4 research outputs found
OurOS: A hybrid physical and digital tabletop game as a tool for rural community members to build sustainable communities
Developmental organizations face challenges in ensuring the sustainability of their interventions in rural communities. Community knowledge and healthy social and political systems are essential in designing effective interventions. In this research, I discuss the issue of limited access to essential technology among women from rural communities and the need to design technology from the end-user's perspective. Over the course of this thesis, I propose OurOS as a tool based on design justice principles that involve stakeholders, including community members, development professionals, and government employees, in co-designing innovative solutions to the wicked problem of sustaining community support. The tool is framed as a tabletop game that is played to facilitate discussions among stakeholders to co-create a plan of action for building a sustainable community. By constructing a collaborative approach that involves all community members, I argue that developmental organizations can create interventions that have a lasting impact on rural communities
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Design prototyping methods
textProduct development is often modeled as a cycle between phases of designing, building, and testing. This work will explore early stage build efforts of product design, which is also known as prototyping. Prototyping is a critical determinant of product success. Research shows that different approaches to prototyping can greatly affect design outcome. This work provides an integrated overview, and expansion of the existing work on design prototyping methods. Following the introduction, an extensive literature review of design prototyping tools, techniques, and methods is provided. These sources are indexed and comparatively reviewed. The capabilities of a novel hybrid prototyping technique is explored through a design case study. Next, insights from the review are integrated in a context independent prototyping strategy method. The method is developed with heuristics extracted from the literature, and additional insights from experimental studies. The technique is then experimentally evaluated. Finally, results of an extensive study of an online design repository are provided. The results include five key principles for prototype design and fabrication. The presence of these principles in the repository is validated through a novel crowd-sourced online study. The outcome effects of deploying these principles to design teams is experimentally evaluated. Overall, this research provides a guide to prototyping which includes a systematically indexed review and comparison of the existing work, as well as a novel method, and principles for design and fabrication.Mechanical Engineerin
๊ฐํธ ๊ต์ก์ฉ ๋ชจ๋ฐ์ผ ์ฑ ๊ตฌํ์ ์ํ ๋ชจ๋ธ ๊ฐ๋ฐ: ํ๊ฐํ๋ ฌ๋ฒ์ ๋ํ ์ฌ๋ก ์ฐ๊ตฌ
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ผ๋ฌธ (์์ฌ)-- ์์ธ๋ํ๊ต ๋ํ์ ์ฌ๋ฒ๋ํ ๊ต์กํ๊ณผ(๊ต์ก๊ณตํ์ ๊ณต), 2017. 8. Cheolil Lim.Mobile devices, especially smartphones, have become one of the most indispensable parts of our lives. The popularity of smartphones and mobile applications has been increasing and mobile technology has been enhanced day by day. Accordingly, educators too have been trying to utilize these technologies for educational purposes. Through the various educational studies on mobile devices, these technologies already have proved how much they are powerful in higher education settings. The unique capabilities of mobile technologies, including connectivity, cameras, sensors, and GPS provide a variety of learning experiences and offer new opportunities for learners both inside and outside the classroom.
This study has been progressed as followed. First, the initial Model for Developing Simple Educational Mobile Applications (MODSEMA) has been constructed based on the corresponding literature review. Second, According to the feedbacks derived from the interviews conducted with three experts on MODSEMA, it has been revised. After that, the modified MODSEMA has been validated through a case study in which the app named Evaluation Matrix, used for promoting creativity, has been developed by following it. During and after the implementation of the case study, MODSEMA has been revised whenever is needed, and then, the ultimate MODSEMA has been proposed for educators, researchers and developers.
This study has a significance due to the followings. First, the proposed model, MODSEMA, encompasses all development process, provides a detailed guidance on how to apply it and demonstrates its implementation method via a case study. Besides, it serves information on major mobile platforms, development environments, tools and user interface (UI) frameworks, which are continuously changing and developing technologies providing new opportunities and alternatives for developers. In addition, MODSEMA guides on how to evaluate the mobile application depending on its development stage. Second, this study clearly shows that thanks to evolving technology enabling to develop hybrid apps working on multiple mobile platforms, it is possible to develop an educational mobile application which has a high usability including effectiveness, efficiency and satisfaction and which copes with the heterogeneity problem of classrooms. The advantages of hybrid apps are not only that they are available in multiple mobile services including IOS, Android and Windows Phone, but also that they provide high performance and high-quality UI as much as native apps. Lastly, this study also verified that learners want to utilize mobile applications more for educational purposes, a conclusion derived from the analyses of usability questionnaires conducted as a part of the case study.CHAPTER I. INTRODUCTION 1
1. Background of the Study 1
2. Research Questions 4
3. Definition of Terms 5
CHAPTER II. LITERATURE REVIEW 6
1. Mobile Devices for Learning 6
2. Mobile Application Development 8
2.1. Major Mobile Operating Systems (Platforms) 8
2.2. Existing Approaches to Developing Mobile Applications for Educational Purposes 10
2.3. Challenges in Mobile Application Development 14
3. Evaluation Matrix for CPS 16
3.1. Creative Problem Solving (CPS) 17
3.2. Tools used in CPS 18
3.3. Evaluation Matrix 20
CHAPTER III. RESEARCH METHODOLOGY 24
1. Research Method 24
2. Research Procedure 25
CHAPTER IV: RESULTS 29
1. The Initial Model for Developing a Simple Educational Mobile Application (MODSEMA) 29
2. Interview with Experts on the initial MODSEMA 32
3. The Revised MODSEMA 37
3.1. ANALYSIS 37
3.2. DESIGN 65
3.3. DEVELOPMENT 78
3.4. IMPLEMENTATION & EVALUATION 80
4. A Case Study: Evaluation Matrix App 85
4.1. ANALYSIS 85
4.2. DESIGN 92
4.3. DEVELOPMENT 108
4.4. IMPLEMENTATION & EVALUATION 126
5. The Final Model for Developing a Simple Educational Mobile Application (MODSEMA) 139
5.1. Changing the Place of Identify the user interface design requirements for the Mobile App Step 139
5.2. Inserting Determine the database type and its service Step into Analysis Phase 140
5.3. Adding Pilot Test Step into Development Phase 142
5.4. Providing an Iterative Process inside of Development Phase 142
CHAPTER V: DISCUSSION & CONCLUSION 143
1. DISCUSSION 143
1.1. Implications on MODSEMA 144
1.2. Implications on Evaluation Matrix app 147
1.3. Suggestions for App Developers 149
2. CONCLUSION 153
2.1. Summary and Conclusion 153
2.2. Limitations 159
2.3. Future Works 161
REFERENCES 162
APPENDIXES 180Maste