1,157 research outputs found

    My Crohn’s disease on real-time information - User experience improvement through cross-platform applications

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    Reducing hospital institutionalization of citizen with chronic diseases is a major priority of western countries priorities. The more complex the health condition, the harder it is to coordinate clinical care. To improve the disease management and control, most patients need to use mobile applications that are available in online stores or web services because of the difficulty that a personal mobile phone has to get real time access to clinical data outside of a hospital. In terms of IBD - Inflammatory Bowel Disease - existing mobile phone solutions are very complex, because visually the interfaces communicates with the user through inadequate use of symbols in clinical features, which are inconsistent and have poor legibility. They also presents a lack of visual optimization between multiplatform systems. This increases the user's learning curve in terms of how to interpret and interact with these systems, generating an opportunity for these patients with abilities to innovate through the creation and development of solutions that solve their own problems related to the management and coordination of the disease. This thesis aims to analysis IBD patients behaviour related to disease management, identify the type of problems, both functional and communication, which occur in existing IBD m-Health and e-Health systems, and introduces two topics – communication and design studies – in the "User Innovator" model of Von Hippel (1976) which consists of users, that are, for example, patients with chronic diseases, and who innovate by creating solutions to solve personal problems because of unfavourable healthcare conditions. To validate in the design process the three perspectives – design, innovation and patient – were considered, and the framework “Human-social Interaction Model for e-Health Interfaces” was created, enabling a sustainable approach to research, with inputs from personal experience being used, introducing relevant feedback for the final goal of the preliminary studies, when creating the interface for mobile phone application particularly for Crohn’s disease, one of the IBD, with a new healthcare user experience. To reach the objective, a set of studies were conducted that were divided into two stages. The first, a literature review of the relationship between semiotics and interactive communication; the meaning of symbolic representation in interactive projects; new design research guidelines that define interfaces and features and that are more approachable for users; user perspectives towards technology for health supporting and controlling; the design and communication space on technological projects; the challenge for users/ patients who try to create systems to solve personal problems. The second part, presents the practical research that includes a survey of 279 participants with IBD; the empirical analysis of six case studies – mobile applications and multiplatform: context, features, design principles lifting, and usability testing A/B with the design features and principles of design on two of the six systems being compared. The results from the thesis challenge the concepts of mobile interface usability in health, providing users with a structured interpretation of medical information design and a guideline for designers with chronic diseases that would like to create solutions to monitor health problems.Reduzir a institucionalização hospitalar de cidadãos com doenças crónicas é uma das prioridades para os países ocidentais. Quanto maior for a complexidade das condições de saúde, mais difícil se torna a coordenação dos cuidados clínicos. Para melhorar o controle e a gestão da doença, a maioria destes pacientes recorre às aplicações para telemóvel disponíveis em lojas online e aos serviços na web pois, é difícil obter permissão para aceder a dados clínicos em tempo real no telemóvel pessoal a partir do hospital. No contexto da DII – Doença Inflamatória do Intestino – as soluções existentes apresentam níveis de complexidade visual elevados pois, a interface comunica com o utilizador através de símbolos clínicos inadequados em funcionalidades convencionais – fraca legibilidade e inconsistência; Apresenta também, fraca coerência visual entre sistemas multiplataforma. Estes cenários promovem no utilizador, um aumento da curva de aprendizagem relativamente à forma como estes interagem com os sistemas criando assim, uma abertura para o desenvolvimento de soluções pelos que têm habilidade para inovar através da criação e desenvolvimento de sistemas que resolvem os seus problemas com a gestão e coordenação da doença. Esta tese tem como objetivo analisar o comportamento dos pacientes com DII relativamente à gestão da sua doença. Identificar que tipo de problemas – funcionais e de comunicação – existem nas soluções atuais para telemóvel e web no contexto da DII, introduzindo novos temas – estudos em comunicação e design – no modelo "User Innovator" de Von Hippel (1976) que consiste em, utilizadores, como por exemplo, pacientes com doenças crónicas, que inovam ao criarem soluções para resolver os problemas pessoais, tais como, condições de saúde adversas. Para validar no processo de design a integração das três áreas – design, inovação e paciente – criamos a framework “Human-social Interaction Model for e-Health Interfaces” que nos permitiu uma abordagem sustentável à investigação, quando foram aplicados inputs provenientes de experiência pessoal das três perspectivas introduzindo feedback relevante para o objetivo final dos estudos preliminares, também quando criada a interface para dispositivos móveis focada na doença de Crohn, uma das DII, com uma nova experiência de utilizador na área da saúde. Para atingir o objectivo, realizou-se um conjunto de estudos que se encontram divididos em dois momentos: o primeiro, com revisão de literatura sobre a relação da semiótica com a comunicação interativa; o significado da representação simbólica em projetos interativos; as novas linhas de reflexão do Design que definem interfaces e funcionalidades mais próximas do utilizador; a perspectiva dos utilizadores perante a tecnologia como meio de suporte e controle da saúde; o espaço do design e da comunicação em projetos tecnológicos; o desafio para utilizadores/ pacientes que tentam criar sistemas para solucionar problemas pessoais. A segunda parte apresenta a investigação de campo com, um inquérito a 279 participantes com DII; análise empírica de seis casos de estudo – aplicações para telemóvel e multiplataforma: contexto, funcionalidades, levantamento de princípios do design, e testes de usabilidade A/B onde comparamos em dois dos seis sistemas, a articulação entre as funcionalidades e os princípios do design. Os resultados obtidos desafiam a usabilidade das interfaces para telemóvel no contexto da saúde, proporcionando aos utilizadores uma interpretação mais coerente do ponto de vista formal do design de informação médica e um caminho para designers com doenças crónicas que pretendem criar soluções para resolver problemas de monotorização da saúde

    Writing for mobile media: The influences of text, digital design and psychological characteristics on the cognitive load of the mobile user

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    Text elements on the mobile smartphone interface make a significant contribution to the user’s interaction experience. In combination with other visual design features, these words curate the path of the mobile user on a journey through the information to satisfy a specific task. This study analyses the elements that influence the interpretation process and optimum presentation of information on mobile media. I argue that effective digital writing contributes to reducing the cognitive load experienced by the mobile user. The central discussion focuses on the writing of text for this medium, which I suggest forges an entirely unique narrative. The optimum writing approach is based on the multi-dimensional characteristics of hypertext, which allow the writer to facilitate the journey without the user losing control of the interpretation process. This study examines the relationship between the writer, the reader and the text, with a unique perspective on the mobile media writer, who is tasked with achieving balance between the functionality and humanity of digital interaction. To explore influences on the development of the relevant writing techniques, I present insights into the distinctive characteristics of the mobile smartphone device, with specific focus on the screen and keyboard. I also discuss the unique characteristics of the mobile user and show how the visual design of the interface is integral to the writing of text for this medium. Furthermore, this study explores the role, skills, and processes of the current and future digital writer, within the backdrop of incessant technological advancement and revolutionary changes in human-computer behaviour

    The design of nutrition labels

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    The main objective of this dissertation was to expose the process involved in the design and the actual design of a nutrition label for restaurant’s menus. The increasing overweight and obesity rates are a major concern for health organizations and governments. In order to fight this epidemic, the Commission of the European Communities outlined a Strategy for Europe on Nutrition, Overweight and Obesity related to health issues determining, among others, that providing nutritional information to consumers is a critical factor that may influence healthier food choices. Since the habit of eating out-of-home is related to the increasing overweight and obesity rates as well, the disclosure of nutritional information in restaurants (or mass caterers in general) can provide guidance to consumers while choosing their food. The process of designing a nutrition label for restaurant’s menu was divided in to parts. The first part addressed research on communication, infographics and on the state-of-the-art of nutrition labels. The second part, and supported in the collected information and case studies’ analysis, was related with determining the type of information to include in the label and the nutritional criteria in which it was going to be based. It also included the actual design decisions related to the model of a nutrition label for restaurants’ menus, to be software generated. As future work it was pointed the necessity of testing it within the market and consumers and to develop an interactive solution for providing customized nutritional guidance.O principal objectivo desta dissertação consistia em expor o processo envolvido no design de um rótulo nutricional assim como desenvolver o seu próprio design. O aumento das taxas de excesso de peso e de obesidade são uma das grandes preocupações das organizações de saúde e dos governos. De forma a combater esta epidemia, a Comissão Europeia delineou o documento Strategy for Europe on Nutrition, Overweight and Obesity related to health issues que determina, entre outras decisões, que a provisão de informação nutricional aos consumidores é um factor crítico para influenciar a escolha de alimentos mais saudáveis. Dado que o hábito de consumir refeições fora de casa também está relacionado com o aumento das taxas de excesso de peso e de obesidade, a provisão de informação nutricional em restaurantes (ou estabelecimentos de restauração colectiva) pode orientar os consumidores na escolha das suas refeições. O processo de desenhar um rótulo nutricional para incluir no menu de restaurantes foi divido em duas partes. A primeira parte envolveu pesquisa nas áreas de comunicação, infografia e do estado da arte da rotulagem nutricional. Na segunda parte, e com base na informação reunida e análise de casos de estudo, foi determinado o tipo de informação a incluir no rótulo e os critérios nutricionais em que se fundamentaram. Incluiu também as decisões relativas ao design do modelo de rótulo nutricional para menus, que será gerado digitalmente. Como trabalho futuro foi apontada a necessidade de testar o rótulo nutricional no mercado e juntos dos consumidores e também a de desenvolvimento de uma solução interactiva para a provisão de orientação nutricional personalizada

    Analysis of graphical user interface design in the context of human-computer interaction (with a case study on oven control panel)

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2005Includes bibliographical references (leaves: 95)Text in English; Abstract: Turkish and Englishxi, 98 leavesIn this era that the popularity of digital products has risen, computer and its tools affect every part of our lives. New technologies provide extraordinary powers to those people who master them. Digital products and their graphical user interfaces are still new technologies that are being rapidly disseminated. Human performance in the use of digital product will remain a rapidly expanding research and development topic in the coming decades. For this reason, theimportance of interaction between digital product and user should be considered.The term .Graphical user interface. is the layer where the digital productcommunicated with human and human communicated with digital product. A well-designed product can fail with an unsuccessful interface. Conversely, a product has not good design values can become successful with its well-designed interface. To get best interaction between digital product and user, the graphical interface design itself has some rudimentary design values like user-friendliness, usability, easy to learn, etc.At an individual level, user interfaces change many people.s lives. For instance, At an individual level, user interfaces change many people.s lives. For instance, and technicians can manipulate their job more safely. Some changes, however, are disruptive; too often, users must cope with frustration, fear, and failure when they encounter excessive complexity, incomprehensible terminology, or chaotic layouts.Designers are exploring how best to organize information graphically. They are developing query languages and visually attractive facilities. Techniques such as direct manipulation, telepresence, and virtual realities may change the ways that we interact with and think about digital products. Consequently, the goal of making the user's quality of life better is important to keep in mind.In this research, from the point of an industrial designer.s view, the subject matter .Graphical user interface design., and its all interaction rules with user are evaluated. In terms of design language, which has the ability of understand the user behavior, it puts the subject matter on the agenda to explore recipe of a successful product

    Food Media: Food and Technology as a Medium for Social Communication

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    Ph.DDOCTOR OF PHILOSOPH

    Using Technology to Address the Problems of Malnutrition and Dehydration in Older Adults

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    Malnutrition and dehydration of important problems for older adults even in developed countries such as the UK and both have many serious health consequences. This programme of research developed an app, MyHealthyLiving, to support older adults in monitoring their intake of liquids and fruit and vegetables. I followed a user-centred design lifecycle and conducted six studies, starting with focus groups to understand the older users’ needs and wishes, through expert and user evaluations, to a two week field study of the use of the app by 15 older people. Using the data from the user evaluations, a new set of evidence-based heuristics for the development and evaluation of tablet apps for older people was also produced

    ObeOne: uma abordagem mHealth para pacientes obesos

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    Obesity is one of the most concerning diseases around the globe. It has been significantly growing, in the last decades, and across different age groups, with a considerable impact on the prevalence of a diverse set of health conditions, such as type 2 diabetes, heart disease, respiratory problems, sleep deprivation, and cancer. In the psychological component, conditions such as anxiety and depression are factors that can increase people’s weight, due to some of the medicines that need to be prescribed, and the fact that people can turn food into emotional comfort. Also, these conditions can lead to social integration problems, for example, the discrimination of obese people. Therefore, tackling obesity is one of the most important health goals worldwide. The widespread availability of mobile technologies has motivated the proposal of several systems supporting users in a multitude of everyday situations, including those pertaining health. Mobile health – mHealth – approaches have also been widely proposed to tackle different aspects concerning obesity, such as nutrition and physical exercise. However, the adherence to these tools is often poor, mostly resulting from a rapid decrease in motivation, and their impact on patient prognosis lacks more objective evidence, e.g., regarding which features might be more helpful and how these impact patients over long periods of time. In order to provide the grounds for a long-term research effort in proposing solutions to support obesity patients, addressing some of these open questions, this work adopts an iterative user-centered design and development approach, to understand the needs and motivations of obese patients and materializes the gathered information in a set of Personas and context scenarios for the different stakeholders. Then, it identifies a set of requirements that should be considered to enable this sustained user-centred effort. As a result, and working as a proof-of-concept of the devised requirements, ObeOne, an mHealth approach for the obesity context is presented. Its distinctive mark relies on its multiplatform, modular approach and in adopting a multidimensional view over the obesity context by explicitly considering the need to provide, in the same tool, support for multiple aspects, such as the nutritional, mental, educational and physical dimensions.A obesidade é uma das doenças mais preocupantes no mundo. Tem crescido significativamente nas últimas décadas e em diferentes faixas etárias. Isto tem um impacto considerável na prevalência de um conjunto diversificado de condições de saúde, como diabetes tipo 2, doenças cardíacas, problemas respiratórios, privação de sono e cancro. Na componente psicológica, condições como a ansiedade e depressão são fatores que podem aumentar o peso das pessoas, devido a alguns dos medicamentos que precisam de ser prescritos, e pelo facto de que as pessoas podem transformar comida em conforto emocional. Além disso, estas condições podem levar a problemas de integração social devido, por exemplo, à discriminação de pessoas com obesidade. Portanto, combater a obesidade é um dos objetivos mais importantes da saúde no mundo. A vasta oferta de tecnologias móveis tem motivado a proposta de vários sistemas de suporte aos utilizadores num conjunto de acontecimentos quotidianos, incluindo também tecnologias relacionadas com a saúde. As abordagens de Mobile Health - mHealth - também têm sido vastamente propostas para abordar diferentes aspectos relacionados com a obesidade, como nutrição e exercícios físico. No entanto, a adesão a estas ferramentas é frequentemente pobre, resultando principalmente num rápido decréscimo de motivação, e seu impacto no prognóstico do paciente carece de evidências mais objetivas, por exemplo, sobre quais funcionalidades podem ser mais úteis e como elas afetam os pacientes por longos períodos de tempo. De forma a providenciar bases para um esforço de pesquisa a longo termo na proposta de soluções para apoiar pacientes com obesidade, abordando algumas dessas questões em aberto, este trabalho adota uma abordagem iterativa de design e desenvolvimento centrada no utilizador, para perceber as necessidades e motivações de pacientes obesos, e materializa as informações reunidas num conjunto de Personas e cenários de contexto para as diferentes partes interessadas. Seguidamente, identifica também um conjunto de requisitos que devem ser considerados de forma a permitir este esforço sustentado centrado no utilizador. Como resultado, e trabalhando como uma prova de conceito dos requisitos, é apresentada para o contexto de obesidade uma abordagem mHealth, a ObeOne. A sua marca distintiva assenta na sua abordagem modular, multiplataforma e na adoção de uma visão multidimensional para o contexto da obesidade, considerando explicitamente a necessidade de providenciar, na mesma ferramenta, suporte para múltiplos aspectos, como as dimensões nutricionais, mentais, educacionais e físicas.Mestrado em Engenharia de Computadores e Telemátic
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