484 research outputs found

    A Case Study on Improving Accessibility of Healthcare Care Facility in Low-resource Settings

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    Accessibility in a hospital is challenging for people in low-income countries due to a lack of accessible mediums to communicate wayfinding, accessibility, and healthcare information. This results in delays and stress but can also result in sub-optimal treatment or sometimes a complete lack of treatment for the visitors. Sensible physical and digital interventions can greatly ease the experience of visitors and reduce the work-related stress of healthcare providers. We present a case study on wayfinding and service design for a mega ophthalmic care facility that has a daily footfall of 2500 patients. From our mixed-methods study we identified: (i) there are very few accessible mediums available to communicate wayfinding, accessibility, and healthcare information; (ii) there is a lack of inclusively designed interventions to accommodate the diversity of visitors; (iii) spatial ambiguity and situational impairment due to crowd density exasperate the situation and (iv) there exist missing as well as misleading information. We developed a spectrum of solutions on the environmental and digital infrastructures available within this context to deliver wayfinding and procedural information. We completed a progressive intervention across digital and physical mediums over a duration of 18 months. This has shown the impact of each medium on visitors' experience. We found the choice of interface to access information depends on the ease of access, and ease of access depends on visitors' abilities. Therefore, both the environment and digital mediums are found to be useful for visitors. Based on these empirical findings, we draw recommendations for an inclusive service design that incorporates using elements of the environment, human and digital infrastructure to support a more positive healthcare visitors experience

    Information and communication technologies for public use and interactive-multimedia city kiosks

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2004Includes bibliographical references (leaves: 103)Text in English; Abstract: Turkish and Englishix, 106 leavesThis thesis provides framework for consideration of the potential of information andcommunication technologies for public events and performances for the developing usage of new products, particularly information public kiosks. In the theoretical framework, the concepts and terms of information and communication technology are generally introduced along with the identification of number of major factors such as elements, diversity, necessity and evolution. Moreover, the importance of ICT technologies in urban settings and human behavior in response to this type of technology are investigated through the history of ICT. The concept of the usage of information and communication technology by actual people is particularly emphasized. Not only the utilization of information and communication technology in public space is described but also effective usage of ICT in the public space and information access provided by public products are identified.Figures of ICT systems and related products, their roots in design differences and new tools and products that are common examples of ICT, particularly the use of the information city kiosk, are presented and discussed. Design principles of the public information kiosk, which play a prominent role in the public use of ICT, are established. The analysis of design factors and human-product relations based on user profile, material choices, form, function and location are discussed. Finally, the thesis includes a conclusion that argues that the information city kiosks and their increased public use will designate the new images of the cities

    Human-Machine Interfaces for Service Robotics

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    L'abstract è presente nell'allegato / the abstract is in the attachmen

    A study of portable computers and interactive multimedia as a new tool for interpreting museum collections

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    Over the last two decades the introduction of interactive multimedia applications complimenting existinginterpretative techniques in museum displays has become a widely accepted practice. Indeed fixedinteractive multimedia applications can communicate large amounts of often complex information in auser friendly and accessible way. A drawback is their fixed position. This research project identified thepotential of using a portable computer with an interactive multimedia application manipulated through atouch screen interface. This thesis describe& the results of a series of empirical studies to design and testthe effectiveness of a portable computer as a new tool for interpretation in a museum gallery.The central aim of the research, funded by the GEMISIS 2000 initiative, was to examine potentialinnovative applications of new interactive technologies for heritage attractions and museums. Exploratoryresearch progressed from discovery and gaining insights into the diversity of interactive multimediaapplications in heritage attractions to the dynamics of interactive multimedia as a powerfulcommunication medium. The main study fell into three distinct yet complimentary research pathwaysnamely 1) to design an interactive multimedia application for a portable computer, 2) to examine the useand effectiveness of the portable computer with museum visitors, 3) to assess the application as a newtool for interpretation in a museum setting. The conclusions of this research project are based upon theresults of a rigorous and comprehensive evaluation study, which combined a questionnaire survey,structured unobtrusive observation and interaction logging.As the research project was initiated there were few other projects in this field of study, and no formalevaluation had been published. At the completion, four research projects were identified and are detailedin the conclusion.The results of this research project have confirmed the hypothesis that a portable computer with aninteractive multimedia application has the potential to enhance interpretation and to become a new toolfor interpreting museum collections. As the number of homes with multimedia capable computersequipped with CD-ROM drives and connected to the Internet grows and exposure to computers at workand at school increases, visitors are well prepared to handle the new technology. The projects resultsshow ease of use and an increased recall of exhibits by visitors. Visitors experienced discovery basedlearning at their own pace facilitated by a portable touch screen computer.Limitations of the project are discussed and future research topics identified. These included expandingthe interactive multimedia application to cover the whole gallery, exploring alternative interactionmodels, evaluating the impact of age and gender, evaluating the portable computer within other categoriesof museums, to evaluating location aware positioning systems and to investigating Personal DigitalAssistants as a potential hardware platform
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