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1.
Designing applications to support older people in their own homes is increasing in popularity and necessity. The increase
in supporting older people in the community means that cash-strapped resources are required to be utilised in the most effective
manner, which often lends itself to technology deployment, rather than human deployment as the former is perceived as more
cost effective. Therefore, the concern arises as to how technology can be designed inclusively and acceptably to the people
who are to receive it. This paper discusses the issue of design, and how these concerns have been addressed in a series of
projects targeted towards directly supporting people in the community. 相似文献
2.
The use of interactive computer systems is expanding rapidly. In many applications users can communicate directly with computer-based systems through an interactive dialogue at a display terminal. However, this direct form of communication has created problems. Whereas early users of on-line systems were skilled computer professionals, today's users may have little or no training in computer technology. How then does this group communicate effectively with a computer systems? The answer is that many users communicate only with considerable difficulty. The result is that the effectiveness of many systems is very much less than expected. The reason for this is simple: these systems are not very good at communicating with their users. The most common communications bridge between a person and a computer system is a display screen. A well-designed screen format can enhance user productivity, eliminate or reduce user input errors, and promote end user satisfaction. A poorly designed screen has the opposite effect: it will decrease human processing speed, provoke user mistakes, and complicate computer operations. Screen design requires the same care as designing the overall application. It employs the same techniques as planning and preparing good user documents. Screens, like documents, must be easy to understand and easy to use. To achieve these objectives, screen designers must make good choices regarding three ease-of-use parameters: format; screen content and layout; and style. This paper describes how standards may be established for each of these parameters in a proposed application or system. Futher, an interactive tutorial computer program has been developed (using Bricklin's DEMO program) which may be used to illustrate the application of these standards. 相似文献
4.
Abstract More and more organizations are seeking innovative ways to use information technology (IT) for strategic advantage. One way to gain this competitive edge is by differentiating the services provided to customers. This paper provides a framework to identify areas ripe for the implementation of IT to enhance and improve customer service. The framework is based upon the examination of the existing service delivery system of an organization and how applications of IT might change the interfaces among the various players (customers, employees, etc.) in the service delivery system. Further, examples are presented to illustrate how some organizations have achieved superior service quality by creatively utilizing simple IT tools. 相似文献
5.
More and more organizations are seeking innovative ways to use information technology (IT) for strategic advantage. One way to gain this competitive edge is by differentiating the services provided to customers. This paper provides a framework to identify areas ripe for the implementation of IT to enhance and improve customer service. The framework is based upon the examination of the existing service delivery system of an organization and how applications of IT might change the interfaces among the various players (customers, employees, etc.) in the service delivery system. Further, examples are presented to illustrate how some organizations have achieved superior service quality by creatively utilizing simple IT tools. 相似文献
7.
Dementia is a growing problem that affects the lives of those diagnosed and caregivers, with symptoms having an effect on memory, communication, the ability to learn new skills and problems with behaviour, such as aggression, agitation and depression. Participation in activities can improve quality of life for people with dementia, reducing behavioural problems and aiding relaxation. Research has established that people with dementia can be both artistically and musically creative, and have an appreciation of music even in the latter stages of the disease. The symptoms of the disease, however, mean that supporting music making activities with this group of people is challenging. This paper describes a prototype system designed to enable people with dementia to create music, using a touch screen interface to control a system which utilises chords to create pleasant-sounding music regardless of any prior musical knowledge. Results of usability studies suggest the system is easy to use, and that pleasant-sounding music can be created with it. Participants, including people with dementia, appeared actively engaged during use of the system, many reporting they enjoyed the experience. Future testing will establish the degree to which people with dementia could be musically creative using such a system. 相似文献
8.
Around 15% of the global population has a moderate or severe disability. For this reason, a design where the needs of elderly and disabled population are included, should become more common practise and should not be limited only to medical and rehabilitation products. In this study, the inclusive design practices related to the kitchens were applied. All the important stages in a design process, such as market research, planning, concept designing, detailed designing, research (ergonomic assessment), and production preparation were completed. In market research we market research examined the preferences of 216 respondents. Sixty percent of them were either elderly and/or disabled persons (direct users), 40% were caretakers, physiotherapists, and managers of care centres (indirect users). Implementation of obtained results is three kitchen lines with assistive technology solutions, which are the response to the requirements identified as appropriate in meeting the needs of the elderly and disabled kitchen users. The main conclusion of the article is the statement that the needs of seniors can and should be efficiently included in a design process of home interiors. It can be recognised as an important “social” designing criterion which can constitute a good basis for going beyond the traditional design and going toward the sustainable design. 相似文献
9.
The non-covalent interaction between single-walled carbon nanotube and surfactant peptides makes them soluble in biological media to be used in nano-medicine, drug delivery and gene therapy. Pervious study has shown that two important parameters in binding peptides into nanotubes are hydrophobic effect and the number of aromatic amino acids. Ten surfactant peptides with the length of eight residue, including Lys, Trp, Tyr, Phe and Val, were designed to investigate the important parameters in binding peptides to a (6, 6) carbon nanotube. 500 ns MD simulation was performed for free surfactant peptides in water or near to a nanotube. Our results have indicated that the binding affinity of peptides to nanotube increases with the increase of aromatic residue content. Also, among aromatic residues, the peptides containing Trp residues have higher binding affinity to nanotube compared to the peptides with Phe or Tyr residue. Steric hindrance between bulky aromatic residues in peptide sequence has negative influence in binding peptide to nanotube, and in designing a surfactant peptide, the number and distance of aromatic residue and polarity of them should be taken into account. Our results also show that in docking peptides to nanotube, full-flexible docking leads to incorrect results. 相似文献
10.
This paper reports on the user requirements analysis, design and evaluation of smart home solutions for people with dementia. In order to be appropriate for people with dementia, smart home technologies should keep interaction with users to a minimum. In the work presented in this paper, discussions with carers, as well as a more formal user-survey, provided a good understanding of the issues that are faced by this group, and useful indications of potential design solutions. This preliminary survey work led to a design approach that used carer emulation, familiarity of appearance, incorporation of verbal prompts and reminders, and careful user-monitoring, to achieve effective devices. This design approach is illustrated through several examples of specific designs. Evaluations of stand-alone systems were carried out prior to smart home installation, and illustrated the complex interface that exists between assistive technology and people with dementia. 相似文献
11.
This study reports on the student experience of learning through writing in an undergraduate science subject. During their writing experience, 52 first year university science students used a writing database, bulletin board and word-processor. Using quantitative questionnaires developed from student learning research, this study investigates the quality of the approaches adopted by students to the use of the technologies and how this related to the quality of their whole experience and performance measures. The results show that students who adopted a surface or reproductive approach tended to achieve relatively poorer learning outcomes and lower performance measures than students who adopted approaches which reflected understanding. The findings have important implications for teachers introducing technologies into writing processes for the purpose of improving students’ learning outcomes. 相似文献
13.
Universal Access in the Information Society - Ambient assisted living aims to support the well-being of people with special needs by offering assistive solutions. Systems focused on dementia... 相似文献
15.
Assistive technologies and ubiquitous computing can be related since both try to help people in their lives. This common objective motivated us to develop and evaluate a system that puts ubiquitous computing technologies into the rehabilitation process of people with acquired brain injury. Thus, in this paper, we present and evaluate a system that shows adaptive manuals for daily-life activities for people with acquired brain injury. This first evaluation allowed us to validate our approach and also to extract valuable information about these systems as well as environmental factors that may affect the patients. 相似文献
16.
Assisted by the rapid growth of digital technology, which has enhanced its ambitions, performance is an increasingly popular area of artistic practice. This article seeks to contextualise this within two methodologically divergent yet complimentary intellectual tendencies. The first is the work of the philosopher Merleau-Ponty, who recognised that our experience of the world has an inescapably ‘embodied’ quality, not reducible to mental accounts, which can be vicariously extended through specific instrumentation. The second is the developing field of neuroaesthetics; that is, neurological research directed towards the analysis, in brain-functional terms, of our experiences of objects and events which are culturally deemed to be of artistic significance. I will argue that both these contexts offer promising approaches to interpreting developments in contemporary performance, which has achieved critical recognition without much antecedent theoretical support . 相似文献
18.
Universal Access in the Information Society - This position paper proposes technology opportunities for supporting people with visual impairments (PVI) as content creators, rather than just content... 相似文献
19.
The research reported here is part of a larger project which seeks to combine serious games (or games-based learning) with location-based services to help people with intellectual disabilities and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the learning of new routes and ultimately independent travel to new work and educational opportunities. A phased development methodology is applied in a user sensitive manner, to ensure that user feedback drives the ongoing development process. Methods to structure this include group feedback on conceptual storyboards, expert review of prototypes using usability heuristics relating to the main system goals, and finally co-discovery methods with student pairs exploring all three modes of the system in real world contexts. Aspects of developmental and cognitive psychological theories are also reviewed and it is suggested that combining games-based learning approaches with location-based services is an appropriate combination of technologies for an application specifically designed to scaffold route learning for this target audience. 相似文献
20.
We present a qualitative study, undertaken over a period of nine months, of older people facing the challenges of learning to use interactive technology, specifically personal computers (PCs) and the internet. We examine the range of causal explanations (attributions) voiced by the group in accounting for their difficulties with it. A discourse analysis of these data reveals some factors (anxiety, age-related issues, being too busy to learn and the need for a purpose for the new tools) that support the work of other researchers, while other themes (issues around alienation, identity and agency) deepen understanding of this domain. The implications of the results for how we approach understanding the difficulties faced by older people in this context are discussed. 相似文献
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