32,049 research outputs found

    Developing a distributed electronic health-record store for India

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    The DIGHT project is addressing the problem of building a scalable and highly available information store for the Electronic Health Records (EHRs) of the over one billion citizens of India

    ALT-C 2010 - Conference Introduction and Abstracts

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    The design with intent method: A design tool for influencing user behaviour

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    The official published version can be found at the link below.Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human–technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process

    Challenges in the delivery of e-government through kiosks

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    Kiosks are increasingly being heralded as a technology through which governments, government departments and local authorities or municipalities can engage with citizens. In particular, they have attractions in their potential to bridge the digital divide. There is some evidence to suggest that the citizen uptake of kiosks and indeed other channels for e-government, such as web sites, is slow, although studies on the use of kiosks for health information provision offer some interesting perspectives on user behaviour with kiosk technology. This article argues that the delivery of e-government through kiosks presents a number of strategic challenges, which will need to be negotiated over the next few years in order that kiosk applications are successful in enhancing accessibility to and engagement with e-government. The article suggests that this involves consideration of: the applications to be delivered through a kiosk; one stop shop service and knowledge architectures; mechanisms for citizen identification; and, the integration of kiosks within the total interface between public bodies and their communities. The article concludes by outlining development and research agendas in each of these areas.</p

    The Health Sector HIV and AIDS Communication Strategy 2008-2015

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    An Interaction Centred Approach to the teaching of Non-technical Skills in a Virtual Environment

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    In most domains involving expert knowledge, there is a number of cognitive and social factors influencing how efficient one human being is at correctly assessing and responding to certain situations. These factors, which contribute to the efficient and safe realization of a technical activity, are known as non-technical skills, and correspond to a wide range of cognitive proficiencies such as situation awareness, decision making, stress or fatigue management, but also social skills such as communication, leadership and team working. Different studies have shown the impact such skills can have in the successful resolving of a number of critical situations, even more so in our domains of interest which are medical surgery or driving. In this paper, we take a look at the difficulties raised by the teaching of the technical and non-technical skills mobilized during a critical situation, in the context of TEL within virtual environments. We present the advantages of using a combined enactive and situated learning approach to this problematic, and then take an ill-defined perspective to raise some important designing issues in this respect. We show that some aspects of this problem have not been encompassed yet in the ill-defined domains literature, and should be further studied in any attempt at teaching behaviours inducing technical and non-technical skills in a virtual world

    Making it real: exploring the potential of Augmented Reality for teaching primary school science

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    The use of Augmented Reality (AR) in formal education could prove a key component in future learning environments that are richly populated with a blend of hardware and software applications. However, relatively little is known about the potential of this technology to support teaching and learning with groups of young children in the classroom. Analysis of teacher-child dialogue in a comparative study between use of an AR virtual mirror interface and more traditional science teaching methods for 10-year-old children, revealed that the children using AR were less engaged than those using traditional resources. We suggest four design requirements that need to be considered if AR is to be successfully adopted into classroom practice. These requirements are: flexible content that teachers can adapt to the needs of their children, guided exploration so learning opportunities can be maximised, in a limited time, and attention to the needs of institutional and curricular requirements

    Sustainable urban livelihoods: concepts and implications for policy

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