1,084 research outputs found
Social shaping of digital publishing: exploring the interplay between culture and technology
The processes and forms of electronic publishing have been changing since the advent of the Web. In recent years, the open access movement has been a major driver of scholarly communication, and change is also evident in other fields such as e-government and e-learning. Whilst many changes are driven by technological advances, an altered social reality is also pushing the boundaries of digital publishing. With 23 articles and 10 posters, Elpub 2012 focuses on the social shaping of digital publishing and explores the interplay between culture and technology. This book contains the proceedings of the conference, consisting of 11 accepted full articles and 12 articles accepted as extended abstracts. The articles are presented in groups, and cover the topics: digital scholarship and publishing; special archives; libraries and repositories; digital texts and readings; and future solutions and innovations. Offering an overview of the current situation and exploring the trends of the future, this book will be of interest to all those whose work involves digital publishing
Smart workplaces: a system proposal for stress management
Over the past last decades of contemporary society, workplaces
have become the primary source of many health issues, leading
to mental problems such as stress, depression, and anxiety.
Among the others, environmental aspects have shown to be the
causes of stress, illness, and lack of productivity. With the arrival
of new technologies, especially in the smart workplaces field,
most studies have focused on investigating the building energy
efficiency models and human thermal comfort. However, little has
been applied to occupants’ stress recognition and well-being
overall. Due to this fact, this present study aims to propose a
stress management solution for an interactive design system that
allows the adapting of comfortable environmental conditions
according to the user preferences by measuring in real-time the
environmental and biological characteristics, thereby helping to
prevent stress, as well as to enable users to cope stress when
being stressed. The secondary objective will focus on evaluating
one part of the system: the mobile application. The proposed
system uses several usability methods to identify users’ needs,
behavior, and expectations from the user-centered design
approach. Applied methods, such as User Research, Card
Sorting, and Expert Review, allowed us to evaluate the design
system according to Heuristics Analysis, resulting in improved
usability of interfaces and experience. The study presents the
research results, the design interface, and usability tests.
According to the User Research results, temperature and noise
are the most common environmental stressors among the users
causing stress and uncomfortable conditions to work in, and the
preference for physical activities over the digital solutions for
coping with stress. Additionally, the System Usability Scale (SUS)
results identified that the system’s usability was measured as
“excellent” and “acceptable” with a final score of 88 points out of
the 100. It is expected that these conclusions can contribute to
future investigations in the smart workplaces study field and their
interaction with the people placed there.Nas últimas décadas da sociedade contemporânea, o local de
trabalho tem se tornado principal fonte de muitos problemas de
saúde mental, como o stress, depressão e ansiedade. Os aspetos
ambientais têm se revelado como as causas de stress, doenças,
falta de produtividade, entre outros. Atualmente, com a chegada de
novas tecnologias, principalmente na área de locais de trabalho
inteligentes, a maioria dos estudos tem se concentrado na
investigação de modelos de eficiência energética de edifícios e
conforto térmico humano. No entanto, pouco foi aplicado ao
reconhecimento do stress dos ocupantes e ao bem-estar geral das
pessoas. Diante disso, o objetivo principal é propor um sistema de
design de gestão do stress para um sistema de design interativo que
permita adaptar as condições ambientais de acordo com as
preferências de utilizador, medindo em tempo real as características
ambientais e biológicas, auxiliando assim na prevenção de stress,
bem como ajuda os utilizadores a lidar com o stress quando estão
sob o mesmo. O segundo objetivo é desenhar e avaliar uma parte
do projeto — o protótipo da aplicação móvel através da realização
de testes de usabilidade. O sistema proposto resulta da abordagem
de design centrado no utilizador, utilizando diversos métodos de
usabilidade para identificar as necessidades, comportamentos e as
expectativas dos utilizadores. Métodos aplicados, como Pesquisa de
Usuário, Card Sorting e Revisão de Especialistas, permitiram avaliar
o sistema de design de acordo com a análise heurística, resultando
numa melhoria na usabilidade das interfaces e experiência. O
estudo apresenta os resultados da pesquisa, a interface do design e
os testes de usabilidade. De acordo com os resultados de User
Research, a temperatura e o ruído são os stressores ambientais
mais comuns entre os utilizadores, causando stresse e condições
menos favoráveis para trabalhar, igualmente existe uma preferência
por atividades físicas sobre as soluções digitais na gestão do
stresse. Adicionalmente, os resultados de System Usability Scale
(SUS) identificaram a usabilidade do sistema de design como
“excelente” e “aceitável” com pontuação final de 88 pontos em 100.
É esperado que essas conclusões possam contribuir para futuras
investigações no campo de estudo dos smart workplaces e sua
interação com os utilizadores
Designing an effective user interface for the Android tablet environment
With over 1.3 million applications on the Android marketplace, there is increasing competition between mobile applications for customer sales. As usability is a significant factor in an application’s success, many mobile developers refer to the Android design guidelines when designing the user interface (UI). These principles help to provide consistency of navigation and aesthetics, with the rest of the Android platform. However, misinterpretation of the abstract guidelines may mean that patterns and elements selected to organise content of an application do not improve the usability. Therefore, usability tests would be beneficial to ensure that an application meets objectives efficiently and improve on user experience. Usability testing is an important and crucial step in the mobile development process Many freelance developers, however, have limited resources for usability testing, even though the advantages of usability feedback during initial development stages are clear and can save time and money in the long-run.
In this thesis, we investigate which method of usability testing is most useful for resource constrained mobile developers. To test the efficacy of Android guidelines, three alternate designs of a unique Android tablet application, Glycano, are developed. High-fidelity paper prototypes were presented to end-users for usability testing and to usability experts for heuristic evaluations.
Both usability and heuristic tests demonstrated that following the Android guidelines aids in user familiarity and learnability. Regardless of the different UI designs of the three mockups, Android guidelines provided an initial level of usability by providing familiarity to proficient users and an intuitiveness of certain patterns to new users. However, efficiency in building Glycano schematics was an issue that arose consistently. Testing with end-users and experts, revealed several navigational problems. Usability experts uncovered more general UI problems than the end-user group, who focused more on the content of the application. More refinements and suggestions of additional features to enhance usability and user experience were provided by the experts. Use of usability experts would therefore be most advantageous in initial design stages of an application. Feedback from usability testing is, however, also beneficial and is more valuable than not performing any test at all
KEER2022
Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202
Design revolutions: IASDR 2019 Conference Proceedings. Volume 3: People
In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 3 includes papers from People track of the conference
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