5,155 research outputs found

    Applying the User-Centered Design approach for Prototyping the Interfaces of an Intelligent Emergency Management System

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    In today’s disaster management context, decision-making and information management is a crucial aspect, given the complexity of the tasks the decision-maker has, as well as the sheer influx of information coming in at any given time. As such there is a need to develop a system that can aid both the decision makers in the command post but can also collect the information gathered by the responders on the field. This system should also aid the decision maker by providing counselling according a set of rules, giving the system an intelligent aspect. Thusly THEMIS is born, an intelligent system to support decision making in crisis scenarios. As any given system must have an interface, the usability and user experience are a concern, but given the nature of crisis scenarios, this aspect of user interfaces becomes much more critical. It is in this context that this dissertation’s goal becomes clear: design and test the interface prototype of an emergency management intelligent system, following the User-Centered Design framework. With this goal in mind, the steps of the framework were followed, by beginning to understand the user, the context of use, resulting in understanding the user’s needs. From here, the system requirements emerged, and paper prototyping began. After validation with experts and possible users, the interfaces were prototyped digitally for both the desktop and mobile system applications. This was followed by usability tests, using the Cognitive Walkthrough method, the System Usability Score and the User Experience Questionnaire. In order to complement the testing phase, eye tracking data was gathered during the desktop version’s usability tests, which gave further insight about user behaviour. As such, it was concluded that prototypes scored highly both for usability and user experience, and there was an overall improvement on the various versions of both the desktop and mobile apps. The tests with eye tracking also allowed to identify a few issues that otherwise couldn’t be detected, namely key items the users were missing on the interfaces

    From backend to Dashmobile: expanding the horizons of the drone engineering ecosystem

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    The Drone Engineering Ecosystem (DEE) project is a groundbreaking initiative that aims to simplify access to the world of drones and promote their responsible use, particularly in the educational domain. Traditional methods of drone control and interaction have been complex and fragmented. The DEE project seeks to overcome these challenges by integrating various technologies, including Python, Tkinter, FastAPI, MongoDB, Flutter, and Dart, to create a cohesive and user-friendly ecosystem. The project began with a comprehensive analysis of the existing drone ecosystem, identifying its limitations and areas for improvement. This was followed by the formulation of clear objectives and a detailed work plan, visualized through a Gantt chart. The development process encompassed the creation of a robust backend, significant enhancements to the existing dashboard, and the development of a mobile application using Flutter. One of the main challenges was the integration of new technologies like Flutter and Dart, which were learned specifically for this project. Rigorous testing and user experience evaluation were integral to ensuring the system's functionality and usability. The project's success not only achieved most of the set goals but also opened new avenues for future exploration and development in the drone technology field. My passion for programming and the application of my Telecommunications Engineering bachelor's degree were key drivers in the project's success. The project represents a significant contribution to the field, providing a platform for learning and promoting the responsible use of drones. It also reflects my commitment to challenging myself and applying my academic knowledge to real-world problems.Objectius de Desenvolupament Sostenible::4 - Educació de Qualita

    Implementation of Advanced Tools to Increase Operation Efficiency

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    The Client XYZ is a leader in developing new advanced products for the manufacturing of pharma ingredients and intermediates to provide complete value to its valuable customers and is built across 1,500 acres which consists of 29 production blocks which actively produce pharma ingredients. The client’s research team is specialized in process design for new drug candidates, development up to gram/kilo scale, structural elucidation, impurity profile studies, process validation, process justification, process optimization, analytical methods development and validation, environment impact analysis, safety studies and time cycle studies etc. There are over 68 large sites worldwide with diverse applications needs including work order, calibration, inventory, inspections, and asset management. The deployed Work Force and Asset Management is now 900 users who use smart mobile solutions on handheld devices to perform operations, calibrations, and inventory work. Results will cut overall work order activities and shortened cycle time and eliminate all paper processing activities saving over 175,000 man hours per year. This drastically reduces pre mobile paper backlog from two weeks to two hours and gives technicians the ability to see all history, inventory levels, and safety guidelines. Within a year, reduced workflow administrative costs will be reduced from 8.00to8.00 to 4.00

    V-Sphere Rubik's Bookcase Interface for Exploring Content in Virtual Reality Marketplace

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    In this work, we developed a new interface concept for content exploring in immersing Virtual Reality environments. In our shopping interface, we represent products as true 3D shapes with global illumination effects. This representation can provide more realistic and consistent Virtual Reality experience. Our shopping interface is really a giant spherical Rubik’s cube that consists of closed loops of book-shelves or cabinets. Users, who are located inside of this spherical Rubik interface will feel like they are in front of a spherical bookcase that consists of an infinite number of rows and columns. They can view the products by simply sliding rows horizontally and by sliding columns vertically. Further more, we discovered additional scenarios where users can grab the products by distance and examine their suitability by placing them into real environment. This new 3D interface concept can help to develop more realistic 3D interactive shopping framework in the future

    V-Sphere Rubik's Bookcase Interface for Exploring Content in Virtual Reality Marketplace

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    In this work, we developed a new interface concept for content exploring in immersing Virtual Reality environments. In our shopping interface, we represent products as true 3D shapes with global illumination effects. This representation can provide more realistic and consistent Virtual Reality experience. Our shopping interface is really a giant spherical Rubik’s cube that consists of closed loops of book-shelves or cabinets. Users, who are located inside of this spherical Rubik interface will feel like they are in front of a spherical bookcase that consists of an infinite number of rows and columns. They can view the products by simply sliding rows horizontally and by sliding columns vertically. Further more, we discovered additional scenarios where users can grab the products by distance and examine their suitability by placing them into real environment. This new 3D interface concept can help to develop more realistic 3D interactive shopping framework in the future

    The walkthrough method : an approach to the study of apps

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    Software applications (apps) are now prevalent in the digital media environment. They are the site of significant sociocultural and economic transformations across many domains, from health and relationships to entertainment and everyday finance. As relatively closed technical systems, apps pose new methodological challenges for sociocultural digital media research. This paper describes a method, grounded in a combination of science and technology studies with cultural studies, through which researchers can perform a critical analysis of a given app. The method involves establishing an app’s environment of expected use by identifying and describing its vision, operating model, and modes of governance. It then deploys a walkthrough technique to systematically and forensically step through the various stages of app registration and entry, everyday use, and discontinuation of use. The walkthrough method establishes a foundational corpus of data upon which can be built a more detailed analysis of an app’s intended purpose, embedded cultural meanings, and implied ideal users and uses. The walkthrough also serves as a foundation for further user-centred research that can identify how users resist these arrangements and appropriate app technology for their own purposes

    Mobile Application to support Scientific Conferences - UO ISEP

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    This dissertation aims to develop a mobile application for Instituto Superior de Engenharia do Porto (ISEP), to support scientific conferences. With the increase in the use of mobile devices and the growing trend of providing mobile applications for scientific conferences, the need for a mobile application that can enhance the conference experience and provide a convenient and user-friendly way to access information about a conference is becoming more important. This application is designed to be used for live conferences and includes features such as an interactive event schedule, speaker bios, ticket management, and rating of events among others. The attendees can have a seamless conference experience and make the most of the time spent at the conference. The application also includes features for conference organizers such as event registration, attendee management, and real-time analytics. Organizers are able to manage attendees, track attendance, and access analytics on attendee behavior and preferences, and use these features to evaluate the success of the conference, gather insights for future conferences, and improve the attendee’s experience. The development of this application is based on best practices and guidelines for the design and development of mobile applications and user-centered design methodologies. The de sign process is based on user research, interviews, and usability testing, to ensure that the application meets the needs and expectations of the users. The impact of this application on the conference experience is evaluated through user test ing and feedback. The evaluation is focused on measuring the usability, usefulness, and user satisfaction of the application. The results of this evaluation are used to improve the application and ensure that it provides a high-quality user experience. Overall, this thesis aims to contribute to the field of mobile applications for conferences by providing a comprehensive solution that can enhance the attendee experience and improve the overall effectiveness of the conference.Esta dissertação tem como objectivo desenvolver uma aplicação móvel para o ISEP com o intuito de auxiliar nas conferências científicas que o mesmo Instituto organiza. Com o aumento do uso de dispositivos móveis e a crescente tendência de fornecer aos visitantes de conferências aplicações móveis, a necessidade de uma aplicação móvel que permita melhorar a experiência e fornecer uma maneira conveniente e amigável de aceder informações sobre uma conferência organizada pelo ISEP é imperativo. A aplicação desenvolvida no âmbito desta dissertação é projectada para ser usada em conferências ao vivo e incluirá recursos como uma programação interactiva de eventos, biografias dos oradores e materiais de apresentação, além de um directório de participantes e oportunidades de networking. Com esta aplicação, o objectivo é que os participantes tenham uma experiência bastante positiva e que consigam aproveitar ao máximo o tempo gasto na conferência. A aplicação também inclui recursos para os organizadores da conferência, como registo de eventos, gestão de participantes e análises em tempo real. Os organizadores podem gerir os participantes, acompanhar a presença e ter acesso a análises sobre o seu comportamento e preferências, usando essa informação para avaliar o sucesso da conferência, coleccionar e analisar métricas relativas à conferência a fim de melhorar a experiência do participante. O desenvolvimento desta aplicação é baseado nas melhores práticas e directrizes para o desenho e desenvolvimento de aplicações móveis e metodologias de desenho centrada na experiência do utilizador. O processo de desenho é baseado em entrevistas com os organizadores actuais de conferências no ISEP e testes de usabilidade, para garantir que a aplicação atenda às necessidades e expectativas dos utilizadores. O impacto desta aplicação na experiência da conferência é avaliado por meio de testes e feedback dos visitantes e organizadores da conferência. A avaliação é focada em medir a usabilidade, utilidade e satisfação dos utilizadores com a aplicação. Os resultados desta avaliação são utilizados para melhorar a aplicação e garantir que esta proporcione uma experiência de utilizador de alta qualidade. Em geral, esta dissertação quer contribuir para o campo de aplicações móveis para conferências científicas, fornecendo uma solução abrangente que possa melhorar a experiência do participante e melhorar a eficácia geral da conferência. Além disso, a dissertação pretende apresentar uma abordagem de desenho centrado no utilizador e que possa ser utilizada como referência para o desenvolvimento de futuras aplicações móveis em outros domínios

    Redesign of the Quizzito administration console

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    In the context of the competitive online educational landscape, we sought to deliver a platform that would not only meet but surpass the evolving expectations of users, providing them with a seamless and rewarding learning experience. Our project showcases how innovative design, effective user testing, and the deployment of modern development technologies can transform an educational platform to better serve the needs of its users and facilitate their growth and learning journeys. Our project aimed to address the challenges faced by the existing educational platform, Quizzito, which seeks to make learning an engaging and rewarding experience. By redesigning the user interface and enhancing the overall user experience, we aspired to not only retain current users but also attract new ones. The development process was carefully guided by the feedback collected during the mock-up phase, ensuring that user expectations were met and exceeded. Using modern technologies like Vue.js for the front end and Laravel for the back end, we streamlined the platform’s functionality while also optimizing performance and responsiveness. Data storage, a critical component of any educational platform, was handled efficiently through SQL.No contexto do competitivo cenário educacional on-line, procuramos fornecer uma plataforma que não apenas atendesse, mas superasse as expectativas em evolução dos usuários, proporcionando-lhes uma experiência de aprendizagem contínua e gratificante. Nosso projeto mostra como o design inovador, os testes de usuário eficazes e a implantação de tecnologias modernas de desenvolvimento podem transformar uma plataforma educacional para melhor atender às necessidades de seus usuários e facilitar seu crescimento e jornadas de aprendizagem. Nosso projeto teve como objetivo enfrentar os desafios enfrentados pela plataforma educacional existente, Quizzito, que busca tornar o aprendizado uma experiência envolvente e gratificante. Ao redesenhar a interface do usuário e melhorar a experiência geral do usuário, aspiramos não apenas reter os usuários atuais, mas também atrair novos. O processo de desenvolvimento foi cuidadosamente orientado pelo feedback recolhido durante a fase de maquete, garantindo que as expectativas dos utilizadores fossem satisfeitas e superadas. Usando tecnologias modernas como Vue.js para front-end e Laravel para back-end, simplificamos a funcionalidade da plataforma e ao mesmo tempo otimizamos o desempenho e a capacidade de resposta. O armazenamento de dados, um componente crítico de qualquer plataforma educacional, foi gerenciado de forma eficiente por meio de SQL

    ArchCloudChain Dapp: the efficient workflow for interior designers

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    The interior design and construction industry involves various stakeholders who must collaborate and coordinate effectively to ensure the successful realization of projects. However, the existing workflow often suffers from fragmentation and inefficiency, leading to delays, errors, and increased costs. To address these challenges, this paper introduces the Arch Cloud Chain Dapp project, a decentralized software application that leverages blockchain technology and Building Information Modeling (BIM) to establish a transparent, secure, and efficient platform for stakeholder collaboration in interior design projects. The primary objective of this project is to reduce interior design costs while upholding high standards of quality and transparency. By integrating BIM and blockchain technology, the Arch Cloud Chain Dapp enables stakeholders to collaborate in real-time, significantly mitigating the risk of errors and miscommunication. Smart contracts play a crucial role in ensuring the enforceability and transparency of agreements, while the blockchain serves as an immutable ledger, providing an auditable record of all project transactions. These innovative features present a novel solution to the challenges faced by the interior design and construction industry. The Arch Cloud Chain Dapp project holds significant potential to revolutionize the industry by streamlining processes, enhancing collaboration, and reducing costs. Through its adoption, stakeholders can benefit from improved project outcomes, streamlined communication, and enhanced efficiency, ultimately leading to a more sustainable and prosperous interior design and construction sector
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