1,804 research outputs found

    M-health review: joining up healthcare in a wireless world

    Get PDF
    In recent years, there has been a huge increase in the use of information and communication technologies (ICT) to deliver health and social care. This trend is bound to continue as providers (whether public or private) strive to deliver better care to more people under conditions of severe budgetary constraint

    ProHealth eCoach: user-centered design and development of an eCoach app to promote healthy lifestyle with personalized activity recommendations

    Get PDF
    Background: Regular physical activity (PA), healthy habits, and an appropriate diet are recommended guidelines to maintain a healthy lifestyle. A healthy lifestyle can help to avoid chronic diseases and long-term illnesses. A monitoring and automatic personalized lifestyle recommendation system (i.e., automatic electronic coach or eCoach) with considering clinical and ethical guidelines, individual health status, condition, and preferences may successfully help participants to follow recommendations to maintain a healthy lifestyle. As a prerequisite for the prototype design of such a helpful eCoach system, it is essential to involve the end-users and subject-matter experts throughout the iterative design process. Methods: We used an iterative user-centered design (UCD) approach to understend context of use and to collect qualitative data to develop a roadmap for self-management with eCoaching. We involved researchers, non-technical and technical, health professionals, subject-matter experts, and potential end-users in design process. We designed and developed the eCoach prototype in two stages, adopting diferent phases of the iterative design process. In design workshop 1, we focused on identifying end-users, understanding the user’s context, specifying user requirements, designing and developing an initial low-fdelity eCoach prototype. In design workshop 2, we focused on maturing the low-fdelity solution design and development for the visualization of continuous and discrete data, artifcial intelligence (AI)-based interval forecasting, personalized recommendations, and activity goals. Results: The iterative design process helped to develop a working prototype of eCoach system that meets end-user’s requirements and expectations towards an efective recommendation visualization, considering diversity in culture, quality of life, and human values. The design provides an early version of the solution, consisting of wearable technology, a mobile app following the “Google Material Design” guidelines, and web content for self-monitoring, goal setting, and lifestyle recommendations in an engaging manner between the eCoach app and end-users. Conclusions: The adopted iterative design process brings in a design focus on the user and their needs at each phase. Throughout the design process, users have been involved at the heart of the design to create a working.publishedVersio

    Using social network games to reduce energy consumption

    Get PDF
    This research is investigating the potential role of online social network based life simulation computer games as a persuasive tool for encouraging users to reduce their domestic energy consumption. Games such as ‘Farmville’ which runs on the Facebook platform have attracted millions of users worldwide who create simple virtual worlds where they interact with others and carry out everyday activities to earn tokens to spend within the game. Applying a User Centred Design (UCD) and in particular persona based design approach, this research is investigating why users find these games so enticing, the characteristics of those who play them, and the context in which they are played. Through an iterative UCD process, a life simulation game will be designed with users who represent a number of key ‘gamer personas’ in order to research how this sort of game could be used to encourage domestic energy saving behaviours

    ResearchNews, Volume 7, 2014

    Get PDF

    BS News September/October

    Get PDF

    Is there room for shared cars in Italy? Considerations from some recent experiences

    Get PDF
    Car sharing is increasing its role worldwide as an alternative transport mode, that could contribute to a more sustainable urban mobility by reducing congestion and pollution. The paper focuses on the understanding of which are the main characteristics of this service starting from the literature on this topic both in terms of user profile and impact of the service; in the second part of the paper, the Italian context will be presented starting from the analysis of four Italian experiences with a particular focus on Milan’s car sharing. Summarizing the conclusion, it emerges that to date, the overall impact on transport is still quite low, in part due to a scarce integration and coordination with other transport modes and in part because car is still perceived primarily as a status symbol and a “good” rather than as a “service”. Therefore, car sharing can perform as a significant complementary and sustainable solution to mobility needs only in a context of cultural change and inside a transport policy aimed at changing transport behavior.car sharing; sustainable mobility; transport policy; urban mobility; peer to peer car sharing;

    "My SocioWorld" : an optimized application for mobile social networking

    Get PDF
    Being connected with old social contacts and making new social contacts on social networking sites is becoming more essential these days. Mobile social networking is adding value towards socializing world by being connected any day, anywhere, anytime and on the go. Applications providing good user experience and taking full advantage of increasing capabilities of mobile phones are still challenging. The common challenges faced by user while using different social networking sites on mobile phone are; increased level of concentration, limited mobile display and rising cost of mobile communication. Ultimately all these affect users’ engagement in mobile social networking. In this thesis, the focus is to propose an optimize application for mobile social networking by adopting user centred design methodology. It involves integration of users’ favourite social networking sites that would facilitate them in socializing with different social networking services from one common user-interface. Further the involvement of users with proposed application is supported by the changing trends of mobile phones by becoming full-featured mobile computers. Several iterative user-interface designs are represented graphically and interaction with those designs is displayed. The proposed application focuses on different ways user could remain active on this application and be able to create new content easily with the help of integrated mobile tools available within smart phone mobile device. Additionally, a usability test is performed with the potential users to validate proposed application. Based on feedbacks and suggestions from the users who performed usability test, further enhancements are made to improve the end-user experience. Thus, by considering the needs and requirements of the end-users the proposed application has been developed to provide enhanced user usability and satisfaction for today’s mobile social networking

    The role of user centred design in domestic energy demand reduction

    Get PDF
    The domestic sector currently accounts for approximately a third of the UK s energy use and so energy demand reduction in the domestic sector is a key part of the UK s strategy for carbon reduction. However, energy demand reduction has typically been addressed from an engineering perspective, with little consideration of the requirements of users. This PhD submission aims to identify how qualitative information about users experiences, values and practices relating to UK domestic energy demand reduction can be collected and presented effectively to an engineering audience and incorporated into engineering-focused energy research. User centred design is presented as a viable approach to understanding the context of energy use in UK homes and specifying requirements of the householders; as a way of ensuring user needs are included in this socio-technical problem space. This requires presentation of information about human behaviour in a form that is timely and appropriate to the engineering audience, who take a positivist view, preferring facts and figures to descriptions and anecdotes. A collection of nine publications, mostly peer-reviewed journal papers, by the thesis author and her co-authors is presented. Publications spanning from 2006 to 2014 illustrate a range of approaches to providing user centred information, from literature review to complex householder studies, which can provide information to enhance the engineering data and so provide additional insight and understanding. The research findings within the individual papers add to the body of knowledge on domestic energy use. In addition, the research identifies a number of roles where user centred design contributes to understanding of home energy use. From providing background and raising awareness of the presence of users within a system, to contextual understanding and the specification of user requirements, through to more sophisticated user characterisation, it is argued that user centred design can offer a significant contribution to the field. Future application of user information into engineering models, together with large scale, longitudinal studies of home energy use are proposed, building on the contributions of this thesis

    Promoting Entrepreneurship amid Youth in Windhoek’s Informal Settlements: A Namibian Case

    Get PDF
    Considering the high unemployment rate among Namibian youth and a lack of job opportunities, the promotion of entrepreneurship has gained wider attention in the country. A number of initiatives have been started such as entrepreneurship trainings and workshops, business idea competitions, etc. All these aim to inspire young people to think of alternative income sources. As part of a two-year funded community outreach research and development (R&D) project, we have investigated participatory approaches to engage marginalized youth into conceptualizing their own context, imparting skills, and deriving new career paths. This article reports and reflects on one of the interventions we have recently concluded with a group of youth in Havana, an informal settlement in the outskirts of Windhoek. We conducted what we entitled “The Havana Entrepreneur”, a series of interactions inspired upon the model of the American reality game show “The Apprentice”. Over a number of weeks two youth groups were given challenges to tackle by means of competing against one another. After completion of each challenge, groups were rated by a number of judges on skills demonstrated such as marketing, presentation, reflection and creativity among others. We observed an increase in, and improvement of skills revealed along tasks’ completion, besides an openly expressed self-realization and discovery of abilities by participants. Moreover, the youth are currently engaged in the continuation of activities beyond the initial entrepreneurial interactions. Thus we suggest replicating “The Havana Entrepreneur”, including the recording on camera of it by the youth themselves as a new mode to instigating a wider entrepreneurial spirit in informal settlements
    • 

    corecore