12,359 research outputs found

    Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities

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    Research and development work relating to assistive technology 2010-11 (Department of Health) Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197

    Teaching and Assessing Engineering Design Thinking with Virtual Internships and Epistemic Network Analysis

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    An engineering workforce of sufficient size and quality is essential for addressing significant global challenges such as climate change, world hunger, and energy demand. Future generations of engineers will need to identify challenging issues and design innovative solutions. To prepare young people to solve big and increasingly global problems, researchers and educators need to understand how we can best educate young people to use engineering design thinking. In this paper, we explore virtual internships, online simulations of 21st-century engineering design practice, as one method for teaching engineering design thinking. To assess the engineering design thinking, we use epistemic network analysis (ENA), a tool for measuring complex thinking as it develops over time based on discourse analysis. The combination of virtual internships and ENA provides opportunities for students to engage in authentic engineering design, potentially receive concurrent feedback on their engineering design thinking, and develop the identity, values, and ways of thinking of professional engineers

    Validation of a fornix depth measurer: a putative tool for the assessment of progressive cicatrising conjunctivitis

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    Background/aims Documentation of conjunctival forniceal foreshortening in cases of progressive cicatrising conjunctivitis (PCC) is important in ascertaining disease stage and progression. Lower fornix shortening is often documented subjectively or semi-objectively, whereas upper forniceal obliteration is seldom quantified. Although tools such as fornix depth measurers (FDMs) have been described, their designs limit upper fornix measurement. The purpose of this study was to custom-design a FDM to evaluate the upper fornix and to assess variability in gauging fornix depth. \ud \ud Methods A polymethylmethacrylate FDM was constructed using industry-standard jewellery computer software and machinery. Two observers undertook a prospective independent evaluation of central lower fornix depth in a heterogeneous cohort of patients with clinically normal and abnormal conjunctival fornices both subjectively and by using the FDM (in mm). Upper central fornix depth was also measured. Agreement was assessed using Bland–Altman plots. \ud \ud Results Fifty-one eyes were evaluated. There was 100% intraobserver agreement to within 1 mm for each observer for lower fornix measurement. The mean difference in fornix depth loss using the FDM between observer 1 and 2 was 1.19%, with 95% confidence of agreement (±2SD) of −15% to +20%. In total, 86% (44/51) of measurements taken by the two observers agreed to within 10% of total lower fornix depth (ie, ±1 mm) versus only 63% (32/51) of the subjective measurements. Mean upper fornix difference was 0.57 mm, with 95% confidence of agreement of between −2 and + 3 mm. \ud \ud Conclusions This custom-designed FDM is well tolerated by patients and shows low intraobserver and interobserver variability. This enables repeatable and reproducible measurement of upper and lower fornix depths, facilitating improved rates of detection and better monitoring of progression of conjunctival scarring

    Assessing the Effectiveness of Shah\u27s Innovation Metrics for Measuring Innovative Design within a Virtual Design Space

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    Epistemic games, such as the virtual engineering internship Nephrotex, allow students to explore creative ways to approaching engineering problems while providing a novel alternative to the direct transmission method of instruction. Within Nephrotex, students choose a polymer, manufacturing process, surfactant, and percentage of carbon nanotube to create a functioning kidney dialysis membrane prototype. The performance of the membrane is measured using cost, flux, blood cell reactivity, marketability, and reliability thresholds given by stakeholders within the fictitious company. Although Nephrotex has been shown to be a valuable educational tool for modeling the product design process, only limited work has been done to investigate whether it is capable of providing an environment that allows students to generate innovative designs. The innovation assessment framework of Shah and colleagues employs four metrics of innovation – novelty, variety, quality, and quantity; novelty is further divided into a priori and a posteriori metrics. This work found that a priori and a posteriori novelty, variety, and quality were applicable metrics of innovation in the epistemic game environment of Nephrotex. Literature ranges for a priori and a posteriori novelty scores aligned with those found in this study. Comparing prior work on Nephrotex that identified innovative student designs based on a proposed literature definition, it was found that the Shah metrics between the innovative and non-innovative groups showed little variation and no statistically significant differences. A t test and a Mann-Whitney U test showed no significant difference between innovative and non-innovative groups with regard to variety or novelty scores; however, these tests did show a significant difference between groups with regards to the quality score. The same results were found when calculating Cohen’s Effect Size – a priori novelty, a posteriori novelty, and variety had a small effect when comparisons were made between the innovative and non-innovative groups while quality had a large effect. The significant difference and large effect in regards to quality however, may be the result of the previous literature definition which employed quality as a measure to define innovation. Results from this study demonstrate that novelty is perhaps the most aligned innovation metric for an epistemic game environment and that both variety and quality can be helpful in understanding the designs generated within these contexts although they may need adjustment based on the application to a constrained design space

    mHealth Technology: Towards a New Persuasive Mobile Application for Caregivers That Addresses Motivation and Usability

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    With the increasing use of mobile technologies and smartphones, new methods of promoting personal health have been developed. For example, there is now software for recording and tracking one\u27s exercise activity or blood pressure. Even though there are already many of these services, the mobile health field still presents many opportunities for new research. One apparent area of need would be software to support the efforts of caregivers for the elderly, especially those who suffer from multiple chronic conditions, such as cognitive impairment, chronic heart failure or diabetes. Very few mobile applications (apps) have been created that target caregivers of the elderly and most seem to be limited to a single condition or to creating generic to-do lists or tracking medications. None seem to address the complex tracking of multiple chronic conditions, nor one of the key difficulties found with written checklists for this population, namely that caregivers quit recording health information regularly as time passes. This dissertation will explore methods for improving the consistency of usage of health tracking software for the caregivers of the elderly with multiple chronic conditions by creating designs that explicitly address the context and motivations of caregivers. This work will assess a number of existing approaches and provide a design and a prototype for a new motivating application to help the caregivers of patients with multiple chronic conditions. It will assess how well the tool seems to address factors associated with intrinsic motivation (e.g. autonomy, competence, relatedness, and feedback). The overall usability of the software application will also be addressed, following guidelines from ISO standards and Nielsen’s theories

    Feel My Pain: Design and Evaluation of Painpad, a Tangible Device for Supporting Inpatient Self-Logging of Pain

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    Monitoring patients' pain is a critical issue for clinical caregivers, particularly among staff responsible for providing analgesic relief. However, collecting regularly scheduled pain readings from patients can be difficult and time-consuming for clinicians. In this paper we present Painpad, a tangible device that was developed to allow patients to engage in self-logging of their pain. We report findings from two hospital-based field studies in which Painpad was deployed to a total of 78 inpatients recovering from ambulatory surgery. We find that Painpad results in improved frequency and compliance with pain logging, and that self-logged scores may be more faithful to patients' experienced pain than corresponding scores reported to nurses. We also show that older adults may prefer tangible interfaces over tablet-based alternatives for reporting their pain, and we contribute design lessons for pain logging devices intended for use in hospital settings

    Doing research on the effectiveness of psychotherapy and psychotherapy training: a person-centered/experiential perspective

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    In this article, we present a framework for selecting instruments for evaluating psychotherapy and psychotherapy training from a person-centered and experiential psychotherapy (PCEP) perspective. The protocol is divided into eight therapy measurement domains, consisting of four research themes (therapy outcome, therapy process, client predictors, training outcome) and two levels (general/pan-theoretical concepts vs. treatment specific/PCEP-oriented concepts). This research protocol provides recommendations about what to measure, encouraging collaboration across different training sites, while still allowing flexibility for individual centers. Minimum and systematic case study data collection designs are described: Minimum designs are appropriate for use in private practice settings with one's own clients; systematic case-study designs can be used for student case-presentation requirements or for publication. The framework and research protocols described are part of an emerging international research project involving private and public training centers in several countries

    BNCI systems as a potential assistive technology: ethical issues and participatory research in the BrainAble project

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    This paper highlights aspects related to current research and thinking about ethical issues in relation to Brain Computer Interface (BCI) and Brain-Neuronal Computer Interfaces (BNCI) research through the experience of one particular project, BrainAble, which is exploring and developing the potential of these technologies to enable people with complex disabilities to control computers. It describes how ethical practice has been developed both within the multidisciplinary research team and with participants. Results: The paper presents findings in which participants shared their views of the project prototypes, of the potential of BCI/BNCI systems as an assistive technology, and of their other possible applications. This draws attention to the importance of ethical practice in projects where high expectations of technologies, and representations of “ideal types” of disabled users may reinforce stereotypes or drown out participant “voices”. Conclusions: Ethical frameworks for research and development in emergent areas such as BCI/BNCI systems should be based on broad notions of a “duty of care” while being sufficiently flexible that researchers can adapt project procedures according to participant needs. They need to be frequently revisited, not only in the light of experience, but also to ensure they reflect new research findings and ever more complex and powerful technologies

    INTERFACE DESIGN FOR A VIRTUAL REALITY-ENHANCED IMAGE-GUIDED SURGERY PLATFORM USING SURGEON-CONTROLLED VIEWING TECHNIQUES

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    Initiative has been taken to develop a VR-guided cardiac interface that will display and deliver information without affecting the surgeons’ natural workflow while yielding better accuracy and task completion time than the existing setup. This paper discusses the design process, the development of comparable user interface prototypes as well as an evaluation methodology that can measure user performance and workload for each of the suggested display concepts. User-based studies and expert recommendations are used in conjunction to es­ tablish design guidelines for our VR-guided surgical platform. As a result, a better understanding of autonomous view control, depth display, and use of virtual context, is attained. In addition, three proposed interfaces have been developed to allow a surgeon to control the view of the virtual environment intra-operatively. Comparative evaluation of the three implemented interface prototypes in a simulated surgical task scenario, revealed performance advantages for stereoscopic and monoscopic biplanar display conditions, as well as the differences between three types of control modalities. One particular interface prototype demonstrated significant improvement in task performance. Design recommendations are made for this interface as well as the others as we prepare for prospective development iterations
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