194,682 research outputs found

    Mixed-methods research: a new approach to evaluating the motivation and satisfaction of university students using advanced visual technologies

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    The final publication is available at link.springer.comA mixed-methods study evaluating the motivation and satisfaction of Architecture degree students using interactive visualization methods is presented in this paper. New technology implementations in the teaching field have been largely extended to all types of levels and educational frameworks. However, these innovations require approval validation and evaluation by the final users, the students. In this paper, the advantages and disadvantages of applying mixed evaluation technology are discussed in a case study of the use of interactive and collaborative tools for the visualization of 3D architectonical models. The main objective was to evaluate Architecture and Building Science students’ the motivation to use and satisfaction with this type of technology and to obtain adequate feedback that allows for the optimization of this type of experiment in future iterations.Postprint (author’s final draft

    User kansei modeling and eco-design

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    The use of day-to-day life artifacts is a key phase in the lifecycle of products. Indeed it has a great impact on our environment. User centered methods are not yet taken into account in eco-design approaches. These methods are being developed in two ways, by building new user models encompassing complex dimensions such as Kansei and experience, including values and moods, and by integrating the user himself in the design process. This paper deals with setting-up a new theoretical framework associating user-centered design advanced approaches such as experience design, Kansei studies, or participative design and eco-design methods. The final goal is to support product design by providing some guidelines according to environmental issues linked to the users and their abilities

    A Trip to the Moon: Personalized Animated Movies for Self-reflection

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    Self-tracking physiological and psychological data poses the challenge of presentation and interpretation. Insightful narratives for self-tracking data can motivate the user towards constructive self-reflection. One powerful form of narrative that engages audience across various culture and age groups is animated movies. We collected a week of self-reported mood and behavior data from each user and created in Unity a personalized animation based on their data. We evaluated the impact of their video in a randomized control trial with a non-personalized animated video as control. We found that personalized videos tend to be more emotionally engaging, encouraging greater and lengthier writing that indicated self-reflection about moods and behaviors, compared to non-personalized control videos

    The Australian Research Quality Framework: A live experiment in capturing the social, economic, environmental, and cultural returns of publicly funded research

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    Copyright @ 2008 Wiley Periodicals Inc. This is the accepted version of the following article: Donovan, C. (2008), The Australian Research Quality Framework: A live experiment in capturing the social, economic, environmental, and cultural returns of publicly funded research. New Directions for Evaluation, 2008: 47–60, which has been published in final form at http://onlinelibrary.wiley.com/doi/10.1002/ev.260/abstract.The author regards development of Australia's ill-fated Research Quality Framework (RQF) as a “live experiment” in determining the most appropriate approach to evaluating the extra-academic returns, or “impact,” of a nation's publicly funded research. The RQF was at the forefront of an international movement toward richer qualitative, contextual approaches that aimed to gauge the wider economic, social, environmental, and cultural benefits of research. Its construction and implementation sent mixed messages and created confusion about what impact is, and how it is best measured, to the extent that this bold live experiment did not come to fruition

    Service user experience of the Norfolk youth service

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    Purpose: There is an international drive to improve mental health services for young people. This study aims to investigate service user experience of a youth mental health service in Norfolk, UK. In addition to suggesting improvements to this service, recommendations are made for the development of youth mental health services in general. Design/methodology/approach: A mixed-methods approach was used. Quantitative data from satisfaction questionnaires were analysed using descriptive statistics and compared between two time points. A semi-structured interview was used to generate qualitative data. Thematic analysis was used to identify themes in the interview transcripts and triangulation was used to synthesise quantitative and qualitative data. Findings: Service users appeared satisfied with the service. Significant improvements in satisfaction were found between two time points. Qualitative analysis identified three main themes that were important to service users, including support, information and personhood. Practical implications: Recommendations for the development of youth mental health services are provided. Although these are based on findings from the Norfolk youth service, they are likely to apply to other mental health services for young people. Originality/value: Mental health care for young people requires significant improvement. The Norfolk youth service is one of the first services of its kind in the UK. The findings from this study might be helpful to consider in the development of youth mental health services across the world
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