuity in the collaboration with the users; the collection of spontaneous usage data; the empowerment of users in the design process. These principles facilitate the path from "user-centred design" to "usage-centred design" but are difficult to realise practically. To guide and inspire the designers we propose a Living Lab project method made of eighteen operations; each operation is supposed to reach one of the four principles. The proposed method is represented with NIAM-ORM diagrams which are easily understandable because of its similarity with natural language. We tested our method on two urban projects and two industrial projects. The relevance of the tested operations on the principle realisation is evaluated according to bayesian networks: depending on the results the operations are validated, adjusted or rephrased and implemented again in the NIAM-ORM model
Mertz, Laurent. "Représenter l'utilisateur et son expérience : conditions de production et d'évolution de documents dans un projet design." Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAT002.
This thesis focuses on the processes of representation of user experience, and proposes an analysis of the conditions of production of documents and media used to represent these same experiences. To conduct our analysis, we rely on three main elements. Firstly, the concept of experience implies a specific process of attribution of meaning to the action of others. However, we identify in the literature a plurality of definitions of experience, which consequently leads to a plurality of ways of defining and representing the experience of a user with a product or a service. Secondly, accessing the lived experience of a user means involving the latter more or less actively in the design process. Design Thinking and Participatory Design are two examples that allow us to better understand different logics of user involvement. Finally, thirdly, the documents and media of a project testify to a register and a style of communication about the user's experience. This thesis provides a socio-material and communicative analysis of the conditions of production of these same documents in the context of a public policy design project. The semantic properties of these documents, as well as the communicative context in which they are found, are studied. The fieldwork proposes a reflexive and ethnographic return on the creation of the corpus of documents, thus allowing to better understand the emergence of a certain register of communication dealing with the experience of the user of public service, as well as the specificities of this same register
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.
The 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
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.
Today, 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
Raimbaud, Pierre. "La réalité virtuelle pour les besoins de l'industrie du bâtiment : guider la conception des interactions utilisateurs grâce à une méthodologie centrée sur les tâches." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE012.
The field of virtual reality (VR) has undergone significant development these last years due to the growing maturity of this technology. This has allowed for its diffusion in many domains, notably in the building construction one. However, a problem resulting from such use of VR is that the VR interactions provided to the users are often not sufficiently adapted to their needs. It is indeed difficult to make a synthesis between the building trades’ expertise and the VR expertise. A research question then arises, which is how to allow the experts in a specific field, who do not have VR expertise, to be able to define and obtain the specifications of VR interaction technique, in autonomy. To answer this question, in this research we propose a new task-oriented methodology for the design of VR interactions. This one contains semi-automated systems that allow for the decomposition of the user task and for the determination of proposals of VR interaction techniques - i.e. the obtaining of the two types of specifications that are expected here. This methodology has been tested and evaluated on two case studies from the building sector. The results obtained show that our methodology can be used by experts from the construction industry, in autonomy, and that they have obtained specifications similar to the ones obtained by following a traditional user-centred design methodology
Peneau, Justine. "Dynamique dispositive et structure temporelle de la co-conception : une analyse du travail de design en agence." Electronic Thesis or Diss., Institut polytechnique de Paris, 2023. http://www.theses.fr/2023IPPAT002.
This thesis takes place within a digital agency that implements design methods that allow its clients to be involved in the design. This field allows me to observe co-design situations that bring together an agency and a client organization, situations that have been little studied in the literature. Our immersion and our commitment as a designer allowed us to experience the temporalities of agency work and to come back in particular to what the vocabulary and the so-called “sprint” methods imply in relation to time in design. It is a multidisciplinary thesis that brings together the sciences of information and communication and design. They make it possible to jointly analyze communication and design situations as well as the supports that support them.It therefore seemed important to us to understand the co-design situation less through the concept of space (which tends to predominate) than through that of time.Our hypothesis is that we can consider the activity of design as the organization of temporal formats which have effects on participation but also which presuppose models of design. The thesis pays attention to the dynamics of emergence. These latter involve another relationship to time based on moving inter-relations. This hypothesis thus more particularly led us to study the “sprint” method as a temporal format but also to be attentive to what emerges at the heart of these “formatted” situations and to the way in which design expertise ties and unties temporalities. Finally, we observe that the design situation opens up a transitional space, a “benevolent device”, where time is “dynamically suspended” precisely to allow links to be forged between the plurality of temporalities that crosses the project between past, present and future
Charrier, Marjorie. "Ergonomie et design dans une démarche de conception de produits centrée sur les besoins des personnes." Thesis, Belfort-Montbéliard, 2016. http://www.theses.fr/2016BELF0300/document.
Lifestyles change led to the development of the needs and wishes of people who are looking for "experience", "wellbeing"and "pleasure" through the products they use. Companies must now satisfy and seduce these people whoare increasingly exigent, by being a source of innovation and new ideas. Thus, companies are more and moreinterested in their product design process, in order to better take into account, the human factor. It requires aspecific approach to make people have positive and quality experiences. In this approach, people are at the heart ofthe concerns of the product design actors. In this context, the design process requires the intervention of differentdisciplines rightly sensitive to human factor. In our research, we focused on ergonomics and design, two disciplinessensitive to people who are moving towards new practices: design for "needs" and the prospective ergonomics. Ourresearch is focus on the practices of these two disciplines that converge on a common vision, which is a prospectiveand "humanist" one, of the product design for a better integration of people. The main scientific challenge of ourwork is to better understand ergonomics and design current practices in a product design context. This, to suggestto these actors an approach (IDLifeS) and tools (Knowledge Guides), interdisciplinary, which correspond to thedevelopment of their practices and offer them to co-design products and life situations which correspond to theneeds, wishes and characteristics of people
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.
The 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
Laffond, Mathieu. "Le co-design dans le développement durable : design thinking et design du projet dans l'écosystème des startups." Thesis, Toulouse 2, 2019. http://www.theses.fr/2019TOU20019.
To propose a change of posture vis-à-vis the co-design methodologies used in problem solving when supporting projects of innovative startups is our goal. This work between development of research and professional practices leads us to look at design under another filter, that of phenomena of meaning. The approach of project design, fueled by a science such as semiotics, leads us to the elaboration of a new strategic approach of co-design, of design thinking, to rethink notions of experiences, uses, skills, interactions, to consider and develop a disruptive methodology adapted to the universe of startups and innovation: See - Perceive - Design. By imagining this thesis space as a strategic place for evolutions and mutations of the notion of innovation, but also of our consumption, research and development cultures of the future, it is now important to immerse ourselves in an engine ecosystem. of our time, the startup, to take the right measure of developments in an agile discipline such as service design in an increasingly complex world. The simple use of a process is not enough anymore. At the heart of any design, the implementation of strategies of meaning, the arrangement and the structure of elements are the key elements for the transmission of a message, a use and more largely a co-experience sustainable
Laitano, María Inés. "Le modèle trifocal : une approche communicationnelle des interfaces numériques : Contributions à la conception d'interfaces accessibles." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080025.
Object of study for several disciplines, digital interfaces appear as a heterogeneous object: a human-computer dialogue, a reflection of a mental model, an instrument, a set of semiotic signs ... All these dimensions, addressed individually by disciplinary approaches, have never been gathered in a common paradigmatic framework. This thesis argues that interfaces, as a complex object of study, must be addressed in a framework capable of dealing with this complexity. It proposes to do so by the Systemic Communication Theory and to think about not in terms of interface quality attributes (usability, communicability, conviviality...) but in terms of meanings. This implies a human-centered model and provides an integrated point of view enabling the design of new interfaces as well as their implementation in numerous contexts and sensory modalities.The trifocal model is thus a systemic approach to communication via the interface. It studies the relationships between user and machine, between user and object of his activity and between user and designer, as well as emergent properties of the system. The trifocal model provides an interface description transposable from one modality to another. It allows, on one hand, to study the meaning of non-visual interfaces and, on the other, to translate interfaces from one modality to another. The trifocal model takes a fresh look on designing accessible interfaces since it complements existing methods with new analytical dimensions
Lobbe, Justine. "Pour une conception de produits pour tous et par tous, co-créer la situation de vie." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCA040/document.
Product design is evolving. It is now necessary for companies to offer a real experience to the user regarding its needs, characteristics and desires. For this purpose, design teams gather the ergonomist, the product designer and the user. Thus, the many issues of what we called “design for all” are multiplied. Whereas the user is often involved all along the analysis of the needs and during the evaluation of the solution in the current user-centred design models, he is rarely integrated to the creativity phases. Inspired by the philosophy of “Make” and by the practices of the “Fablabs”, our researches are driven by the hypothesis that users should already be considered as full participants in the product design process. From this point, we want to set up a product design for all and by all, following our main research question: "How to promote, in user-centred design, the integration of the specific user as an everyday expert alongside classical design experts through the phases of co-creativity and framed by life situation? ". To achieve this goal, we answer three main objectives. First, we seek to identify existing co-creativity methods and tools around the notion of life situation. More precisely, we are interested in co-creativity practices in the context of both industrial projects and Fablabs ecosystem. We carry out these various studies through the implementation of participant observations, interviews and qualitative analysis of traces collected among more than 130 industrial projects. Following this, we propose a tool applied to life situation that allows us to integrate the user in the phases of co-creativity alongside design experts. This tool is built on top of experiments conducted in the universe of the "Make". Finally, we validate qualitatively and quantitatively our tool with an interdisciplinary design team that integrates the specific user into an industrial project of design for all
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.
This 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
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.
The 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
Tosi, Lorraine. "Document, authenticité et expérience utilisateur - Pour une extension du domaine de la confiance numérique." Thesis, Troyes, 2019. http://www.theses.fr/2019TROY0025.
Digital 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
Germain, Hélène. "Vers de nouvelles formes organisationnelles de l'activité scientifique ? : Analyse des médiations, stratégies et ressentis d'acteurs impliqués dans le co-design de solutions pour l'accompagnement de personnes vivant avec la maladie de Parkinson." Electronic Thesis or Diss., Toulouse 3, 2023. http://www.theses.fr/2023TOU30387.
The formation of scientific and health institutions over the last few centuries has been based on ambitions, logics and knowledge regimes to define the rules according to which truth can be admitted and linked to specific effects of power (Foucault, 2004). Now, in the project-based city as defined by Boltanski and Chiapello (1999), scientific and citizen expertise are increasingly called upon to collaborate within so-called democratic and participatory bodies in order to deal with the complexity of the problems associated with progress, technicisation and the disenchantment of the world (Weber, 2002). Participatory research as an 'instrument' (Le Galès & Lascoumes, 2005), a social implementation strategy (Maestrutti, 2016), a 'register of political legitimisation' (Blondiaux, 2008) and/or an emerging organisational form (Le Moënne, 2013) can foster the acceptance and adoption of the project of computerisation and digitalisation of Western societies. However, the process of arranging new forms of research activities generates tensions and readjustments between inherited and desired orders (Le Moënne, 2013), between steering, ambitions and funding modalities of research and between emerging participatory scientific practices. In the framework of our doctoral research, we focus our attention on mediations, reflexivity and the meaning given by French-speaking actors participating in an international study in the field of health: the NDD-Care project . This study aims to co-design an integrated care network adapted to the ecosystems of people living with Parkinson's disease and designed according to their needs and expectations in terms of medico-social support. Patients, caregivers and health professionals are involved in the creation of technological and organisational solutions adapted to their mutual needs, in a space conducive to dialogue, and invited to materialise them through the creation of artefacts (Grosjean, Bonneville & Redpath, 2019). In this context, we are interested in the way in which people identify and reflect on the activities undertaken and the various events that make up a research project, enabling them to construct meaning in a situation, depending on their methods of involvement and commitment in the situations encountered (Bonfils, 2014). These plural elements allow us to address how actors think and act to shape the NDD-Care research project. A qualitative, longitudinal and 'hypothetical-inductive' method inspired by ethnography, ethnomethodology and pragmatics was used during our doctoral research to analyse the communicative flows and the modalities of participation (low, moderate, effective), involvement (desired, altruistic, imposed) and commitment (voluntary, symbolic, indirect) of French-speaking actors in the co-design study. The creation of shared organisational knowledge, mobilised by the actors to give meaning to their actions (Gardiès, 2012), allows the stabilisation, maintenance and appropriation of an emerging organisational form over time. The logics and strategies of inclusion, avoidance, exclusion and hybridization of knowledge/power participate in the redefinition of the roles, postures, relations and responsibilities of the actors in an integrated care network. A communicative approach to emotions also sheds light on the processes of sign production at the heart of coordination systems, exchanges and negotiations between actors in organisations (Dumas & Martin-Juchat, 2016). The role of the sensitive in the symbolic construction of meaning given to collective and scientific practices is central here and emerges in different forms (enthusiasm, hope, disenchantment, irony, frustration, shame, disruption, etc.)
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.
The 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
Sahel, Wissal. "Participatory design to support power grid operators in control rooms." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG022.
Safety-critical control room technology poses multiple challenges for operators, especially with respect to increasing workload, information overload, and lack of situation awareness. My review of the research literature on control room productivity shows that today's technology was developed with limited operator involvement in the design process, which has led to tools that target specific problems while neglecting the overall workflow. We conducted a two-year participatory design project with RTE (the French power grid) operators to better understand the problems operators face. Key needs include improved information overviews and support for operators' secondary tasks, e.g., tracing information and prioritization. We used a generative theory approach to design StoryLines, an interactive timeline that helps operators collect information from diverse tools to create an overview, record reminders and share relevant information with the next shift's operator. The combination of participatory design and generative theory let us explore operators' existing note-taking practices about grid status and expected future events, which informed the design of StoryLines. We conducted two comparative structured observation studies to assess the strengths and weaknesses of StoryLines and to suggest directions for future research
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.
Richard, Peter. "La participation des usagers au processus de conception créative de solutions de mobilité. Pratiques, impact et préconisations." Electronic Thesis or Diss., Paris 8, 2016. http://www.theses.fr/2016PA080035.
Mobility is nowadays one of the main concerns of citizens and governments. One possible way to explain these difficulties to solve mobility problems would be that real problems of transportation users would be not (or weakly) accounted in the design of new transportation systems. In this perspective, user participation in design projects is increasingly practiced since a few decades. It is motivated by the idea that users have a better knowledge of their own needs and then may contribute to develop innovative solutions. However it is necessary to propose some tools to optimize the users’ contributions to creative design process, and then necessary to identify the nature as well as the levers and barriers to user participation in this process. In the three studies we conducted, we observe that users mainly contribute to creative co-design process by supplying information about their real needs and expectations. However, in order to really account these needs and expectations, it is necessary to tool up creative design with a method which allows to take advantage of the contributions of each participant and to give users a decision-making power equivalent to that of experts. Furthermore, the development of virtual reality software may constitute a lever for creative co-design, in so far as it stimulates the generation of solutions. Moreover, virtual reality allows creating new environments to develop users’ skills to project themselves in a near future and then imagine more creative solutions
El, Mawas Nour. "Architecture pour la co-conception des jeux sérieux participatifs et intensifs en connaissances." Thesis, Troyes, 2013. http://www.theses.fr/2013TROY0020/document.
This PhD aims to confront some scientific challenges concerning the scenarios’ conception of Serious Games, their use through a better share by designers within the context of targeted learning. The findings motivating our work are (1) the significant participation of trainers in the design phase, (2) the growing needs for expert trainers to formalize scenarios describing rarely complex situations, (3) the divergence of existing serious games to these designers which cover a limited number of scenarios due to their high cost, (4) the low re-use’ level of scenarios that have already happened in daily life.Our questioning will lead us to see how we must design serious games for training in complex areas of expertise where reference knowledge is neither stabilized nor unanimous, but rather dynamic and continuously evolving. After having examined the principal mains of application of the Serious Game and having defined it, the study of this questioning led us to propose the ARGILE (Architecture for Representations, Games, Interactions, and Learning Among Experts) architecture, suitable for "participatory and knowledge-intensive" serious games
Zignale, Daniel. "Concevoir des services collaboratifs adaptés à des pratiques métier : une méthode centrée usages : application au domaine de la construction." Electronic Thesis or Diss., Université de Lorraine, 2013. http://www.theses.fr/2013LORR0069.
In the sector of the architectural design-construction project, the management of the collaboration between the different actors of a project is an important issue. From a project to another, considering the project type and also the actors involved, business practices vary. In parallel, many services are proposed and used to assist the collaboration, some of them being generic and others more specific to professional usage. The CRTI-weB experience is a groupware development project lead with and for professionals of the Luxembourgish sector. Despite the analysis of business needs lead before development, the tool has some lacks of adaptation. This statement isn't isolated; in general, this type of tools doesn't fully satisfy professionals' expectations. This doctoral work proposes an analysis framework supported by users' behaviors modeling. We adopt several viewpoints related to several research fields: software engineering, human-computer interactions design, service-oriented enterprise and information system design, and finally computer-supported collaborative work (CSCW We propose the PUSH method (Practice and Usages based Service enhancement) that orchestrates the different viewpoints to generate an amount of requirements for the development of adapted services. The communication and the traceability are supported by this design method. The context of study, both research and development-oriented (through the collaboration of the MAP-CRAI laboratory in Nancy and the CRP Henri Tudor in Luxembourg) allows us evaluating and enhancing the definition of our concepts and the applicability of the PUSH method through three experimentations
Laitano, María Inés. "Le modèle trifocal : une approche communicationnelle des interfaces numériques : Contributions à la conception d'interfaces accessibles." Electronic Thesis or Diss., Paris 8, 2015. http://www.theses.fr/2015PA080025.
Object of study for several disciplines, digital interfaces appear as a heterogeneous object: a human-computer dialogue, a reflection of a mental model, an instrument, a set of semiotic signs ... All these dimensions, addressed individually by disciplinary approaches, have never been gathered in a common paradigmatic framework. This thesis argues that interfaces, as a complex object of study, must be addressed in a framework capable of dealing with this complexity. It proposes to do so by the Systemic Communication Theory and to think about not in terms of interface quality attributes (usability, communicability, conviviality...) but in terms of meanings. This implies a human-centered model and provides an integrated point of view enabling the design of new interfaces as well as their implementation in numerous contexts and sensory modalities.The trifocal model is thus a systemic approach to communication via the interface. It studies the relationships between user and machine, between user and object of his activity and between user and designer, as well as emergent properties of the system. The trifocal model provides an interface description transposable from one modality to another. It allows, on one hand, to study the meaning of non-visual interfaces and, on the other, to translate interfaces from one modality to another. The trifocal model takes a fresh look on designing accessible interfaces since it complements existing methods with new analytical dimensions
Bona, Audrey. "Modélisation de l'affordance dans le domaine des constructions durables." Thesis, Bordeaux, 2016. http://www.theses.fr/2016BORD0054/document.
The energetic performance of sustainable buildings is significantly lower than expected and therefore the impact of user behaviour becomes a crucial element. Different solutions are implemented to achieve predicted performance; these range from information i.e. user guides, to the influence of user behaviour through building automation reducing the users’ control. The possibility of designing more efficient buildings without altering the relationship between the user and the building, and without constraining the users is then to be investigated.We propose to integrate the notion of affordance in sustainable buildings under the assumption that this could be useful in inducing behaviour aligned with the performance requirements of sustainable buildings, while minimising the introduction of procedures more or less artificial and creating an immediate understanding of the use of a functional space and its equipment.A first experimental phase was conducted to analyse users' activities within their housing and translate this into tools for designers. A set of personas has been set. Meanwhile, a characterisation of the user/building interaction was carried out by identifying the criteria influencing it. With the weighting of these impact factors, a calculation model for the affordance level of this interaction was proposed
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.
The 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
Richard, Peter. "La participation des usagers au processus de conception créative de solutions de mobilité. Pratiques, impact et préconisations." Thesis, Paris 8, 2016. http://www.theses.fr/2016PA080035.
Mobility is nowadays one of the main concerns of citizens and governments. One possible way to explain these difficulties to solve mobility problems would be that real problems of transportation users would be not (or weakly) accounted in the design of new transportation systems. In this perspective, user participation in design projects is increasingly practiced since a few decades. It is motivated by the idea that users have a better knowledge of their own needs and then may contribute to develop innovative solutions. However it is necessary to propose some tools to optimize the users’ contributions to creative design process, and then necessary to identify the nature as well as the levers and barriers to user participation in this process. In the three studies we conducted, we observe that users mainly contribute to creative co-design process by supplying information about their real needs and expectations. However, in order to really account these needs and expectations, it is necessary to tool up creative design with a method which allows to take advantage of the contributions of each participant and to give users a decision-making power equivalent to that of experts. Furthermore, the development of virtual reality software may constitute a lever for creative co-design, in so far as it stimulates the generation of solutions. Moreover, virtual reality allows creating new environments to develop users’ skills to project themselves in a near future and then imagine more creative solutions
Ben, Guefrech Fatma. "Analyse de l'intégration d'une plate-forme de réalité augmentée spatiale dans un contexte de conception collaborative impliquant des utilisateurs finaux." Thesis, Université Grenoble Alpes, 2020. https://tel.archives-ouvertes.fr/tel-02613304.
Creative design activities and products are more and more ubiquitous in our society today. Our daily environment includes a multitude of objects that have previously been designed. The design of complex industrial products takes place in extremely varied professional fields and requires collaboration of multiple actors ranging from highly technical sectors to artistic sectors throughout the design process. Design organisations are facing important changes driven by an extremely aggressive market competition; they are constantly adding new features to their products that requires more and more the collaboration of a growing number of diverse actors with different types of expertise. On the other hand, the communication in multidisciplinary teams is difficult. There is a constant need to adapt means of communication. In addition, market competition is also driving companies to follow global strategies. The most recently used trend in industry is to involve end-users within the design process.Therefore, designers need to discover, understand and exchange ideas and suggestions with end-users in order to be able to transform their needs and requirements into adequate technical solutions and eventually turned it into proper products. To overcome these communication difficulties, and considering that in design activity, it is essential to be able to represent ideas with a suitable tool, Spatial Augmented Reality (SAR) is perhaps the best candidate technology that could properly address these problems. As it allows integrating virtual objects in our real environment, this technology allows to manipulate them more naturally. In this context, incorporating the virtual into the real world can induce a certain number of questions: “How to manage the real / virtual combination in a collaborative setting?” “Does the integration of mixed (physical/digital) design artefacts can be an added value to interaction between design participants?” One important challenge addressed during this thesis was to evaluate the impact of integration of a spatial augmented reality platform in collaborative design meetings. We wanted to demonstrate that the SPARK platform, through the introduction of new prototype mixing the tangible aspect with digital projection, positively impacts the co-creative design sessions and the overall communication interactions between the different stakeholders
Poivet, Rémi. "Virtual agents’ perceived intelligence and believability in video games : exploring the relation between design factors and players’ expectations." Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS524.
Non-player characters (NPCs) are a subtype of virtual agents that populate video games. How they are perceived by players is central to gaming experience. In particular, NPCs’ perceived intelligence and believability highly contribute to creating an engaging and immersive experience. These two aspects are influenced by players’ expectations during their interaction with NPCs. However, the knowledge of how players evaluate NPCs is insufficient, which might explain the actual gap between players’ expectations and their actual evaluation of NPCs’ design. The aim of this thesis is to advance knowledge on players’ evaluation of NPCs as a function of their design factors and players’ expectations. Our hypothesis is that enhancing coherence between NPCs’ design and players’ expectation would lead to enhanced perceived intelligence and believability. Three studies were conducted to investigate players' evaluation of NPCs' intelligence and believability. The first study focused on players' evaluation of NPCs' hostility in a military shooter game, examining the design parameters of appearance and behaviors and their relationship. The results indicated NPCs’ behaviors were the only significant factor in conveying hostility, regardless of appearance. The second study manipulated NPCs’ appearance and behaviors in a military shooter game to investigate the impact of violating players' expectations on players’ gaming experience and evaluation of NPCs’ intelligence and believability. This research involved behavioral and physiological measures and highlighted the importance of coherent NPCs’ design factors in shaping gaming experience. Additionally, the manipulation of NPCs’ design factors induced significant changes in players’ physiological responses and behaviors in the game, suggesting the emergence of new forms of expectations. The verbal modality was not addressed in the first two studies. The third study was conducted on players’ experience and evaluation of NPCs’ perceived intelligence and believability during verbal interactions. The research involved the manipulation of NPCs’ explicit role in the narrative and the communication style using a Wizard of Oz method. Players’ evaluation of intelligence and believability was primarily influenced by the explicit role of NPCs while NPCs’ communication style impacted players’ behaviors during conversations. Throughout these studies, the design factors of NPCs were manipulated to investigate players’ experiences and evaluations of intelligence and believability. The different research findings highlighted the significant impact of coherence between the design factors and players’ expectations on the gaming experience. Furthermore, the results underlined the importance of players’ expectations and the consequential influence of design factors as a feedback on players’ evaluation of perceived intelligence and believability. The thesis concludes with recommendations for game designers and how those can leverage behavioral experiments to create impactful NPCs in their games
Fleury, Sylvain. "Le rôle de l’utilisateur dans les systèmes de traitements automatiques." Thesis, Rennes 2, 2014. http://www.theses.fr/2014REN20001/document.
Automatic symbol recognition can currently be applied to a wide range of technical documents (music scores, electrical diagrams, etc.). Automatizing this kind of task can help some professionals save time (Lu et al., 2005), but it can also generate a loss of situation awareness among operators (Endsley, 1995). Furthermore, as these systems sometimes interpret symbols incorrectly (Lu, Tai, Su, & Cai, 2005; Orbay & Kara, 2011), humans need to be able to intervene in the process to correct any errors as and when they arise. The objective of this thesis was to improve our understanding of the human-machine interactions elicited by this kind of task, in order to determine how best to enhance system performance. We conducted a series of studies during the development of a user-centred design (ISO 9241-210, 2010) of automatic interpretation software for architectural plans. These studies were set within a heterogeneous theoretical framework bringing together cognitive psychology, human-machine interactions and the ergonomics of the multimedia documents. The results they yielded led to several recommendations for designing recognition systems. For instance, superimposing the interpretation on the interpreted document makes it easier to cross-check the information. Furthermore, allowing users to monitor the interpretation process in real time and interrupt it at any point increases performances. Finally, while the highlighting of potential errors can also be beneficial, it can also make users over-confident and thus less watchful
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.
The 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
Dabbebi, Ines. "Conception et génération dynamique de tableaux de bord d’apprentissage contextuels." Thesis, Le Mans, 2019. http://www.theses.fr/2019LEMA1040/document.
This 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
Roche, Amelie. "Proposition d'une méthode de conception systémique d'interface homme-système adaptée aux situations de multihandicap." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0272/document.
In the field of Human-System Interface (HSI) design, one key concept is the User-Centred Design (UCD), an approach that considers the user as the centre of the design process. Although this approach is a significant advance to provide solutions that meets the needs and expectations of end-users, it is not totally suitable for end-users with multiple disabilities. Moreover, despite the benefits of the UCD, only few designers apply this approach. The use of standard approaches remains dominant. There is a general lack of awareness among designers on how take account of end-users, even less when the end-users have multiples disabilities.In view of these observations, our work has been structured to two main axes, conducted in parallel. We have elaborated and formalized design method of HSI, named AMICAS (Innovative Methodological Approach of Adapted Systemic Design), in order to design tools or services adapted for users, whatever their disabilities are. This method has been tested to children with multiple disabilities in educational context and with elderly in care homes. Also, we have developed a decision support tool. The purpose of this tool is to help designers to take into account end-users and their disabilities into the design stage. Based on the results, we suggest in synthesizing an improved version of AMICAS and we have published the decision support tool online
Decotter, Dominique Marie-Désiré. "L’analyse des besoins latents dans la conception de technologies émergentes : apports de la probe technologique." Thesis, Paris 5, 2013. http://www.theses.fr/2013PA05H131/document.
Enriched by theories and research from several disciplines, ergonomics has developed tools, models and methods centred on users with the aim of building usable and desirable systems. Today, more and more companies invest in emerging technologies with the perspective of creating innovative products to reach a new market and/or to stay competitive. The challenge, for ergonomics and such industries, is to set up effective tools or methods to analyze and anticipate original and adapted requirements so as to frame the development of such technologies. This thesis focuses on latent needs, in particular for emerging technologies, which are considered essential in the design of future innovations. In our studies, expressed needs are analyzed with creativity evaluation methods to identify latent needs. We analyze the technology probe in a co-design context to describe how this tool facilitates social construction of human needs putting emphasise on real life settings and creative processes. Our results suggest that a long use, characterized by the probe, enhances ideation compared to the use of prototypes during a short period of time. Moreover, while the participants elaborate more ideas in the individual setting, ideas generated collectively are perceived as being more creative
Sun, Xiaoguang. "Une approche innovante basée sur un cadre de fonction-tâche-comportement pour intégrer les facteurs humains et l'ergonomie dès la première phase de conception." Thesis, Strasbourg, 2017. http://www.theses.fr/2017STRAD044/document.
Human factors and ergonomics (HF/E) as a scientific discipline provide constraints for the engineering design of human and system (product) interactions. Most existing studies on HF/E cover the specialization of physical, cognitive, and organizational ergonomics. Numerous evidences show that insufficient consideration of HF/E information leads to poor design, and fully considering this information in the design phase can improve both the user experience and system performance. Existing methods for HF/E information integration (HF/EII) can be categorized into two types: Technology-Centred Design (TCD) and User-Centred Design (UCD). TCD methods integrate HF/E information from the detailed design phase or later, which may cause design modifications and iterations. UCD approaches address HF/E information from the early design phase, which are time-consuming for HF/E requirements collection. The objective of this thesis is dedicated to a new design methodology and tool for HF/EII from the early design phase in a systematic, time-saving, less expensive, and less iteration way. In this thesis, a function-task-behaviour framework has been developed, which provides a systematic and detailed guide for HF/EII from the early design phase. A case study has been presented to validate its feasibility, which offers the theoretical support for method implementation. Thus, an Interaction Design Centre (IDC) module was developed and integrated in CAD software to aid the design work, which provides a practical way for the implementation of FTB framework. It enables designers to (1) catch both functional requirements and non-functional requirements from the early design phase, and (2) convert them into design parameters to carry out the design work. By using IDC module, design modifications and iterations due to belated effort for HF/E consideration can be significantly reduced, thereby providing a satisfactory user experience in the case of meeting the functional requirements. Regarding current method of design solution generation overly relies on designers’ experience, a design solution generation model is developed for producing design solution. Different from current problem solving approaches, this model is easy for designers to cognize and operate. It offers a divergent thinking for design solution generation based on the individual design task. Finally, the major contributions and limitations of our study are presented and the future studies are previewed
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.
Encouraging 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
Zignale, Daniel. "Concevoir des services collaboratifs adaptés à des pratiques métier : une méthode centrée usages : application au domaine de la construction." Thesis, Université de Lorraine, 2013. http://www.theses.fr/2013LORR0069/document.
In the sector of the architectural design-construction project, the management of the collaboration between the different actors of a project is an important issue. From a project to another, considering the project type and also the actors involved, business practices vary. In parallel, many services are proposed and used to assist the collaboration, some of them being generic and others more specific to professional usage. The CRTI-weB experience is a groupware development project lead with and for professionals of the Luxembourgish sector. Despite the analysis of business needs lead before development, the tool has some lacks of adaptation. This statement isn't isolated; in general, this type of tools doesn't fully satisfy professionals' expectations. This doctoral work proposes an analysis framework supported by users' behaviors modeling. We adopt several viewpoints related to several research fields: software engineering, human-computer interactions design, service-oriented enterprise and information system design, and finally computer-supported collaborative work (CSCW We propose the PUSH method (Practice and Usages based Service enhancement) that orchestrates the different viewpoints to generate an amount of requirements for the development of adapted services. The communication and the traceability are supported by this design method. The context of study, both research and development-oriented (through the collaboration of the MAP-CRAI laboratory in Nancy and the CRP Henri Tudor in Luxembourg) allows us evaluating and enhancing the definition of our concepts and the applicability of the PUSH method through three experimentations
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.
During 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
Brown, Ingi. "Entre firme et usagers : des biens génératifs d’usages.Théorie des biens comme espaces de conception." Thesis, Paris, ENMP, 2013. http://www.theses.fr/2013ENMP0001/document.
De nouveaux produits et services jouissent aujourd'hui d'un succès surprenant, alors qu'ils ne s'intègrent pas dans les canons traditionnels de l'innovation. Sans proposer de ruptures technologiques ni d'usages clairement identifiés, ces biens suscitent toutefois une large exploration d'usages nouveaux et inconnus, à l'image du service web Twitter ou du téléphone iPhone qui viennent bouleverser les pratiques quotidiennes de leurs usagers dans de nombreux domaines, y compris professionnels.La littérature apporte des réponses partielles aux enjeux soulevés par cette classe de biens, mais semble limitée par une vision des biens comme systèmes de découplages de la conception d'usages : celle-ci aurait lieu au sein de la firme par des approches de type analyse d'usage ou bien auprès d'usagers-concepteurs très compétents.Nous proposons ici une théorie qui veut intégrer ces différents apports tout en soulevant les hypothèses que nous jugeons trop restrictives sur les usagers, les biens et leurs rapports à la conception d'usage. Ce projet nous amène à rediscuter de la notion de biens pour les considérer comme des espaces de conception d'usages, à destination d'acteurs à la fois usagers et concepteurs.Ce nouveau paradigme suppose en revanche de réinterroger le rôle de la firme dans l'organisation de cette action collective de conception d'usages. La confrontation de notre modèle théorique à trois études de cas révèle que les succès que l'on connait aujourd'hui reposent sur une organisation sophistiquée des relations entre la firme et ses usagers concepteurs, ainsi qu'une ingénierie spécifique de dispositifs de conception, de formation et de coordination
Abdel-Razek, Abdul-Rahman. "Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE038.
Nowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists
Lafaye, Rachel. "Design et expériences dans la formation continue en ligne : la création de MOOC en agence." Thesis, Bourgogne Franche-Comté, 2019. http://www.theses.fr/2019UBFCH032.
In the domain of training, new technologies have come and gone but have not provided real answers to the problems of online continuing training. And yet, with each introduction of a new technology, research is conducted into the learners, the theoretical aspects of course design and the characterization of the devices created. What is lacking seems to be an analysis of design in the field; such an analysis would make it possible to imagine positive developments and to implement research results in hands-on practice.In the era of MOOC and their use by companies, how are online continuing training courses designed ? In the specific context of the creation MOOC by an agency, we set out to describe the design of online training from two perspectives : that of the design activity and that of the experiences that the training brings about.For this research I had the advantage of being at the same time a PhD student and a salaried employee of an agency specialized in online training and was thus able to collect « scenes of life » as both participant and observer and these were used to establish a model of design, according to the Theory of Activity.For the study of the experiences, four MOOC projects of the agency served as case studies. After a presentation of the design choices specific to each project and the quantitative results obtained, the representations resulting from the experiences are analyzed based on the semi-directive interviews that we carried out.Finally, this work proposes a descriptive method of design and joint analysis of design and experiences. As part of the observed field, new perspectives related to the design of online training were raised concerning the mediation of knowledge, its strategic and evolutionary dimensions
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.
The 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
Mandran, Nadine. "THEDRE : langage et méthode de conduite de la recherche : Traceable Human Experiment Design Research." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM014/document.
My research focuses on the experimental methodology for research in human centered computer science (RICH). It concerns areas of informatics research that integrate users to build scientific knowledge and supporting tools for this research. As example, we can mention the fields concerned, such as the field of Human Computer Interface (HCI) or the Technology for Enhance Learning (TEL). The objective of this thesis is to propose a method which accompanies researchers in the integration of the methods of data production from the humanities and social sciences. In this research the problem of the traceability of the results and the quality of the data arises. This method provides conceptual and technical tools to ensure the traceability of the research conduct process. It is called THEDRE for "Traceable Human Experiment Design Research". This work of formalizing a process of conducting research has been an opportunity to create a modeling language for conducting research processes. The construction of this language and method relies on experiments carried out since 2008 in the field of RICH
Al, Khatib Ahmad. "Conception collaborative du couple produit/usage : approche à travers des objets intermédiaires de conception." Thesis, Belfort-Montbéliard, 2015. http://www.theses.fr/2015BELF0273/document.
In our economic environment with low growth and high competition, technological advance is important, but often not enough. To be competitive, it is also necessary to propose a product which corresponds to the real needs, expectations and characteristics of users. Therefore, product use becomes a source of innovation by industrial companies. In order to integrate product use in design process, we choose to study the multidisciplinary convergence phases about the product and its related use because they are phases of strong collaboration between design actors. However, different disciplines, knowledge and practices involved in design projects, make the transfer of knowledge between design actors difficult. To this end, we are particularly interested in Intermediary Objects of Design (IOs) (ex. Virtual prototype, physical prototype, etc.) as a means to facilitate the exchange and communication between design actors. Our goal is to improve collaboration between design actors through the study of IOs, a better understanding of theirs contributions and the definition of a methodology that allows designactors to define these objects depending on their own needs and expectations. In this context, we indicate the interest of adding interactions dedicated to design actors through the IOs to improve the quality of collaboration. This has been shown through the developing and validating an annotation and 2D (Virtusketches) sketching tool in immersive virtual environment. Our results also show significant differences between a virtual prototype using (virtual reality platform) and CAD model (using CAD system) concerning the quality of collaboration and the realized objectives in design reviews. We also propose a methodological approach for the choice and the definition of IOs (DCDO). One of the originalities of this approach lies in the fact to consider all aspects related to the definition of the IOs in the context of convergence on the product/use couple. This methodological approach has been implemented and put into practice using an application to prepare project reviews in PLM (Product Lifecycle Management).environment
Kim, Hyunyoung. "Conception centrée sur l'utilisateur des commandes de changement de forme." Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALM001.
Shape-changing interfaces bring flexibility in physical interfaces through by transforming computational devices into any shape or materiality. Shape-changing interfaces will be increasingly available to end-users in the future, along with technology development. However, we know little about design criteria of shape-changing interfaces for end-users, especially for whom use parameter control interfaces. Parameter control interfaces are often designed based on existing examples such as dials and sliders, and there were few studies to understand user needs behind their usage. On the other hand, there are shape-changing interface taxonomies that allow designers to explore design ideas of shape-changing interfaces systematically, but they are hardly evaluated. In this talk, I discuss my Ph.D. work investigating the two areas of HCI: parameter control interfaces and shape-changing interfaces. I first conduct a formative study to suggest design requirements for parameter control interfaces based on users' current practice. Second, I refine a shape-changing interface taxonomy by evaluating its descriptive power by using everyday reconfigurable objects. Lastly, I look into the intersection of the parameter control interfaces and shape-changing interfaces. I develop two case studies: KnobSlider, a shape-changing interface that can be a knob or a slider, and ExpanDial, a rotational control that extends the interaction modality through shape-changes
Vermeulen, Mathieu. "Une approche meta-design des learning games pour développer leur usage." Electronic Thesis or Diss., Sorbonne université, 2018. http://www.theses.fr/2018SORUS093.
This thesis in computer science is in the field of Technology Enhanced Learning (TEL) and more specifically in the field of Learning Games (LG), serious games dedicated to learning. It deals with their design, tools and models to facilitate it, and their use. To tackle this problem, we use the meta-design, an approach aiming to strongly involve the end users in the design stage but also in the use stage. To implement this approach with teachers, whom we consider as end users of LG, we propose different iterations of a simple and representable LG model to facilitate the collaborative design of these TELs, but also their reengineering. After a first iteration, the second iteration propose a model named DISC and the associated design method. They were tested in the co-design of a learning game used by teachers of higher education in the context of a MOOC and as an additional activity of a course. To involve teachers in the use stage, we propose to articulate this model with a learners’ traces visualizations tool to detect problematic pattern and, thus, facilitate the reengineering process of LG, the visualizations allowing traces analysis collected during the use stage. To carry out this research work, we chose to work with the THEDRE method which proposes an iterative research cycle supported by the feedback of indicators evaluating the process throughout the method. This continuous improvement, supported by the experiments, allow us to validate our propositions about the meta-design for the learning games
Paris, Jean-Christophe. "Ingénierie cognitive pour l'aide à la conduite automobile de la personne âgée : analyse et modélisation de l'activité de conduite en situation naturelle pour la conception de fonctions de monitorage." Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0425/document.
This thesis in Cognitics presents a Human Centered Design approach for thedevelopment of future driving assistance systems dedicated to elderly drivers orElderly Adapted Driver Assistance Systems (E-ADAS).To do so, this work relies on a multi-disciplinary approach for data collection andanalysis. Regarding Ergonomics, the aim is to better understand the specificrequirements of this population in order to identify their actual difficulties and actualneeds of assistance. In this frame, 76 drivers (aged from 70 to 87 years old) took partto an on-the-road experiment, driving an instrumented car. The dataset includes2100 km of ecological driving data and 1400 auto-evaluated driving situations,completed by 6 Focus Groups (involving 30 elderly drivers).The second part of this research, relying on Cognitive Engineering, explores thedesign and implementation of monitoring functions based on the aforementioneddataset. The objective is to have real-time models and analytical functions, able to:(1) supervise the driving activity as realized by an elderly driver, (2) taking in toconsideration the driving context or situational risks (3) in order to detect difficulties ordriving errors. Beyond this thesis, these diagnostics will have to be integrated inassistive systems to better adapt their support to the specific needs of elderly drivers.Specific monitoring functions related to basic vehicle control (speed management,lane positioning and headway regulation) are presented. Based on these results,integrated monitoring functions for intersection crossings in Left-Turn manoeuver,highway merging assistance, and, more broadly, lane change assistance areintroduced
Jalal, Ghita. "Réification des propriétés visuelles pour les tâches de composition." Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS554/document.
In this dissertation, I argue that visual composition tools should reify visual properties— that is, create them into first-class, interactive objects that designers can manipulate, directly in the document. Artists and designers use visual properties such as color, typography,size, and position to create novel composition concepts. Most visual composition tools treat graphical elements as objects— but not their visual properties. The latter are simply attributes of graphical elements, usually accessible on demand, through property sheets or dialog boxes, rather than as independen tinteractive objects.I begin with an introduction, where I outline the dissertation and summarise the main contributions.Then, I present a conceptual overview, where I argue that perception, expertise, theories and existing representations of visual properties affect how designers manipulate them in their work. In the related worksection, I identify the main approaches visual composition tools propose to manipulate visual properties.I explain the advantages and limitations of these approaches.I present a comparative structured observation study (Chapter 4) where graphic designers perform visual composition tasks in Adobe Illustrator. Designers preferred tools that provide direct access to visual properties.They use these visual properties to complete visual composition tasks such as alignment and distribution.I then present two interview studies (Chapter5, Chapter 6) that examined artists’ and designers’practices as they manipulate color and create layouts in their projects. Artists and designers create personal color representations. They manipulate each color in the context of its surrounding graphical elements,and combine it with other visual properties such as texture. As they create their layouts, designers establish links among visual properties such as size,position, and layering of graphical elements. They define rules for how these properties change in space,across instances of the same composition, or in time,across related compositions.Based on these observations, two groups of prototypes (Chapter 7) demonstrate how we can reify visual properties into first-class graphical objects. ColorPartner supports creating personal representations of the color manipulation process. Color Revealer permits creating informative color representations of how a process evolves. Palette Explorer supports manipulatingvisual properties of color swatches, such as size, position and layering, in the context of surrounding colors. Color Compositor supports manipulating the combination of colors and textures. Linkify supports linking visual properties directly in the documentand defining rules for how these links evolve as the content changes. Contextify supports creating rules that define how visual properties change across instances of a composition. In two follow up studies,designers explain how they intend to use these tools in their current projects..I conclude with a summary of the contributions(Chapter 8) and a discussions of the limitations and future work
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.
Motor 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.
Designing 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
Li, Jing. "Design of mechatronic products based on user-customized configuration : an application for industrial robots." Thesis, Compiègne, 2015. http://www.theses.fr/2015COMP2211/document.
In today's market, obtaining a variety of products through configuration design has become increasingly common. However, with the development of the market, customers have not only satisfied the company offering a variety of products, and more demands on participating in the process of configuration design by themselves, so that they can obtain fully personalized products. Customer participation leads to the changes of design process, company's management model, etc. Based on the above problem, this thesis takes industrial robot as an example, and studies the management issues related to the customer involved in the design, in order to address the contradiction between product diversification, personalized requirements and the long design cycle and high manufacturing costs. Firstly, Auser-customized configuration design pattern is presented. The theory source of user-customized configuration design pattern is introduced, and then the related concepts are expounded. The corresponding business mode of user-customized configuration design pattern is given, and the key technologies to realize business mode is studied. System dynamics models were established for user-customized configuration design business mode and for traditional business mode of industrial robots by Anylogic simulation software. Secondly, the component-based theory and method are studied, including the formal description of things, ontology representation, componentization and servitization. On this basis, the componentization description model is established for the product parts. And the model is represented as service-component. Next, the formation process and extension method of service-component are introduced. An example of industrial robot components modeling is analyzed, includingestablishing industrial robot domain ontology by protégé, describing, instantiating and extensing components. Thirdly, the industrial robot user-customized configuration design template is constructed, and users can obtain the industrial robot meeting constraints through parameters setting; The kinematics and dynamics analysis on template is taken by Simscape model, and the dynamic parameters is analyzed, and the finite element analysis on template is taken by ANSYS, including statics analysis and modal analysis. The parameters flow process in template is analyzed. Then taking industrial robot user-customized configuration design using configuration template as an example, the configuration template is analyzed in application. Fourthly, the internal algorithm of user-customized configuration design is researched. Platform-based and user-leading user-customized configuration design process is constructed, and then the internal algorithm to keep the design running smoothly is studied, including the degree of freedom determination, fuzzy demand calculation, and service-component configuration and the configuration program evaluation. A case analysis is also taken for the internal algorithm Finally, on the basis of the previous section, the prototype system design of the open design platform is taken. Based on system requirements analysis and system design, the main pages of the platform are designed, and the key functions are introduced