6,395 research outputs found

    User interface design for mobile-based sexual health interventions for young people: Design recommendations from a qualitative study on an online Chlamydia clinical care pathway

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    Background: The increasing pervasiveness of mobile technologies has given potential to transform healthcare by facilitating clinical management using software applications. These technologies may provide valuable tools in sexual health care and potentially overcome existing practical and cultural barriers to routine testing for sexually transmitted infections. In order to inform the design of a mobile health application for STIs that supports self-testing and self-management by linking diagnosis with online care pathways, we aimed to identify the dimensions and range of preferences for user interface design features among young people. Methods: Nine focus group discussions were conducted (n=49) with two age-stratified samples (16 to 18 and 19 to 24 year olds) of young people from Further Education colleges and Higher Education establishments. Discussions explored young people's views with regard to: the software interface; the presentation of information; and the ordering of interaction steps. Discussions were audio recorded and transcribed verbatim. Interview transcripts were analysed using thematic analysis. Results: Four over-arching themes emerged: privacy and security; credibility; user journey support; and the task-technology-context fit. From these themes, 20 user interface design recommendations for mobile health applications are proposed. For participants, although privacy was a major concern, security was not perceived as a major potential barrier as participants were generally unaware of potential security threats and inherently trusted new technology. Customisation also emerged as a key design preference to increase attractiveness and acceptability. Conclusions: Considerable effort should be focused on designing healthcare applications from the patient's perspective to maximise acceptability. The design recommendations proposed in this paper provide a valuable point of reference for the health design community to inform development of mobile-based health interventions for the diagnosis and treatment of a number of other conditions for this target group, while stimulating conversation across multidisciplinary communities

    Mobile apps for reflection in learning: A design research in K-12 education

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    This study takes a design-based research approach to explore how applications designed for mobile devices could support reflection in learning in K-12 education. Use of mobile devices is increasing in schools. Most of the educational apps support single-person use of interactive learning materials, simulations and learning games. Apps designed to correspond to collaborative learning paradigms, such as collaborative progressive inquiry or project-based learning, are scarce. In these pedagogical approaches, reflection plays an important role. This paper presents a design-based research study of mobile device apps, ReFlex and TeamUp, that are specifically designed for use in student-centred and collaborative school learning, in which continuous reflection is an important part of the learning process. The design of the apps has relied on earlier research on digital tools for reflection and research about mobile devices in classroom learning. The design of the apps was accomplished as part of the qualitative design-based research conducted with a total of 165 teachers in 13 European countries. As a characteristic for a design-based research, the results of the study are twofold: practical and theoretical. The apps designed, ReFlex and TeamUp, are practical results of the qualitative research carried out in schools with teachers and students to understand the design challenges and opportunities in schools, to renew their pedagogical practices and to take new tools in use. To understand better the capacity of the apps to facilitate reflection, we analysed the apps in light of earlier studies concerning the levels of reflection that digital tools may support and categorisations of affordances that mobile device apps may provide for classroom learning. Our research indicates that there is potential for fostering the practice of reflection in classroom learning through the use of apps for audio-visual recordings.Peer reviewe

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Feature info : improving the visualization and usability of GIS background information in the context of a mobile tourist application

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    Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Science in Geospatial TechnologiesFeature info is an interactive map tool that allows viewing background information about a map feature in response to a user action. Mobile devices come with a number of limitations, e.g. small screen real estate and the variety of screen sizes, that can affect map and feature info usability. Existing recommendations for feature info design [1], [2], [3] focus mostly on content, i.e. effective communication of data, leaving the “interaction design” aspect overlooked. This Master’s Thesis attempts at improving the visualization and usability of feature info interfaces in the context of mobile tourist applications and presents nine feature info design guidelines that address specific usability problems. The problems were identified through heuristic evaluation of five tourist applications and a user interview. Literature survey and two usability experts provided ideas regarding how several of these problems can be resolved. Three guidelines were evaluated in a lab-based usability test with twenty participants. On average, assessed guidelines demonstrated a significant positive effect on feature info usability by decreasing task completion time by 33% and increasing task completion rate and System Usability Scale (SUS) score by 26% and 28% respectively. Proposed guidelines are not restricted by any specific use case and can be applied to other application domains. Researchers and business practitioners can use the guidelines as a reference in their daily work

    Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design

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    Digitalization is penetrating every aspect of everyday life including a human's heart beating, which can easily be sensed by wearable sensors and displayed for others to see, feel, and potentially "bodily resonate" with. Previous work in studying human interactions and interaction designs with physiological data, such as a heart's pulse rate, have argued that feeding it back to the users may, for example support users' mindfulness and self-awareness during various everyday activities and ultimately support their wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an appreciation of the living body's role in all our experiences, we designed and explored mobile tangible heart beat displays, which enable rich forms of bodily experiencing oneself and others in social proximity. In this paper, we first report on the design process of tangible heart displays and then present results of a field study with 30 pairs of participants. Participants were asked to use the tangible heart displays during watching movies together and report their experience in three different heart display conditions (i.e., displaying their own heart beat, their partner's heart beat, and watching a movie without a heart display). We found, for example that participants reported significant effects in experiencing sensory immersion when they felt their own heart beats compared to the condition without any heart beat display, and that feeling their partner's heart beats resulted in significant effects on social experience. We refer to resonance theory to discuss the results, highlighting the potential of how ubiquitous technology could utilize physiological data to provide resonance in a modern society facing social acceleration.Comment: 18 page

    Play JBT – Mobile Application for the Tropical Botanical Garden of Lisbon

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    Trabalho de projecto de mestrado, InformĂĄtica, Universidade de Lisboa, Faculdade de CiĂȘncias, 2020Com o progresso das tecnologias de informação e comunicação (TIC), as instituiçÔes culturais diversificaram as modalidades de interação com as pessoas. TIC permite hoje as vĂĄrias instituiçÔes culturais de assumir papeis diferentes perante a comunidade (por exemplo, educação dos cidadĂŁos e das suas associaçÔes; formador de vĂĄrias competĂȘncias; e de perito em vĂĄrios programas governamentais para desenvolvimento de comunidades). Neste documento estĂĄ apresentado o trabalho de desenvolvimento de uma aplicação mĂłvel para Jardim BotĂąnico Tropical de Lisboa. TĂ©cnicas diversas foram utilizadas no desenvolvimento de aplicação mĂłvel (por exemplo, entrevistas, listagem de conteĂșdos, prototipagem, avaliação heurĂ­stica, testes de usabilidade). SĂŁo apresentados detalhes das tecnologias usadas (software e hardware), procedimentos de implementação, como tambĂ©m sobre arquitetura final do sistema desenvolvido. A aplicação mĂłvel permite aos visitantes de Jardim BotĂąnico Tropical interagir de formas diferentes com os componentes de jardim (plantas, aves e edifĂ­cios). VĂĄrios recursos educativos sĂŁo incluĂ­dos na aplicação de modo a ser adaptados de modo automĂĄtico ao perfil do utilizador. A aplicação permite tambĂ©m captar e armazenar os dados produzidos por utilizadores da aplicação de modo a serem utilizados para melhoria de experiĂȘncia dos visitantes do jardim. VĂĄrios serviços Web foram incluĂ­dos para melhorar apresentação dos conteĂșdos e para melhorar os serviços do jardim. Foram tambĂ©m realizados testes com peritos no jardim e recolhido feedback dos utilizadores dos quais recebemos boas crĂ­ticas e sugestĂ”es que foram integradas na aplicação. Foram tambĂ©m realizados um conjunto de testes de desempenho do servidor.Through the progress of information and communication technologies (ICT), cultural institutions have diversified the modalities of interacting with people. Today, ICTs allow various cultural institutions to take on different roles in the community (e.g. educating citizens and their associations; shaping various skills; supporting government programs for community development). This document introduces the process of development of a mobile application, which acts mainly as a helping guide for visitors of the Lisbon Tropical Botanical Garden. This mobile application allows these visitors to interact in different ways with garden components (plants, buildings and birds), as well as to have access to the several educational resources included in it, which are to be adapted to the user's profile. The application also allows them to capture and store the data produced, data which is also used for help with improving garden services. Web services have been developed to provide content and to centrally store data on the visitor’s trajectory in the garden and demographics. Furthermore, various techniques were used in the process of development (e.g. interviews, content listing, prototyping, heuristic evaluation, usability testing). Details on the technologies used (software and hardware), implementation procedures, as well as the final architecture of the developed system will be demonstrated. Finally, a set of usability tests is presented, from which we received positive feedback from the users as well as the performance tests executed on the server
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