WorldWideScience

Sample records for interactive work design

  1. Themes in human work interaction design

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Mark Pejtersen, Annelise; Clemmensen, Torkil

    2008-01-01

    Design (name HWID) through the last two and half years since the commencement of this Working Group. The paper thus provides an introduction to the theory and empirical evidence that lie behind the combination of empirical work studies and interaction design. It also recommends key topics for future......Abstract. This paper raises themes that are seen as some of the challenges facing the emerging practice and research field of Human Work Interaction Design. The paper has its offset in the discussions and writings that have been dominant within the IFIP Working Group on Human Work Interaction...

  2. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Lopes, Arminda; Ørngreen, Rikke

    This book constitutes the thoroughly refereed post-conference proceedings of the Third IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2012, held in Copenhagen, Denmark, in December 2012. The 16 revised papers presented were carefully selected for inclusion in this volume...

  3. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Gonçalves, Frederica; Campos, Pedro; Clemmensen, Torkil

    2015-01-01

    In this paper, we review research in the emerging practice and research field of Human Work Interaction Design (HWID). We present a HWID frame-work, and a sample of 54 papers from workshops, conferences and journals from the period 2009-2014. We group the papers into six topical groups, and then ...

  4. Human work interaction design meets international development

    DEFF Research Database (Denmark)

    Campos, P.; Clemmensen, T.; Barricelli, B.R.

    2017-01-01

    opportunity to observe technology-mediated innovative work practices in informal settings that may be related to the notion of International Development. In this unique context, this workshop proposes to analyze findings related to opportunities for design research in this type of work domains: a) human......Over the last decade, empirical relationships between work domain analysis and HCI design have been identified by much research in the field of Human Work Interaction Design (HWID) across five continents. Since this workshop takes place at the Interact Conference in Mumbai, there is a unique...

  5. Human Work Interaction Design. Work Analysis and HCI

    DEFF Research Database (Denmark)

    Paasch, Kasper

    2013-01-01

    . The papers reflect many different areas and address many complex and diverse work domains, ranging from medical user interfaces, work and speech interactions at elderly care facilities, greenhouse climate control, navigating through large oil industry engineering models, crisis management, library usability......This book constitutes the thoroughly refereed post-conference proceedings of the Third IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2012, held in Copenhagen, Denmark, in December 2012. The 16 revised papers presented were carefully selected for inclusion in this volume...

  6. CHI 2013 Human Work Interaction Design (HWID) SIG

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Campos, Pedro F.; Katre, Dinesh S.

    2013-01-01

    In this SIG we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the CHI audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. We invite participants from industry and academia with an inte...

  7. Workshop on cultural usability and human work interaction design

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Ørngreen, Rikke; Roese, Kerstin

    2008-01-01

    it into interaction design. The workshop will present current research into cultural usability and human work interaction design. Cultural usability is a comprehensive concept, which adheres to all kinds of contexts in which humans are involved (private family, work, public and private organizations, nature......, Workplace observation, Think-Aloud Usability Test, etc. These techniques often give - seemingly - similar results when applied in diverse cultural settings, but experience shows that we need a deep understanding of the cultural, social and organizational context to interpret the results, and to transform...

  8. Designing "Interaction": How Do Interaction Design Students Address Interaction?

    Science.gov (United States)

    Karlgren, Klas; Ramberg, Robert; Artman, Henrik

    2016-01-01

    Interaction design is usually described as being concerned with interactions with and through artifacts but independent of a specific implementation. Design work has been characterized as a conversation between the designer and the situation and this conversation poses a particular challenge for interaction design as interactions can be elusive…

  9. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Lopes, Arminda; Ørngreen, Rikke

    . The papers reflect many different areas and address many complex and diverse work domains, ranging from medical user interfaces, work and speech interactions at elderly care facilities, greenhouse climate control, navigating through large oil industry engineering models, crisis management, library usability...

  10. A Human Work Interaction Design (HWID) Case Study in E-Government and Public Information Systems

    DEFF Research Database (Denmark)

    Clemmensen, Torkil

    2011-01-01

    This paper first outlines a revised version of the general HWID framework, with a focus on what connects empirical work analysis and interaction design, and then presents a case study of the Danish government one-for-all authentication system NemID. The case is briefly analyzed, using ethnomethod...... in studying how human work analysis and interaction design in concrete cases are related and connected.......This paper first outlines a revised version of the general HWID framework, with a focus on what connects empirical work analysis and interaction design, and then presents a case study of the Danish government one-for-all authentication system NemID. The case is briefly analyzed, using...... ethnomethodology, work domain/task analysis, and the HWID approach, and comparing the results. Compared to the traditional approaches, the HWID focus on case-specific connections between human work and interaction design, gives different and supplementary answers. The conclusion is that there are benefits...

  11. Human Work Interaction Design for Pervasive and Smart Workplaces

    DEFF Research Database (Denmark)

    Campos, Pedro F.; Lopes, Arminda; Clemmensen, Torkil

    2014-01-01

    ' experience and outputs? This workshop focuses on answering this question to support professionals, academia, national labs, and industry engaged in human work analysis and interaction design for the workplace. Conversely, tools, procedures, and professional competences for designing human......Pervasive and smart technologies have pushed workplace configuration beyond linear logic and physical boundaries. As a result, workers' experience of and access to technology is increasingly pervasive, and their agency constantly reconfigured. While this in certain areas of work is not new (e.......g., technology mediation and decision support in air traffic control), more recent developments in other domains such as healthcare (e.g., Augmented Reality in Computer Aided Surgery) have raised challenging issues for HCI researchers and practitioners. The question now is: how to improve the quality of workers...

  12. Urban Interaction Design

    DEFF Research Database (Denmark)

    Brynskov, Martin; Bermúdez, Juan Carlos Carvajal; Fernández, Manu

    This book is an effort to explore the newly emerging field of urban interaction design that addresses these issues. In the first part of the book, 'Foundations', we look into its origins. Where do its practitioners come from? How are they working together? What methodologies do they bring...... to the table? What are the key concepts they are addressing in their work? In the second part of the book named 'Trends', we go into current developments in the networked city and how urban interaction design as a field addresses these. Taken together, these sections will not give the definite definition...

  13. Sonic Interaction Design

    DEFF Research Database (Denmark)

    ) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory......Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact’s sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID...... aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems...

  14. The interactive design collaboratorium

    DEFF Research Database (Denmark)

    Bødker, Susanne; Petersen, Marianne Graves; Krogh, Peter Gall

    2001-01-01

    This paper reports on experimental process in which a prototype was developed of an interactive design collaboatorium, in cooperation with a group of usability designers. In a longterm research cooperation, this usability group has changed its work practice in order to work in the design...... collaboratorium. The design collaboratorium was developed to move usability design away from a lab towards an open physical and organizational space where designer, users and engineers meet and collaborate, or work alongside each other. The cooperation between researchers and the usability gruop has resulted...... in practical experimentation in projects and in design of an experimental design collaboratorium emploing electronic whiteboards, 3D design documentation, etc. This experimental prototype has been evaluated in cooperative workshops. We report on the results of this evaluation....

  15. Socio-technicality, Human Work Interaction Design (HWID), and Work Engagement

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Campos, Pedro; Abdelnour-Nocera, José

    the sociotechnical tradition, however, tells us that looking at work engagement only or mainly from a technical design side is the wrong way to go; instead the social and the technical need to be considered on an equal footing. We give the theoretical motivation and background in sociotechnical thinking for our...

  16. Teaching Interaction Design and Children: Understanding the Relevance of Theory for Design

    Directory of Open Access Journals (Sweden)

    Tilde Bekker

    2014-08-01

    Full Text Available In this paper we address the challenge of teaching interaction design for children’s products especially pertaining to bridging the gap between child development theories and interaction design issues. We describe our experiences from developing a one-week course on interaction design and children, that is part of a competency based Masters program in design. We conclude that key elements in this course, to support learning how to incorporate theoretical knowledge in design, are a providing design tool that covers a child developmental model of four domains (cognitive, social, emotional and physical , such as the Developmentally Situated Design cards for creating child personas and design concepts b using a design exercise c giving students the possibility to work on several iterations d giving students more than one age-group to work with in the project, and e providing the students with an evaluation protocol.

  17. Designing Learning Opportunities in Interaction Design: Interactionaries as a means to study and teach student design processes

    Directory of Open Access Journals (Sweden)

    Robert Ramberg

    2013-12-01

    Full Text Available Learning by practice, apprenticeship and paradigmatic examples have been prime paths for learning within interaction design. These have been criticized for being time-consuming and costly, of not being implementable in academic contexts. In this article we suggest and evaluate a pedagogical model to address these problems in design teaching and learning. Results from a time-constrained collaborative design exercise, a so-called “interactionary”, are presented. Student design work is analyzed using the framework of learning design sequences and analysis of the primary transformation unit shows that interactionaries reveal patterns in student design work. Materials are used mainly to document design ideas rather than as a design material to further investigate design ideas and aspects of interaction. In the critiquing sessions, regarded as the secondary transformation unit, many issues hardly addressed during the design work were brought up. Thus, the designers continued to develop their design proposal primed by critique presented by the reviewers. Based on the results, possible teacher interventions to coach student design work are suggested.

  18. Blended Interaction Spaces for Collaborative Design

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Halskov, Kim; Klokmose, Clemens Nylandsted

    During the past five years, we have explored the use, potentials and challenges of Blended Interaction spaces. In addition, we have a long background in developing and exploring methods for collaborative design. In this workshop paper, we give an overview of our work and present our visions...... and ongoing research in developing Blended Interaction spaces for collaborative design. We then identify key themes and challenges pertinent for the workshop....

  19. Rethinking Interaction in Creative Work

    DEFF Research Database (Denmark)

    Dalsgaard, Peter

    The use of digital tools has become central in many creative practices. However, research into the design and use of such tools has thus far fallen in between the disciplinary cracks between HCI and Creativity Research. In this position paper, I offer a brief overview of our work on exploring...... and developing digital tools for collaborative creative work that integrates approaches and insights from these two disciplines. On this basis, I offer two theoretical perspectives for discussion at the the Rethinking Interactions workshop: shearing layers, building on studies of architecure in use [Brand 1994...

  20. Cockpit design and evaluation using interactive graphics

    Science.gov (United States)

    Evans, S. M.

    1975-01-01

    A general overview of the characteristics of an interactive graphics system which was developed to assist cockpit engineers design and evaluate work stations was presented. The manikin used in this COMputerized BIomechanical MAN-model (COMBIMAN) was described, as are provisions for generating work stations and assessing interactions between man and environment. The applications of the present system are explained, and critiques of COMBIMAN are presented. The limitations of the existing programs and the requirements of the designers necessitate future revisions and additions to the biomechanical and erogonomic properties of COMBIMAN. Some of these enhancements are discussed.

  1. Interactive Room Support for Complex and Distributed Design Projects

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Gundersen, Kristian Kroyer; Mogensen, Preben Holst

    2001-01-01

    We are investigating the design of digital 3D interaction technology embedded in a physical environment. We take as point of departure cemplex, collaborative industrial design projects involving heterogeneous sets of documents, and physical as well as digital 3D models. The paper introduces our...... interaction devices being experimented with in the interactive room environment. The interactive room technologies have all been designed with the requirement that they must seamlessly integrate both into the physical and into the digital work environment while providing new affordances for industrial design...

  2. Designing Empowering Vocal and Tangible Interaction

    OpenAIRE

    Andersson, Anders-Petter; Cappelen , Birgitta

    2013-01-01

    Our voice and body are important parts of our self-experience, and our communication and relational possibilities. They gradually become more im portant for Interaction Design due to increased development of tangible interaction and mobile communication. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musica...

  3. Virtual teamwork - Panoptic or Interactive Work design

    DEFF Research Database (Denmark)

    Rasmussen, Lauge Baungaard

    2012-01-01

    The emergence of virtual teamwork represents a dynamic response to globalization, the growth of communication technologies and dismantling of industrial based organizational hierarchies. These developments pose new challenges as the completion of the distributed tasks must be integrated across th...... the barriers of cultural differences, and with fewer face-to-face clues, Virtual teamwork involves demands regarding communication, trust and knowledge. The implications for future work design are immense, and still open for clarification and discussion.......The emergence of virtual teamwork represents a dynamic response to globalization, the growth of communication technologies and dismantling of industrial based organizational hierarchies. These developments pose new challenges as the completion of the distributed tasks must be integrated across...

  4. Designing interactive technology for crowd experiences - beyond sanitization

    DEFF Research Database (Denmark)

    Veerasawmy, Rune

    2014-01-01

    This dissertation concerns the topic on designing interactive technology for crowd expe- riences. It takes the outset in the experience-oriented design approach within interaction design, exploring the research question how can we conceptually understand and design interactive technology for crowd...... experiences? Through theoretical studies of sociological crowd theory and pragmatist perspectives on experience combined with design exper- iments at sporting events this dissertation establishes an conceptual understanding of crowd experience. The outcome of this work is furthermore synthesized...... in a conceptual model of social experiences that presents crowd experiences as a distinct type of social experience. This is different from what previously have been explored within experi- ence-oriented design. This dissertation is composed of four research papers framed by an overview that summarizes...

  5. Challenges in designing interactive systems for emergency response

    DEFF Research Database (Denmark)

    Kristensen, Margit; Kyng, Morten; Nielsen, Esben Toftdahl

    2007-01-01

    and visions as ways to bridge between fieldwork and literature studies on the one hand and the emerging computer based prototypes on the other. Our case concerns design of innovative interactive systems for support in emergency response, including patient identification and monitoring as well as construction......This paper presents research on participatory design of interactive systems for emergency response. We present the work by going through the design method with a focus on the new elements that we developed for the participatory design toolkit, in particular we emphasize the use of challenges...

  6. Motivation, Participation, and Engagement in Human Work Interaction Design Literature

    DEFF Research Database (Denmark)

    Barricelli, Barbara Rita; Clemmensen, Torkil; Campos, Pedro

    2016-01-01

    This position paper is aimed at presenting as discussion material at the CoPDA 2016 Workshop the preliminary results of a short review of the literature published by the HWID community in the last 10 years in four books. Specifically, the attention is posed on understanding the importance of moti...... of motivation, participation, and engagement in Interaction Design projects for smart and pervasive workplaces...

  7. Communicating Art through Interactive Technology: New Approaches for Interaction Design in Art Museums

    DEFF Research Database (Denmark)

    Kortbek, Karen Johanne; Grønbæk, Kaj

    2008-01-01

    This paper discusses new approaches to interaction design for communication of art in the physical museum space. In contrast to the widespread utilization of interactive tech­nologies in cultural heritage and natural science museums it is generally a challenge to introduce technology in art museums...... without disturbing the domain of the art works. To explore the possibilities of communicating art through the use of technology, and to minimize disturbance of the artworks, we apply four main approaches in the communication: 1) gentle audio augmentation of art works; 2) conceptual affinity of art works...... and remote interactive installations; 3) using the body as an interaction device; 4) consistent audio-visual cues for interaction opportunities. The paper describes the application of these approaches for communication of inspira­tional material for a Mariko Mori exhibition. The installations are described...

  8. Interdisciplinarity in Medialogy with applications to Sonic Interaction Design

    DEFF Research Database (Denmark)

    Nordahl, Rolf; Serafin, Stefania

    2009-01-01

    Medialogy is a novel education developed in Denmark since 2002, whose goal is to combine technology and creativity in the design, contextualization and evaluation of media technology. In this paper we describe the progression of the sonic interaction design curriculum in the Medialogy education, ......, stressing the importance of a transdisciplinary training for engineers working on interactive sound....

  9. Modeling and Simulation for Mission Operations Work System Design

    Science.gov (United States)

    Sierhuis, Maarten; Clancey, William J.; Seah, Chin; Trimble, Jay P.; Sims, Michael H.

    2003-01-01

    Work System analysis and design is complex and non-deterministic. In this paper we describe Brahms, a multiagent modeling and simulation environment for designing complex interactions in human-machine systems. Brahms was originally conceived as a business process design tool that simulates work practices, including social systems of work. We describe our modeling and simulation method for mission operations work systems design, based on a research case study in which we used Brahms to design mission operations for a proposed discovery mission to the Moon. We then describe the results of an actual method application project-the Brahms Mars Exploration Rover. Space mission operations are similar to operations of traditional organizations; we show that the application of Brahms for space mission operations design is relevant and transferable to other types of business processes in organizations.

  10. Interaction Region Design for a Ring-Ring LHeC

    CERN Document Server

    Thompson, L N S; Bernard, N R; Fitterer, M; Holzer, B; Klein, M; Kostka, P

    2011-01-01

    tively low energy and moderately high intensity provides high luminosity TeV-scale e-p collisions at one of the LHC interaction points, running simultaneously with existing experiments. Two designs are studied; an electron ring situated in the LHC tunnel, and an electron linac. The focus of this paper is on the ring design. Designing an e-p machine presents interesting accelerator physics and design challenges, particularly when considering the interaction region. These include coupled optics, beam separation and unconventional mini-beta focusing schemes. Designs are constrained by an array of interdependent factors, including beam-beam interaction, detector dimensions and acceptance, luminosity and synchrotron radiation. Methods of addressing these complex issues are discussed. The current designs for the LHeC Ring-Ring interaction region and long straight section are presented and discussed, in the context of the project goals and design challenges encountered. Future developments and work are also discusse...

  11. Designing for Interactional Empowerment

    OpenAIRE

    Ståhl, Anna

    2014-01-01

    This thesis further defines how to reach Interactional Empowerment through design for users. Interactional Empowerment is an interaction design program within the general area of affective interaction, focusing on the users’ abil­ity to reflect, express themselves and engage in profound meaning-making. This has been explored through design of three systems eMoto, Affective Di­ary and Affective Health, which all mirror users’ emotions or bodily reactions in interaction in some way. From these ...

  12. Handheld Versus Wearable Interaction Design for Professionals - A Case Study of Hospital Service Work

    DEFF Research Database (Denmark)

    Stisen, Allan; Blunck, Henrik; Kjærgaard, Mikkel Baun

    2014-01-01

    With the blooming of new available wrist worn devices there are potentials for these to support the work done in many professional domains. One such domain is hospital service work. This paper explores two wearable prototypes with regards to challenges and opportunities to support future hospital...... service work. This explorative study was conducted with 4 experienced hospital orderlies who interacted with an application across two wearable concepts, and one handheld smartphone in five scenarios in a hospital environment. The interaction was video recorded with a chest-mounted video afterwards semi...... structured interviews with each participant was conducted. This study shows that wearable computers can effectively support the maintenance work of the orderlies and has domain specific advantages over the handheld smartphone, e.g., the former support glancing at the task information. Furthermore, we outline...

  13. Interaction Design Beyond the Product : Creating Technology-Enhanced Activity Spaces

    DEFF Research Database (Denmark)

    Kaptelinin, Victor; Bannon, Liam J.

    2012-01-01

    The field of interaction design to date has been predominantly concerned with designing products, that is, devices, systems, and more recently services. A growing body of theoretical and empirical analyses suggests that the scope of interaction design needs to be expanded: An explicit concern...... of the field should include not only helping designers create better products but also helping people themselves create better environments for their work, learning, and leisure activities. In this article we argue that expanding the scope of interaction design beyond products requires a revision of some...... of the most central concepts in interaction design, including the notion of “the object of design” and our understanding of the impact of technologies on human practices. The aim of the article is to explore some of these conceptual challenges and discuss possible ways of dealing with them. We differentiate...

  14. AGILE, a tool for interactive lattice design

    CERN Document Server

    Bryant, P J

    2000-01-01

    AGILE is a program that works in the IBM-PC, MS-Windows environment and is dedicated to the interactive design of alternating-gradient lattices for synchrotrons and transfer lines. The program was originally intended as a teaching tool, but has been used mostly for professional design work and is subject to continuous development. It contains original algorithms for coupling, scattering and eddy currents, and some slightly unusual algorithms for off-axis orbits and space charge. There are also additional features such as engineering design aids, calculators for relativistic and synchrotron radiation parameters, expert routines for optimising slow extraction, fitting and matching, and the internal storage of constants for over 1000 stable and quasi-stable charged particles. The program is object-oriented and fully integrated into the Windows environment - it is not a shell. Apart from office work, AGILE is ideal for home use, design workshops and when travelling. It is particularly suited to practical problems...

  15. Interaction Design for Public Spaces

    DEFF Research Database (Denmark)

    Kortbek, Karen Johanne

    2008-01-01

    In this abstract I describe the doctorial research project "Interaction Design for Public Spaces". The objective of the project is to explore and design interaction contexts in culture related public spaces such as museums, experience centres and festivals. As a perspective on this domain, I...... will focus on the usage of the body as an interaction device. Furthermore, the project will involve a dramaturgic take on communication and design of interactive systems in the pursuit of new ways to stage the interactive contexts. The outcome of the project will be guidelines and conceptual frameworks which...... will help interaction designers when designing for bodily movement, and communicating and staging interactive content in public spaces....

  16. Co-Configuration in Interaction Work

    DEFF Research Database (Denmark)

    Fischer, Louise Harder; Pries-Heje, Lene

    2015-01-01

    How to increase knowledge workers productivity is still a puzzle. While knowledge work has become increasingly virtual, collaborative and interactive, we still witness challenges in the area of productivity. We challenge the widespread perception of the causal relationship between high autonomy...... and high productivity in knowledge work and the fact that configuration and standardization for improving productivity is logical impossible. With a hermeneutical approach we describe and interpret “what is going on” in two different context of interaction knowledge work. Findings suggests that knowledge...... workers often feel caught in counter-productive practices with technology, due to the autonomous use of Interaction-IT and the challenge of configuring work. We witness different behaviors related to “the autonomy paradox” and we see something interesting happening, when introducing Interaction IT. While...

  17. Understanding the influence of social interactions on individual's behavior pattern in a work environment

    NARCIS (Netherlands)

    Chen, Chih-Wei; Aztiria, Asier; Ben Allouch, Soumaya; Aghajan, Hamid; Salah, Albert Ali; Lepri, Bruno

    2011-01-01

    In this work, we study social interactions in a work environment and investigate how the presence of other people changes personal behavior patterns. We design the visual processing algorithms to track multiple people in the environment and detect dyadic interactions using a discriminative

  18. Designing for Interaction Proxemics

    DEFF Research Database (Denmark)

    Grønbæk, Jens Emil

    2018-01-01

    Design of interactive technology provides opportunities as well as constraints in how a group of users can organize in a shared space. The core argument of interaction proxemics is to consider this in designing for collaboration. In my thesis, I focus on conceptualizing design of ubicomp...

  19. Android design patterns interaction design solutions for developers

    CERN Document Server

    Nudelman, Greg

    2013-01-01

    Master the challenges of Android user interface development with these sample patterns With Android 4, Google brings the full power of its Android OS to both smartphone and tablet computing. Designing effective user interfaces that work on multiple Android devices is extremely challenging. This book provides more than 75 patterns that you can use to create versatile user interfaces for both smartphones and tablets, saving countless hours of development time. Patterns cover the most common and yet difficult types of user interactions, and each is supported with richly illustrate

  20. Infection control in design and construction work.

    Science.gov (United States)

    Collinge, William H

    2015-01-01

    To clarify how infection control requirements are represented, communicated, and understood in work interactions through the medical facility construction project life cycle. To assist project participants with effective infection control management by highlighting the nature of such requirements and presenting recommendations to aid practice. A 4-year study regarding client requirement representation and use on National Health Service construction projects in the United Kingdom provided empirical evidence of infection control requirement communication and understanding through design and construction work interactions. An analysis of construction project resources (e.g., infection control regulations and room data sheets) was combined with semi-structured interviews with hospital client employees and design and construction professionals to provide valuable insights into the management of infection control issues. Infection control requirements are representationally indistinct but also omnipresent through all phases of the construction project life cycle: Failure to recognize their nature, relevance, and significance can result in delays, stoppages, and redesign work. Construction project resources (e.g., regulatory guidance and room data sheets) can mask or obscure the meaning of infection control issues. A preemptive identification of issues combined with knowledge sharing activities among project stakeholders can enable infection control requirements to be properly understood and addressed. Such initiatives should also reference existing infection control regulatory guidance and advice. © The Author(s) 2015.

  1. Organizing design work

    DEFF Research Database (Denmark)

    Scheuer, John Damm

    2016-01-01

    The aim of this paper is to demonstrate the importance of the kind of understanding of organizing that is implied by design theories for project managers' understanding and organizing of design work. Five theories and their organizing consequences for project managers organizing of design work...... are analyzed. The paper contributes to design research and organization studies by putting the organizing of design projects on the research agenda. It also contributes by demonstrating the importance of being aware of the ontological and epistemological assumptions and organizing consequences of different...... design theories. The selected theories of design thus represent different views on what design is, address different design areas and are based on different ontological and epistemological assumptions that influence their views on how design processes should be organized....

  2. Improving aircraft conceptual design - A PHIGS interactive graphics interface for ACSYNT

    Science.gov (United States)

    Wampler, S. G.; Myklebust, A.; Jayaram, S.; Gelhausen, P.

    1988-01-01

    A CAD interface has been created for the 'ACSYNT' aircraft conceptual design code that permits the execution and control of the design process via interactive graphics menus. This CAD interface was coded entirely with the new three-dimensional graphics standard, the Programmer's Hierarchical Interactive Graphics System. The CAD/ACSYNT system is designed for use by state-of-the-art high-speed imaging work stations. Attention is given to the approaches employed in modeling, data storage, and rendering.

  3. Interactive Environment Design in Smart City

    Science.gov (United States)

    Deng, DeXiang; Chen, LanSha; Zhou, Xi

    2017-08-01

    The interactive environment design of smart city is not just an interactive progress or interactive mode design, rather than generate an environment such as the “organic” life entity as human beings through interactive design, forming a smart environment with perception, memory, thinking, and reaction.

  4. A study of the use of simulated work task situations in interactive information retrieval evaluations

    DEFF Research Database (Denmark)

    Borlund, Pia

    2016-01-01

    Purpose – The purpose of this paper is to report a study of how the test instrument of a simulated work task situation is used in empirical evaluations of interactive information retrieval (IIR) and reported in the research literature. In particular, the author is interested to learn whether....... The paper addresses the need to carefully design and tailor simulated work task situations to suit the test participants in order to obtain the intended authentic and realistic IIR under study. Keywords Interactive information retrieval study, IIR study, Test design, Simulated work task situations, Meta-evaluation...... situations in IIR evaluations. In particular, with respect to the design and creation of realistic simulated work task situations. There is a lack of tailoring of the simulated work task situations to the test participants. Likewise, the requirement to include the test participants’ personal information...

  5. Stirling cycle engines inner workings and design

    CERN Document Server

    Organ, Allan J

    2013-01-01

    Some 200 years after the original invention, internal design of a Stirling engine has come to be considered a specialist task, calling for extensive experience and for access to sophisticated computer modelling. The low parts-count of the type is negated by the complexity of the gas processes by which heat is converted to work. Design is perceived as problematic largely because those interactions are neither intuitively evident, nor capable of being made visible by laboratory experiment. There can be little doubt that the situation stands in the way of wider application of this elegant concep

  6. Design articulation for Aesthetics of Interaction

    DEFF Research Database (Denmark)

    Krogh, Peter; Graves Petersen, Marianne

    2009-01-01

    In this paper we present three categories of design articulations addressing the characteristic qualities of aesthetics of interaction. By aesthetics of interaction we point to the process in which interactive technology brings about aesthetic experience in the use of interactive technology......-designers. In this case the categories of design articulations frame intended aesthetic experiences. Our mission is that of using aesthetic theory to inform the design of interactive technology, which shapes aesthetic experiences in everyday use....

  7. Modeling, Designing, and Implementing an Avatar-based Interactive Map

    Directory of Open Access Journals (Sweden)

    Stefan Andrei

    2016-03-01

    Full Text Available Designing interactive maps has always been a challenge due to the geographical complexity of the earth’s landscape and the difficulty of resolving details to a high resolution. In the past decade or so, one of the most impressive map-based software application, the Global Positioning System (GPS, has probably the highest level of interaction with the user. This article describes an innovative technique for designing an avatar-based virtual interactive map for the Lamar University Campus, which will entail the buildings’ exterior as well as their interiors. Many universities provide 2D or 3D maps and even interactive maps. However, these maps do not provide a complete interaction with the user. To the best of our knowledge, this project is the first avatar-based interaction game that allows 100% interaction with the user. This work provides tremendous help to the freshman students and visitors of Lamar University. As an important marketing tool, the main objective is to get better visibility of the campus worldwide and to increase the number of students attending Lamar University.

  8. Interdisciplinary Interactions During R&D and Early Design of Large Engineered Systems

    Science.gov (United States)

    McGowan, Anna-Maria Rivas

    2014-01-01

    Designing Large-Scale Complex Engineered Systems (LaCES) such as aircraft and submarines requires the input of thousands of engineers and scientists whose work is proximate in neither time nor space. Comprehensive knowledge of the system is dispersed among specialists whose expertise is in typically one system component or discipline. This study examined the interactive work practices among such specialists seeking to improve engineering practice through a rigorous and theoretical understanding of current practice. This research explored current interdisciplinary practices and perspectives during R&D and early LaCES design and identified why these practices and perspectives prevail and persist. The research design consisted of a three-fold, integrative approach that combined an open-ended survey, semi-structured interviews, and ethnography. Significant empirical data from experienced engineers and scientists in a large engineering organization were obtained and integrated with theories from organization science and engineering. Qualitative analysis was used to obtain a holistic, contextualized understanding. The over-arching finding is that issues related to cognition, organization, and social interrelations mostly dominate interactions across disciplines. Engineering issues, such as the integration of hardware or physics-based models, are not as significant. For example, organization culture is an important underlying factor that guided researchers more toward individual sovereignty over cross-disciplinarity. The organization structure and the engineered system architecture also serve as constraints to the engineering work. Many differences in work practices were observed, including frequency and depth of interactions, definition or co-construction of requirements, clarity or creation of the system architecture, work group proximity, and cognitive challenges. Practitioners are often unaware of these differences resulting in confusion and incorrect assumptions

  9. Interactive design center.

    Energy Technology Data Exchange (ETDEWEB)

    Pomplun, Alan R. (Sandia National Laboratories, Livermore, CA)

    2005-07-01

    Sandia's advanced computing resources provide researchers, engineers and analysts with the ability to develop and render highly detailed large-scale models and simulations. To take full advantage of these multi-million data point visualizations, display systems with comparable pixel counts are needed. The Interactive Design Center (IDC) is a second generation visualization theater designed to meet this need. The main display integrates twenty-seven projectors in a 9-wide by 3-high array with a total display resolution of more than 35 million pixels. Six individual SmartBoard displays offer interactive capabilities that include on-screen annotation and touch panel control of the facility's display systems. This report details the design, implementation and operation of this innovative facility.

  10. Discourse with Visual Health Data: Design of Human-Data Interaction

    Directory of Open Access Journals (Sweden)

    Oluwakemi Ola

    2018-03-01

    Full Text Available Previous work has suggested that large repositories of data can revolutionize healthcare activities; however, there remains a disconnection between data collection and its effective usage. The way in which users interact with data strongly impacts their ability to not only complete tasks but also capitalize on the purported benefits of such data. Interactive visualizations can provide a means by which many data-driven tasks can be performed. Recent surveys, however, suggest that many visualizations mostly enable users to perform simple manipulations, thus limiting their ability to complete tasks. Researchers have called for tools that allow for richer discourse with data. Nonetheless, systematic design of human-data interaction for visualization tools is a non-trivial task. It requires taking into consideration a myriad of issues. Creation of visualization tools that incorporate rich human-data discourse would benefit from the use of design frameworks. In this paper, we examine and present a design process that is based on a conceptual human-data interaction framework. We discuss and describe the design of interaction for a visualization tool intended for sensemaking of public health data. We demonstrate the utility of systematic interaction design in two ways. First, we use scenarios to highlight how our design approach supports a rich and meaningful discourse with data. Second, we present results from a study that details how users were able to perform various tasks with health data and learn about global health trends.

  11. iDoRNA: An Interacting Domain-based Tool for Designing RNA-RNA Interaction Systems

    Directory of Open Access Journals (Sweden)

    Jittrawan Thaiprasit

    2016-03-01

    Full Text Available RNA-RNA interactions play a crucial role in gene regulation in living organisms. They have gained increasing interest in the field of synthetic biology because of their potential applications in medicine and biotechnology. However, few novel regulators based on RNA-RNA interactions with desired structures and functions have been developed due to the challenges of developing design tools. Recently, we proposed a novel tool, called iDoDe, for designing RNA-RNA interacting sequences by first decomposing RNA structures into interacting domains and then designing each domain using a stochastic algorithm. However, iDoDe did not provide an optimal solution because it still lacks a mechanism to optimize the design. In this work, we have further developed the tool by incorporating a genetic algorithm (GA to find an RNA solution with maximized structural similarity and minimized hybridized RNA energy, and renamed the tool iDoRNA. A set of suitable parameters for the genetic algorithm were determined and found to be a weighting factor of 0.7, a crossover rate of 0.9, a mutation rate of 0.1, and the number of individuals per population set to 8. We demonstrated the performance of iDoRNA in comparison with iDoDe by using six RNA-RNA interaction models. It was found that iDoRNA could efficiently generate all models of interacting RNAs with far more accuracy and required far less computational time than iDoDe. Moreover, we compared the design performance of our tool against existing design tools using forty-four RNA-RNA interaction models. The results showed that the performance of iDoRNA is better than RiboMaker when considering the ensemble defect, the fitness score and computation time usage. However, it appears that iDoRNA is outperformed by NUPACK and RNAiFold 2.0 when considering the ensemble defect. Nevertheless, iDoRNA can still be an useful alternative tool for designing novel RNA-RNA interactions in synthetic biology research. The source code of i

  12. Work Design Influences: A Synthesis of Multi-Level Factors that Affect The Design of Work

    OpenAIRE

    Parker, Sharon; Van den Broeck, Anja; Holman, David

    2017-01-01

    High quality work design is a key determinant of employee well-being, positive work attitudes, and job/organizational performance. Yet many job incumbents continue to experience deskilled and demotivating work. We argue that there is a need to understand better where work designs come from. We review research that investigates the factors that influence work design, noting that this research is only a small fragment of the work design literature. The research base is also rather disparate, sp...

  13. Fictional space in participatory design of engaging interactive environments

    DEFF Research Database (Denmark)

    Dindler, Christian

    2010-01-01

    practices of visitors and museum knowledge. The second and larger part of the contribution addresses the issue of shaping design inquiries. This part is summarized through the overarching notion of fictional space denoting a perspective on the creation of a design space where established norms...... spaces for museums and science centres. The dissertation is composed of seven research papers framed by a general overview that summarises the arguments made in the papers and outlines related work and research method. The contribution reflects a dual yet intertwined concern for understanding engagement...... in exhibition spaces and shaping design inquiries around the notion of engaging interactive environments. The first part of the contribution relates to conceptualising aspects of engagement in relation to interactive environments. The perspective of participatory engagement is presented as an overarching...

  14. Designing for mobile interaction

    DEFF Research Database (Denmark)

    Nazzi, Elena

    2009-01-01

    The theme of this PhD project is designing for mobile interaction with devices and services, for the accessing, making, and sharing of information, taking into account the dynamic physical and social settings that embrace this interaction. To narrow down this theme, the whole project focuses...... on the exploitation of social interaction --- in particular among senior citizens --- to enhance and support mobile interaction....

  15. Job and Work Design

    OpenAIRE

    Van den Broeck, Anja; Parker, Sharon K.

    2017-01-01

    Job design or work design refers to the content, structure, and organization of tasks and activities. It is mostly studied in terms of job characteristics, such as autonomy, workload, role problems, and feedback. Throughout history, job design has moved away from a sole focus on efficiency and productivity to more motivational job designs, including the social approach toward work, Herzberg’s two-factor model, Hackman and Oldham’s job characteristics model, the job demand control model of Kar...

  16. Bodystorming for Movement-Based Interaction Design

    Directory of Open Access Journals (Sweden)

    Elena Márquez Segura

    2016-11-01

    Full Text Available After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.

  17. Electron work function-a promising guiding parameter for material design.

    Science.gov (United States)

    Lu, Hao; Liu, Ziran; Yan, Xianguo; Li, Dongyang; Parent, Leo; Tian, Harry

    2016-04-14

    Using nickel added X70 steel as a sample material, we demonstrate that electron work function (EWF), which largely reflects the electron behavior of materials, could be used as a guide parameter for material modification or design. Adding Ni having a higher electron work function to X70 steel brings more "free" electrons to the steel, leading to increased overall work function, accompanied with enhanced e(-)-nuclei interactions or higher atomic bond strength. Young's modulus and hardness increase correspondingly. However, the free electron density and work function decrease as the Ni content is continuously increased, accompanied with the formation of a second phase, FeNi3, which is softer with a lower work function. The decrease in the overall work function corresponds to deterioration of the mechanical strength of the steel. It is expected that EWF, a simple but fundamental parameter, may lead to new methodologies or supplementary approaches for metallic materials design or tailoring on a feasible electronic base.

  18. Dynamic interactions between visual working memory and saccade target selection

    Science.gov (United States)

    Schneegans, Sebastian; Spencer, John P.; Schöner, Gregor; Hwang, Seongmin; Hollingworth, Andrew

    2014-01-01

    Recent psychophysical experiments have shown that working memory for visual surface features interacts with saccadic motor planning, even in tasks where the saccade target is unambiguously specified by spatial cues. Specifically, a match between a memorized color and the color of either the designated target or a distractor stimulus influences saccade target selection, saccade amplitudes, and latencies in a systematic fashion. To elucidate these effects, we present a dynamic neural field model in combination with new experimental data. The model captures the neural processes underlying visual perception, working memory, and saccade planning relevant to the psychophysical experiment. It consists of a low-level visual sensory representation that interacts with two separate pathways: a spatial pathway implementing spatial attention and saccade generation, and a surface feature pathway implementing color working memory and feature attention. Due to bidirectional coupling between visual working memory and feature attention in the model, the working memory content can indirectly exert an effect on perceptual processing in the low-level sensory representation. This in turn biases saccadic movement planning in the spatial pathway, allowing the model to quantitatively reproduce the observed interaction effects. The continuous coupling between representations in the model also implies that modulation should be bidirectional, and model simulations provide specific predictions for complementary effects of saccade target selection on visual working memory. These predictions were empirically confirmed in a new experiment: Memory for a sample color was biased toward the color of a task-irrelevant saccade target object, demonstrating the bidirectional coupling between visual working memory and perceptual processing. PMID:25228628

  19. Dynamic interactions between visual working memory and saccade target selection.

    Science.gov (United States)

    Schneegans, Sebastian; Spencer, John P; Schöner, Gregor; Hwang, Seongmin; Hollingworth, Andrew

    2014-09-16

    Recent psychophysical experiments have shown that working memory for visual surface features interacts with saccadic motor planning, even in tasks where the saccade target is unambiguously specified by spatial cues. Specifically, a match between a memorized color and the color of either the designated target or a distractor stimulus influences saccade target selection, saccade amplitudes, and latencies in a systematic fashion. To elucidate these effects, we present a dynamic neural field model in combination with new experimental data. The model captures the neural processes underlying visual perception, working memory, and saccade planning relevant to the psychophysical experiment. It consists of a low-level visual sensory representation that interacts with two separate pathways: a spatial pathway implementing spatial attention and saccade generation, and a surface feature pathway implementing color working memory and feature attention. Due to bidirectional coupling between visual working memory and feature attention in the model, the working memory content can indirectly exert an effect on perceptual processing in the low-level sensory representation. This in turn biases saccadic movement planning in the spatial pathway, allowing the model to quantitatively reproduce the observed interaction effects. The continuous coupling between representations in the model also implies that modulation should be bidirectional, and model simulations provide specific predictions for complementary effects of saccade target selection on visual working memory. These predictions were empirically confirmed in a new experiment: Memory for a sample color was biased toward the color of a task-irrelevant saccade target object, demonstrating the bidirectional coupling between visual working memory and perceptual processing. © 2014 ARVO.

  20. Creativity Methods in Interaction Design

    DEFF Research Database (Denmark)

    Biskjaer, Michael Mose; Dalsgaard, Peter; Halskov, Kim

    2010-01-01

    The field of interaction design encompasses a variety of methods for fostering innovation and creativity. In this paper, we present a selection of such methods that scaffold ideation and concept development in the early phases of design. As a conceptual frame for discussing these methods, we...... introduce four aspects that are particularly salient in the field of interaction design: tradition and transcendence, convergence and divergence, degree of structure, and sources of inspiration. We then outline how the methods relate to each of these aspects. The paper contributes to design practitioners...

  1. Interactions between visual working memory representations.

    Science.gov (United States)

    Bae, Gi-Yeul; Luck, Steven J

    2017-11-01

    We investigated whether the representations of different objects are maintained independently in working memory or interact with each other. Observers were shown two sequentially presented orientations and required to reproduce each orientation after a delay. The sequential presentation minimized perceptual interactions so that we could isolate interactions between memory representations per se. We found that similar orientations were repelled from each other whereas dissimilar orientations were attracted to each other. In addition, when one of the items was given greater attentional priority by means of a cue, the representation of the high-priority item was not influenced very much by the orientation of the low-priority item, but the representation of the low-priority item was strongly influenced by the orientation of the high-priority item. This indicates that attention modulates the interactions between working memory representations. In addition, errors in the reported orientations of the two objects were positively correlated under some conditions, suggesting that representations of distinct objects may become grouped together in memory. Together, these results demonstrate that working-memory representations are not independent but instead interact with each other in a manner that depends on attentional priority.

  2. About face the essentials of interaction design

    CERN Document Server

    Cooper, Alan; Cronin, David; Noessel, Christopher

    2014-01-01

    The essential interaction design guide, fully revised and updated for the mobile ageAbout Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account.  New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts.  The interaction design profession is blooming with the success o

  3. Re-sourcing teacher work and interaction : new perspectives on resource design, use and teacher collaboration

    NARCIS (Netherlands)

    Pepin, B.; Gueudet, G.; Trouche, L.

    2013-01-01

    This paper reviews the literature on the theme of mathematics teachers’ work and interactions with resources, taking a particular perspective, the so-called ‘collective perspective’ on resources, their use and transformation. The review is presented under three headings: (1) theoretical frameworks

  4. Beam-beam interaction working group summary

    International Nuclear Information System (INIS)

    Siemann, R.H.

    1995-01-01

    The limit in hadron colliders is understood phenomenologically. The beam-beam interaction produces nonlinear resonances and makes the transverse tunes amplitude dependent. Tune spreads result from the latter, and as long as these tune spreads do not overlap low order resonances, the lifetime and performance is acceptable. Experience is that tenth and sometimes twelfth order resonances must be avoided, and the hadron collider limit corresponds roughly to the space available between resonances of that and lower order when operating near the coupling resonance. The beam-beam interaction in e + e - colliders is not understood well. This affects the performance of existing colliders and could lead to surprises in new ones. For example. a substantial amount of operator tuning is usually required to reach the performance limit given above, and this tuning has to be repeated after each major shutdown. The usual interpretation is that colliding beam performance is sensitive to small lattice errors, and these are being reduced during tuning. It is natural to ask what these errors are, how can a lattice be characterized to minimize tuning time, and what aspects of a lattice should receive particular attention when a new collider is being designed. The answers to this type of question are not known, and developing ideas for calculations, simulations and experiments that could illuminate the details of the beam-beam interaction was the primary working group activity

  5. Informing General CSCW Product Development through Cooperative Design in Specific Work Domains

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Mogensen, Preben Holst

    1997-01-01

    sharing of materials in the engineering domain. In our project, a single engineering company (Great Belt Link Ltd.) was chosen as the user organization. The paper summarizes the process from observational studies, over a future workshop and cooperative prototyping activities, to a pilot installation. We...... describe how these activities informed the general hypermedia framework and application design. Use scenarios and prototypes with example data from the users‘ daily work were used as sources both to trigger design ideas and new insights regarding work practice. Common participants in specific activities...... and general development activities supported transfer of work domain knowledge into general features of the product being developed. Mutual challenging characterized the interaction between specific cooperative analysis and design activities and general development activities. Prototypes, scenarios, materials...

  6. Designing interactive systems to support and augment creativity - a roadmap for research and design

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Halskov, Kim; Frich Pedersen, Jonas

    2018-01-01

    and developments, exemplary cases, and future initiatives to study and design systems and tools to augment creative practices. Participation in the workshop requires participants to contribute with a position paper on one of the above topics, and to read and comment on co-participants contributions before......The aims of the workshop are to examine and discuss the current state of research in designing interactive systems to support and augment creative work, and to outline a roadmap for future research initiatives. The workshop will explore methodological issues and approaches, overarching trends...

  7. Usability and Interaction Design in West Africa

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk

    Good usability is important in all ICT solutions. To achieve good usability, a good praxis for interaction design is needed. Usability and interaction design have however emerged and established itself in a North European and US context. The ICT industry in Africa do not have the same resources...... for user-involvement and participatory design be directly transferred? How can interaction design and usability be cared for in African ICT development context, given the resources available? This paper aims to initiate a discussion of the conditions for interaction design and usability in West Africa...... in the field of interaction design as in the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques that were mainly developed in Scandinavia, Europe and US are suitable for ICT development in Africa? Can ideals...

  8. Interpersonal interactions, job demands and work-related outcomes in pharmacy.

    Science.gov (United States)

    Gaither, Caroline A; Nadkarni, Anagha

    2012-04-01

    Objectives  The objective of this study was to examine the interaction between job demands of pharmacists and resources in the form of interpersonal interactions and its association with work-related outcomes such as organizational and professional commitment, job burnout, professional identity and job satisfaction. The job demands-resources (JD-R) model served as the theoretical framework. Methods  Subjects for the study were drawn from the Pharmacy Manpower Project Database (n = 1874). A 14-page mail-in survey measured hospital pharmacists' responses on the frequency of occurrence of various job-related scenarios as well as work-related outcomes. The study design was a 2 × 2 factorial design. Responses were collected on a Likert scale. Descriptive statistics, reliability analyses and correlational and multiple regression analyses were conducted using SPSS version 17 (SPSS, Chicago, IL, USA). Key findings  The 566 pharmacists (30% response rate) who responded to the survey indicated that high-demand/pleasant encounters and low-demand/pleasant encounters occurred more frequently in the workplace. The strongest correlations were found between high-demand/unpleasant encounters and frequency and intensity of emotional exhaustion. Multiple regression analyses indicated that when controlling for demographic factors high-demand/unpleasant encounters were negatively related to affective organizational commitment and positively related to frequency and intensity of emotional exhaustion. Low-demand/pleasant encounters were positively related to frequency and intensity of personal accomplishment. Low-demand/unpleasant encounters were significantly and negatively related to professional commitment, job satisfaction and frequency and intensity of emotional exhaustion, while high-demand/pleasant encounters were also related to frequency and intensity of emotional exhaustion Conclusion  Support was found for the JD-R model and the proposed interaction effects

  9. Associations of Low-Income Working Mothers' Daily Interactions with Supervisors and Mother-Child Interactions

    Science.gov (United States)

    Gassman-Pines, Anna

    2011-01-01

    This study investigated associations of low-income working mothers' daily interactions with supervisors and their interactions with children. Sixty-one mothers of preschool-aged children were asked to report on their interactions with their supervisors at work and their interactions with children for 2 weeks (N = 520 workdays). Results show…

  10. Directional hippocampal-prefrontal interactions during working memory.

    Science.gov (United States)

    Liu, Tiaotiao; Bai, Wenwen; Xia, Mi; Tian, Xin

    2018-02-15

    Working memory refers to a system that is essential for performing complex cognitive tasks such as reasoning, comprehension and learning. Evidence shows that hippocampus (HPC) and prefrontal cortex (PFC) play important roles in working memory. The HPC-PFC interaction via theta-band oscillatory synchronization is critical for successful execution of working memory. However, whether one brain region is leading or lagging relative to another is still unclear. Therefore, in the present study, we simultaneously recorded local field potentials (LFPs) from rat ventral hippocampus (vHPC) and medial prefrontal cortex (mPFC) and while the rats performed a Y-maze working memory task. We then applied instantaneous amplitudes cross-correlation method to calculate the time lag between PFC and vHPC to explore the functional dynamics of the HPC-PFC interaction. Our results showed a strong lead from vHPC to mPFC preceded an animal's correct choice during the working memory task. These findings suggest the vHPC-leading interaction contributes to the successful execution of working memory. Copyright © 2017. Published by Elsevier B.V.

  11. Contraception and Hormones within Interaction Design

    DEFF Research Database (Denmark)

    Homewood, Sarah

    2017-01-01

    investigating the implications of the new form of contraception from an interaction design perspective before introducing my current research area; hormones within interaction design and describes how this research is relevant to the workshop Hacking Women’s Health. Finally, this paper describes my personal...

  12. Identification of Design Work Patterns by Retrospective Analysis of Work Sheets

    DEFF Research Database (Denmark)

    Hansen, Claus Thorp

    1999-01-01

    project is carried out where we seek to identify design work patterns by retrospective analysis of documentation created during design projects.An elements to satisfy the wish for an efficient design process could be to identify work patterns applied by engineering designers, evaluate these patterns...... with respect to their efficiency, and reuse the most efficient in future projects. Thus, the objective of this research is to analyse design projects in order to identify the work patterns applied. Based on an evaluation of identified work patterns we expect a recommendation of work patterns supporting...... an efficient design process can be established.In this paper we describe the analysis method, and present observations from analyses of three projects....

  13. Work-life balance culture, work-home interaction, and emotional exhaustion: a structural equation modeling approach.

    Science.gov (United States)

    Nitzsche, Anika; Pfaff, Holger; Jung, Julia; Driller, Elke

    2013-01-01

    To examine the relationships among employees' emotional exhaustion, positive and negative work-home interaction, and perceived work-life balance culture in companies. Data for this study were collected through online surveys of employees from companies in the micro- and nanotechnology sectors (N = 509). A structural equation modeling analysis was performed. A company culture perceived by employees as supportive of their work-life balance was found to have both a direct negative effect on emotional exhaustion and an indirect negative effect meditated by negative work-home interaction. In addition, whereas negative work-home interaction associated positively with emotional exhaustion, positive work-home interaction had no significant effect. The direct and indirect relationship between work-life balance culture and emotional exhaustion has practical implications for health promotion in companies.

  14. Thematic content analysis of work-family interactions: Retired cosmonauts’ reflections

    Science.gov (United States)

    Johnson, Phyllis J.; Asmaro, Deyar; Suedfeld, Peter; Gushin, Vadim

    2012-12-01

    Anecdotal evidence and qualitative research attest to the importance of work-family interactions pre-, during and post-missions. This study uses thematic content analysis to quantify characteristics of work-family interactions and how these changed by stage of cosmonauts' career, identifying the effect of space career variables (e.g., time in space and station) on such interactions during and post-career. Using a thematic scoring scheme developed for this study, we coded work-family interactions identified from interviews with 20 retired male cosmonauts. The majority of work-family interactions were ones in which work overlapped into family life and work hindered or interfered with the family situation. The most common resolution was that family adjusted to work, and the mood or tone about this outcome was almost equally divided among negative, positive and neutral. Changes in work-family interactions and their resolution over the cosmonaut's life showed that the significant interactions were most evident during the cosmonaut career. Although the cosmonaut career has high work demands, it did adjust for family when the need arose. The Russian Space Agency (RKS) eased the impact of the periodic absences, especially through regular communication sessions. Positive work-family interactions, i.e., work or family helping the opposite role, were more likely for those who had been on ISS, not Mir, and for those whose last flight was after 2000. Our data reflect retired cosmonauts' recollections of work-family interactions during their career. Examples of work overlapping into family life and work viewed as interfering with family life were possibly more salient or better remembered than work or family helping the other role.

  15. A Physical Approach to Tangible Interaction Design

    DEFF Research Database (Denmark)

    Jensen, Mads Vedel

    2007-01-01

    The field of tangible interaction is growing in rich and diverse directions calling for new forms of understanding. In this paper I will present a view on tangible interaction that has a strong focus on movement and interaction qualities. I will describe a design exercise that transfers interaction...... qualities identified from user observations made in particular contexts to the design of new interaction modalities. The exercise was completed with 16 graduate students and resulted in a set of interactive sculptures that aim to convey particular interaction experiences. I will introduce the process...

  16. Alternative Work Schedules: Designing Compatible Work Systems

    Science.gov (United States)

    Steen, Pamela L.

    1977-01-01

    Attempts to improve the quality of working life through changes in environmental factors, such as flexible hours, are likely to bring limited and short-term advantages unless the work process itself is well-designed and compatible with the environmental changes. (Author/LBH)

  17. Interactive design for new media and the web

    CERN Document Server

    Iuppa, Nick

    2001-01-01

    In an age where digital technology makes just about anything possible, Interactive Design for New Media and the Web demonstrates how to realize that promise through the creation of outstanding interactive programs. This hands-on, practical book examines the ever-expanding capabilities of all forms of digital presentation for increasing interactivity, and the design principles and interface guidelines needed to deliver the required message or story with this technology.Interactive Design for New Media and the Web covers the technology as well as the tools and practices of interactive design, in

  18. Design of underwater work systems

    International Nuclear Information System (INIS)

    Lovelace, R.B.

    1980-01-01

    In the near future, underwater vehicles will replace divers as the principal means for inspection and maintenance work. These vehicles will provide a maneuverable work platform for an underwater viewing system and manipulator/tool package. Some of the problems faced by the underwater designer, and some areas to consider in the design of an integrated underwater work system, are considered

  19. An Abstract Interaction Concept for Designing Interaction Behaviour of Service Compositions

    NARCIS (Netherlands)

    Dirgahayu, T.; Quartel, Dick; van Sinderen, Marten J.; Mertins, Kai; Ruggaber, Rainer; Popplewell, Keith; Xu, Xiaofei

    2008-01-01

    In a service composition, interaction behaviour specifies an information exchange protocol that must be complied with in order to guarantee interoperability between services. Interaction behaviour can be designed using a top-down design approach utilising high abstraction levels to control its

  20. Designing interactively with elastic splines

    DEFF Research Database (Denmark)

    Brander, David; Bærentzen, Jakob Andreas; Fisker, Ann-Sofie

    2018-01-01

    We present an algorithm for designing interactively with C1 elastic splines. The idea is to design the elastic spline using a C1 cubic polynomial spline where each polynomial segment is so close to satisfying the Euler-Lagrange equation for elastic curves that the visual difference becomes neglig...... negligible. Using a database of cubic Bézier curves we are able to interactively modify the cubic spline such that it remains visually close to an elastic spline....

  1. Interactive Learning for Graphic Design Foundations

    Science.gov (United States)

    Chu, Sauman; Ramirez, German Mauricio Mejia

    2012-01-01

    One of the biggest problems for students majoring in pre-graphic design is students' inability to apply their knowledge to different design solutions. The purpose of this study is to examine the effectiveness of interactive learning modules in facilitating knowledge acquisition during the learning process and to create interactive learning modules…

  2. Designing persuasive interactive environments : a hands-on workshop to explore interactivity and persuasion in design

    NARCIS (Netherlands)

    Rozendaal, Marco; Bekker, Tilde; Vermeeren, Arnold; Kanis, Marije; Aprile, Walter; van der Helm, Aadjan; Middendorf, Wouter

    2012-01-01

    Ambient Intelligent environments are interactive environments that sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, influencing human experience and behaviour. The workshop follows a

  3. Towards for Analyzing Alternatives of Interaction Design Based on Verbal Decision Analysis of User Experience

    Directory of Open Access Journals (Sweden)

    Marília Soares Mendes

    2010-04-01

    Full Text Available In domains (as digital TV, smart home, and tangible interfaces that represent a new paradigm of interactivity, the decision of the most appropriate interaction design solution is a challenge. HCI researchers have promoted in their works the validation of design alternative solutions with users before producing the final solution. User experience with technology is a subject that has also gained ground in these works in order to analyze the appropriate solution(s. Following this concept, a study was accomplished under the objective of finding a better interaction solution for an application of mobile TV. Three executable applications of mobile TV prototypes were built. A Verbal Decision Analysis model was applied on the investigations for the favorite characteristics in each prototype based on the user’s experience and their intentions of use. This model led a performance of a qualitative analysis which objectified the design of a new prototype.

  4. Teaching Scandinavian Interaction Design in West Africa

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk

    2016-01-01

    Methods for interaction design have emerged and established themselves first in a Scandinavian context, later in US context and in the rest of the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques ...... Scandinavian Participatory design can be used to localize the learning process and make interaction design methods sensitive to the West African context. The paper is based on the author’s reflection on his experiences teaching interaction design in West Africa.......Methods for interaction design have emerged and established themselves first in a Scandinavian context, later in US context and in the rest of the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques...

  5. Changing work practices in design

    DEFF Research Database (Denmark)

    Bødker, Keld; Kensing, Finn; Simonsen, Jesper

    2002-01-01

    The chapter reflects on activitites in three IT-organizations to change work practices in early design activitites. The activitites in the three organizations were related to introducing a new method for design in an organizational context, developed by the authors (Kensing et al., 1998a). The me......The chapter reflects on activitites in three IT-organizations to change work practices in early design activitites. The activitites in the three organizations were related to introducing a new method for design in an organizational context, developed by the authors (Kensing et al., 1998a...

  6. Collective work with resources : an essential dimension for teacher documentation : re-sourcing teacher work and interaction: new perspectives on resource design, use and teacher collaboration.

    NARCIS (Netherlands)

    Gueudet, G.; Pepin, B.; Trouche, L.

    2013-01-01

    In this paper we study the collective dimensions of teachers’ work in their ordinary daily practice. We argue that teachers’ ordinary work comprises many collaborative aspects, and that the interactions with colleagues, often through resources, are crucial for teacher professional development. Using

  7. Workflow Agents vs. Expert Systems: Problem Solving Methods in Work Systems Design

    Science.gov (United States)

    Clancey, William J.; Sierhuis, Maarten; Seah, Chin

    2009-01-01

    During the 1980s, a community of artificial intelligence researchers became interested in formalizing problem solving methods as part of an effort called "second generation expert systems" (2nd GES). How do the motivations and results of this research relate to building tools for the workplace today? We provide an historical review of how the theory of expertise has developed, a progress report on a tool for designing and implementing model-based automation (Brahms), and a concrete example how we apply 2nd GES concepts today in an agent-based system for space flight operations (OCAMS). Brahms incorporates an ontology for modeling work practices, what people are doing in the course of a day, characterized as "activities." OCAMS was developed using a simulation-to-implementation methodology, in which a prototype tool was embedded in a simulation of future work practices. OCAMS uses model-based methods to interactively plan its actions and keep track of the work to be done. The problem solving methods of practice are interactive, employing reasoning for and through action in the real world. Analogously, it is as if a medical expert system were charged not just with interpreting culture results, but actually interacting with a patient. Our perspective shifts from building a "problem solving" (expert) system to building an actor in the world. The reusable components in work system designs include entire "problem solvers" (e.g., a planning subsystem), interoperability frameworks, and workflow agents that use and revise models dynamically in a network of people and tools. Consequently, the research focus shifts so "problem solving methods" include ways of knowing that models do not fit the world, and ways of interacting with other agents and people to gain or verify information and (ultimately) adapt rules and procedures to resolve problematic situations.

  8. Can Interactive Working Memory Training Improve Learning?

    Science.gov (United States)

    Alloway, Tracy

    2012-01-01

    Background: Working memory is linked to learning outcomes and there is emerging evidence that training working memory can yield gains in working memory and fluid intelligence. Aims: The aim of the present study was to investigate whether interactive working memory training would transfer to acquired cognitive skills, such as vocabulary and…

  9. Framing Behaviours in Novice Interaction Designers

    Science.gov (United States)

    Lotz, Nicole; Sharp, Helen; Woodroffe, Mark; Blyth, Richard; Rajah, Dino; Ranganai, Turugare

    2015-01-01

    Framing design problems and solutions has been recognised in design studies as a central designerly activity. Some recent findings with expert designers relate framing practices to problem-solution co-evolution and analogy use, two further widely recognised design strategies. We wanted to understand if interaction design novices also use…

  10. Designing behavior in interaction : using aesthetic experience as a mechanism for design

    NARCIS (Netherlands)

    Ross, P.R.; Wensveen, S.A.G.

    2010-01-01

    As design moves into the realm of intelligent products and systems, interactive product behavior becomes an ever more prominent aspect of design, raising the question of how to design the aesthetics of such interactive behavior. To address this challenge, we developed a conception of aesthetics

  11. Design sensitivities for interactive sport-training games

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Rasmussen, Majken Kirkegård; Grønbæk, Kaj

    2014-01-01

    and reflected upon. Based on the experiences gained from the design and development process, as well as examples from the existing field and skill acquisition theory, we present three areas of interest to consider for interactive sport-training game designers: Context Characteristics, Movement Patterns...... and Perceptual Reaction. From a discussion of these areas, we derive eight design sensitivities that emphasize issues, challenges and opportunities, important for the design, development and analysis of interactive sport-training games in general.......This paper presents the design and development process of an interactive football-training game that aims to improve players' ball-handling skills, and their ability to simultaneously survey the playing field. A small-scale experiment was conducted to test the game, and the results are presented...

  12. SUMMARY REPORT OF THE INTERACTION REGION WORKING GROUP (T1) AT SNOWMASS

    Energy Technology Data Exchange (ETDEWEB)

    Markiewicz, Thomas W

    2002-09-23

    The Interaction Region Working Group (T1) at Snowmass 2001 reviewed the issues, designs, and plans of existing and proposed colliders, including hadron colliders, e{sup -} hadron colliders, e{sup +}e{sup -} and {gamma}{gamma} linear colliders, e{sup +}e{sup -} circular colliders, and muon colliders. This document summarizes the IR issues, status, and R&D plans for each project.

  13. What happens at work stays at work? Workplace supervisory social interactions and blood pressure outcomes.

    Science.gov (United States)

    Wong, Jennifer H K; Kelloway, E Kevin

    2016-04-01

    We investigated the relationship between workplace supervisory social interactions and blood pressure outcomes using hourly diary entries and ambulatory blood pressure data from an experience sampling study of 55 long-term care employees. After accounting for relevant cardiovascular controls, significant effects of supervisory interactions on cardiovascular reactivity and recovery were found. Multilevel analyses revealed that negatively perceived supervisory interactions predicted higher systolic blood pressure at work (B = -1.59, p pressure recovery after work (B = -14.52, p < .05, N = 33). Specifically, negatively perceived supervisory interactions at work predicted poorer cardiovascular recovery after work. Suggestions for improving practices in organizations and in experience sampling research are discussed. (c) 2016 APA, all rights reserved).

  14. Seven-step problem-based learning in an interaction design course

    DEFF Research Database (Denmark)

    Schultz, Nette; Christensen, Hans Peter

    2004-01-01

    The objective in this paper is the implementation of the highly structured seven-step PBL procedure as part of the learning process in a human-computer interaction design course at the Technical University of Denmark, taking into account the common learning processes in PBL and the interaction de...... others in a single course. The evaluation results showed that the students definitely took a deep approach to learning, and indicated clearly that the students had obtained competences not only within the traditional HCI curriculum but also in terms of team-work skills.......The objective in this paper is the implementation of the highly structured seven-step PBL procedure as part of the learning process in a human-computer interaction design course at the Technical University of Denmark, taking into account the common learning processes in PBL and the interaction...... individual reports after each case in the PBL-process in order to explore the students’ inter- and intra-personal team skills development in the learning process. Different qualitative and quantitative evaluation methods have been used to obtain a thorough evaluation of PBL used as a learning method among...

  15. ASSESSMENT OF WORK-SPACE AND WORK-METHOD DESIGNS ...

    African Journals Online (AJOL)

    related injuries among its workforce. This research assessed work-space (WsD) and work-method designs (WmD), level of compliance with recommended standards (RSs) and effects on workers' wellbeing. Clearances for services in 55 supine ...

  16. Attracting STEM talent: do STEM students prefer traditional or work/life-interaction labs?

    Science.gov (United States)

    DeFraine, William C; Williams, Wendy M; Ceci, Stephen J

    2014-01-01

    The demand for employees trained in science, technology, engineering, and mathematics (STEM) fields continues to increase, yet the number of Millennial students pursuing STEM is not keeping pace. We evaluated whether this shortfall is associated with Millennials' preference for flexibility and work/life-interaction in their careers-a preference that may be inconsistent with the traditional idea of a science career endorsed by many lab directors. Two contrasting approaches to running STEM labs and training students were explored, and we created a lab recruitment video depicting each. The work-focused video emphasized the traditional notions of a science lab, characterized by long work hours and a focus on individual achievement and conducting research above all else. In contrast, the work/life-interaction-focused video emphasized a more progressive view - lack of demarcation between work and non-work lives, flexible hours, and group achievement. In Study 1, 40 professors rated the videos, and the results confirmed that the two lab types reflected meaningful real-world differences in training approaches. In Study 2, we recruited 53 current and prospective graduate students in STEM fields who displayed high math-identification and a commitment to science careers. In a between-subjects design, they watched one of the two lab-recruitment videos, and then reported their anticipated sense of belonging to and desire to participate in the lab depicted in the video. Very large effects were observed on both primary measures: Participants who watched the work/life-interaction-focused video reported a greater sense of belonging to (d = 1.49) and desire to participate in (d = 1.33) the lab, relative to participants who watched the work-focused video. These results suggest Millennials possess a strong desire for work/life-interaction, which runs counter to the traditional lab-training model endorsed by many lab directors. We discuss implications of these findings for STEM

  17. Exploring sonic interaction design and presence: Natural Interactive Walking in Porto

    DEFF Research Database (Denmark)

    Nordahl, Rolf; Serafin, Stefania; Fontana, Frederico

    2009-01-01

    In this paper we report on the results of a three days workshop whose goal was to combine interactive sounds and soundscape design to simulate the sensation of walking in a specific location of Porto. We discuss advantages and disadvantages of the different solutions proposed in terms of the tech......In this paper we report on the results of a three days workshop whose goal was to combine interactive sounds and soundscape design to simulate the sensation of walking in a specific location of Porto. We discuss advantages and disadvantages of the different solutions proposed in terms...... of the technology used, and issues of how sonic interaction combined with soundscape design affects presence in virtual environments....

  18. Work-Based Curriculum to Broaden Learners' Participation in Science: Insights for Designers

    Science.gov (United States)

    Bopardikar, Anushree; Bernstein, Debra; Drayton, Brian; McKenney, Susan

    2018-05-01

    Around the globe, science education during compulsory schooling is envisioned for all learners regardless of their educational and career aspirations, including learners bound to the workforce upon secondary school completion. Yet, a major barrier in attaining this vision is low learner participation in secondary school science. Because curricula play a major role in shaping enacted learning, this study investigated how designers developed a high school physics curriculum with positive learning outcomes in learners with varied inclinations. Qualitative analysis of documents and semistructured interviews with the designers focused on the curriculum in different stages—from designers' ideas about learning goals to their vision for enactment to the printed materials—and on the design processes that brought them to fruition. This revealed designers' emphases on fostering workplace connections via learning goals and activities, and printed supports. The curriculum supported workplace-inspired, hands-on design-and-build projects, developed to address deeply a limited set of standards aligned learning goals. The curriculum also supported learners' interactions with relevant workplace professionals. To create these features, the designers reviewed other curricula to develop vision and printed supports, tested activities internally to assess content coverage, surveyed states in the USA receiving federal school-to-work grants and reviewed occupational information to choose unit topics and career contexts, and visited actual workplaces to learn about authentic praxis. Based on the worked example, this paper offers guidelines for designing work-based science curriculum products and processes that can serve the work of other designers, as well as recommendations for research serving designers and policymakers.

  19. Interaction design in service compositions

    NARCIS (Netherlands)

    Dirgahayu, T.

    2010-01-01

    This thesis proposes a concept and transformations for designing interactions in a service composition at related abstraction levels. The concept and transformations are aimed at helping designers to bridge the conceptual gap between the business and software domains. In this way, the complexity of

  20. Towards a typology of work-home interaction

    NARCIS (Netherlands)

    Demerouti, E.; Geurts, S.

    2004-01-01

    In this paper the relationship of various types of work-home interaction (i.e. negative and positive influence from work to home, and the other way around) with demographic, family, and (perceived) work characteristics as well as with experienced health was explored in a sample of 751 postal

  1. An Activity-Centric Approach to Configuration Work in Distributed Interaction

    DEFF Research Database (Denmark)

    Houben, Steven

    The widespread introduction of new types of computing devices, such as smartphones, tablet computers, large interactive displays or even wearable devices, has led to setups in which users are interacting with a rich ecology of devices. These new device ecologies have the potential to introduce...... and captures the problems and challenges of distributed interaction. Using both empirical data and related work, I argue that configuration work is composed of: curation work, task resumption lag, mobility work, physical handling and articulation work. Using configuration work as a problem description, I...

  2. Exergames for physical education: an overview about interaction design perspectives

    Directory of Open Access Journals (Sweden)

    Francesco Sgrò

    2013-08-01

    Full Text Available Exertion games represent an interesting, funny and innovative way to involve people in physical activities, fighting with troublesome phenomenon of obesity in children and young. In the educational context ICT technologies represent a basic instruments of the learning process. In literature several studies addressed the videogame’s implication in the learning process. In this work the interaction design aspects dealing with the use of exergames in physical activities educational process will be analysed using the same approach proposed by Mueller et al. (2011. In detail we will focus on the corporeal experience descended from the interaction procedure. An ideal graphical user interface for exergames is also presented. Moreover, an analysis of the most shared devices for exergames will be depictured. The paper infers the useful interaction elements that can improve the learning process of physical education, as well as transfer effect that may correlate with health and social outcomes. Furthermore, this work suggests the theoretical approach which has to guide the development of exergames for educational environment.

  3. Interactive jewellery as memory cue : designing a sound locket for individual reminiscence

    NARCIS (Netherlands)

    Niemantsverdriet, K.; Versteeg, M.F.

    2016-01-01

    In this paper we describe the design of Memento: an interactive sound locket for individual reminiscence that triggers a similar sense of intimacy and values as its non-technological predecessor. Jewellery often forms a cue for autobiographical memory. In this work we investigate the role that

  4. Evaluation of Interactive Website Design Indicators for e-Entrepreneurship

    Directory of Open Access Journals (Sweden)

    Chih-Chao Chung

    2016-04-01

    Full Text Available Using an analytic network process (ANP as an analytical tool, this study aims to construct an ANP evaluation model of interactive website design indicators. Through a review of the literature, interactive website design of e-entrepreneurship is generalized to the following dimensions: (1 Design; (2 Checking; (3 Service; (4 Interactive; and (5 Promotion, including 19 design indicators. The research is conducted for a case company. According to the findings, the model helps the case company review its current execution of interactive website design indicators and the experts’ opinions of the importance of interactive website design indicators. In addition, by comprehensive comparison, it confirms key design indicators and analyzes the managerial implications to help the case company set up precise strategic planning and resource distribution to enhance corporate operational performance and competitiveness.

  5. Using team cognitive work analysis to reveal healthcare team interactions in a birthing unit.

    Science.gov (United States)

    Ashoori, Maryam; Burns, Catherine M; d'Entremont, Barbara; Momtahan, Kathryn

    2014-01-01

    Cognitive work analysis (CWA) as an analytical approach for examining complex sociotechnical systems has shown success in modelling the work of single operators. The CWA approach incorporates social and team interactions, but a more explicit analysis of team aspects can reveal more information for systems design. In this paper, Team CWA is explored to understand teamwork within a birthing unit at a hospital. Team CWA models are derived from theories and models of teamwork and leverage the existing CWA approaches to analyse team interactions. Team CWA is explained and contrasted with prior approaches to CWA. Team CWA does not replace CWA, but supplements traditional CWA to more easily reveal team information. As a result, Team CWA may be a useful approach to enhance CWA in complex environments where effective teamwork is required. This paper looks at ways of analysing cognitive work in healthcare teams. Team Cognitive Work Analysis, when used to supplement traditional Cognitive Work Analysis, revealed more team information than traditional Cognitive Work Analysis. Team Cognitive Work Analysis should be considered when studying teams.

  6. Using team cognitive work analysis to reveal healthcare team interactions in a birthing unit

    Science.gov (United States)

    Ashoori, Maryam; Burns, Catherine M.; d'Entremont, Barbara; Momtahan, Kathryn

    2014-01-01

    Cognitive work analysis (CWA) as an analytical approach for examining complex sociotechnical systems has shown success in modelling the work of single operators. The CWA approach incorporates social and team interactions, but a more explicit analysis of team aspects can reveal more information for systems design. In this paper, Team CWA is explored to understand teamwork within a birthing unit at a hospital. Team CWA models are derived from theories and models of teamworkand leverage the existing CWA approaches to analyse team interactions. Team CWA is explained and contrasted with prior approaches to CWA. Team CWA does not replace CWA, but supplements traditional CWA to more easily reveal team information. As a result, Team CWA may be a useful approach to enhance CWA in complex environments where effective teamwork is required. Practitioner Summary: This paper looks at ways of analysing cognitive work in healthcare teams. Team Cognitive Work Analysis, when used to supplement traditional Cognitive Work Analysis, revealed more team information than traditional Cognitive Work Analysis. Team Cognitive Work Analysis should be considered when studying teams PMID:24837514

  7. Designing Interactive Technology for Teens

    DEFF Research Database (Denmark)

    Read, Janet; Iversen, Ole Sejer; Horton, Matthew

    2012-01-01

    This half-day workshop builds upon previous work by the authors in understanding and designing for teenagers where the initial concern was to understand cool. Expanding out from this work, the workshop proposers now seek to better understand all the activities around designing for teenagers – the...

  8. Work-home interaction of employees in the mining industry

    Directory of Open Access Journals (Sweden)

    Karina Mostert

    2011-08-01

    Full Text Available This study aimed to test the construct validity, factorial invariance and reliability of the Survey Work-Home Interaction-NijmeGen (SWING and to explore whether and how the work-home interaction of various socio-demographic groups differ. Random samples (n = 320 were taken of employees in the mining industry. The confirmatory factor analysis results supported the proposed four-factor structure measuring negative/positive work-home interference and negative/positive home-work interference. The multi-group invariance analyses’ results for two language and ethnic groups also supported the factorial invariance of the SWING. All the scales were found to be reliable. Statistically significant differences in work-home interaction were found, based on age, ethnicity, gender, education, marital status, parental status, language, flexibility at work and individuals who had a partner with a paid job.

  9. Participatory simulation in hospital work system design

    DEFF Research Database (Denmark)

    Andersen, Simone Nyholm

    When ergonomic considerations are integrated into the design of work systems, both overall system performance and employee well-being improve. A central part of integrating ergonomics in work system design is to benefit from emplo y-ees’ knowledge of existing work systems. Participatory simulation...... (PS) is a method to access employee knowledge; namely employees are involved in the simulation and design of their own future work systems through the exploration of models representing work system designs. However, only a few studies have investigated PS and the elements of the method. Yet...... understanding the elements is essential when analyzing and planning PS in research and practice. This PhD study investigates PS and the method elements in the context of the Danish hospital sector, where PS is applied in the renewal and design of public hospitals and the work systems within the hospitals...

  10. Anthropomorphic Robot Design and User Interaction Associated with Motion

    Science.gov (United States)

    Ellis, Stephen R.

    2016-01-01

    Though in its original concept a robot was conceived to have some human-like shape, most robots now in use have specific industrial purposes and do not closely resemble humans. Nevertheless, robots that resemble human form in some way have continued to be introduced. They are called anthropomorphic robots. The fact that the user interface to all robots is now highly mediated means that the form of the user interface is not necessarily connected to the robots form, human or otherwise. Consequently, the unique way the design of anthropomorphic robots affects their user interaction is through their general appearance and the way they move. These robots human-like appearance acts as a kind of generalized predictor that gives its operators, and those with whom they may directly work, the expectation that they will behave to some extent like a human. This expectation is especially prominent for interactions with social robots, which are built to enhance it. Often interaction with them may be mainly cognitive because they are not necessarily kinematically intricate enough for complex physical interaction. Their body movement, for example, may be limited to simple wheeled locomotion. An anthropomorphic robot with human form, however, can be kinematically complex and designed, for example, to reproduce the details of human limb, torso, and head movement. Because of the mediated nature of robot control, there remains in general no necessary connection between the specific form of user interface and the anthropomorphic form of the robot. But their anthropomorphic kinematics and dynamics imply that the impact of their design shows up in the way the robot moves. The central finding of this report is that the control of this motion is a basic design element through which the anthropomorphic form can affect user interaction. In particular, designers of anthropomorphic robots can take advantage of the inherent human-like movement to 1) improve the users direct manual control over

  11. Magical Realities in Interaction Design

    DEFF Research Database (Denmark)

    Rasmussen, Majken

    2013-01-01

    The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid-air, ...... to reflect upon the magical realities constructed by technological artefacts......The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid...

  12. Game Mechanics and Bodily Interactions: Designing Interactive Technologies for Sports Training

    DEFF Research Database (Denmark)

    Jensen, Mads Møller

    and enjoyment. Thus, despite being two coexisting research areas, they do not extend or contribute to one another per se. However, bridging this gap by combining skill acquisition knowledge from sports training technologies with motivational game mechanics from bodily games holds great potential for designing...... and developing relevant and engaging training experiences. I term this combination interactive sports training games. This dissertation bridges this gap by exploring how to design and develop bodily interactions that leverage the quality and engagement of sports training by using game mechanics, but also how...... to identify and avoid the pitfalls and challenges that emerge in the process. It further explores how competition can be facilitated in bodily games and how it affects players. These explorations are done by designing, developing and evaluating innovative interactive sports training games. The results...

  13. User-Centered Design for Interactive Maps: A Case Study in Crime Analysis

    Directory of Open Access Journals (Sweden)

    Robert E. Roth

    2015-02-01

    Full Text Available In this paper, we address the topic of user-centered design (UCD for cartography, GIScience, and visual analytics. Interactive maps are ubiquitous in modern society, yet they often fail to “work” as they could or should. UCD describes the process of ensuring interface success—map-based or otherwise—by gathering input and feedback from target users throughout the design and development of the interface. We contribute to the expanding literature on UCD for interactive maps in two ways. First, we synthesize core concepts on UCD from cartography and related fields, as well as offer new ideas, in order to organize existing frameworks and recommendations regarding the UCD of interactive maps. Second, we report on a case study UCD process for GeoVISTA CrimeViz, an interactive and web-based mapping application supporting visual analytics of criminal activity in space and time. The GeoVISTA CrimeViz concept and interface were improved iteratively by working through a series of user→utility→usability loops in which target users provided input and feedback on needs and designs (user, prompting revisions to the conceptualization and functional requirements of the interface (utility, and ultimately leading to new mockups and prototypes of the interface (usability for additional evaluation by target users (user… and so on. Together, the background review and case study offer guidance for applying UCD to interactive mapping projects, and demonstrate the benefit of including target users throughout design and development.

  14. Automated Work Package: Conceptual Design and Data Architecture

    Energy Technology Data Exchange (ETDEWEB)

    Al Rashdan, Ahmad [Idaho National Lab. (INL), Idaho Falls, ID (United States); Oxstrand, Johanna [Idaho National Lab. (INL), Idaho Falls, ID (United States); Agarwal, Vivek [Idaho National Lab. (INL), Idaho Falls, ID (United States)

    2016-05-26

    The automated work package (AWP) is one of the U.S. Department of Energy’s (DOE) Light Water Reactor Sustainability Program efforts to enhance the safety and economics of the nuclear power industry. An AWP is an adaptive and interactive work package that intelligently drives the work process according to the plant condition, resources status, and users progress. The AWP aims to automate several manual tasks of the work process to enhance human performance and reduce human errors. Electronic work packages (eWPs), studied by the Electric Power Research Institute (EPRI), are work packages that rely to various extent on electronic data processing and presentation. AWPs are the future of eWPs. They are envisioned to incorporate the advanced technologies of the future, and thus address the unresolved deficiencies associated with the eWPs in a nuclear power plant. In order to define the AWP, it is necessary to develop an ideal envisioned scenario of the future work process without any current technology restriction. The approach followed to develop this scenario is specific to every stage of the work process execution. The scenario development resulted in fifty advanced functionalities that can be part of the AWP. To rank the importance of these functionalities, a survey was conducted involving several U.S. nuclear utilities. The survey aimed at determining the current need of the nuclear industry with respect to the current work process, i.e. what the industry is satisfied with, and where the industry envisions potential for improvement. The survey evaluated the most promising functionalities resulting from the scenario development. The results demonstrated a significant desire to adopt the majority of these functionalities. The results of the survey are expected to drive the Idaho National Laboratory (INL) AWP research and development (R&D). In order to facilitate this mission, a prototype AWP is needed. Since the vast majority of earlier efforts focused on the

  15. Automated Work Package: Conceptual Design and Data Architecture

    International Nuclear Information System (INIS)

    Al Rashdan, Ahmad; Oxstrand, Johanna; Agarwal, Vivek

    2016-01-01

    The automated work package (AWP) is one of the U.S. Department of Energy's (DOE) Light Water Reactor Sustainability Program efforts to enhance the safety and economics of the nuclear power industry. An AWP is an adaptive and interactive work package that intelligently drives the work process according to the plant condition, resources status, and users progress. The AWP aims to automate several manual tasks of the work process to enhance human performance and reduce human errors. Electronic work packages (eWPs), studied by the Electric Power Research Institute (EPRI), are work packages that rely to various extent on electronic data processing and presentation. AWPs are the future of eWPs. They are envisioned to incorporate the advanced technologies of the future, and thus address the unresolved deficiencies associated with the eWPs in a nuclear power plant. In order to define the AWP, it is necessary to develop an ideal envisioned scenario of the future work process without any current technology restriction. The approach followed to develop this scenario is specific to every stage of the work process execution. The scenario development resulted in fifty advanced functionalities that can be part of the AWP. To rank the importance of these functionalities, a survey was conducted involving several U.S. nuclear utilities. The survey aimed at determining the current need of the nuclear industry with respect to the current work process, i.e. what the industry is satisfied with, and where the industry envisions potential for improvement. The survey evaluated the most promising functionalities resulting from the scenario development. The results demonstrated a significant desire to adopt the majority of these functionalities. The results of the survey are expected to drive the Idaho National Laboratory (INL) AWP research and development (R&D). In order to facilitate this mission, a prototype AWP is needed. Since the vast majority of earlier efforts focused on the frontend

  16. Interactive urban design using integrated planning requirements control

    NARCIS (Netherlands)

    Vries, de B.; Tabak, V.; Achten, H.H.

    2005-01-01

    Urban planning and urban design are separated disciplines. As a consequence, there is hardly any feedback from the urban design process to the urban planning process. To improve interaction between these two, an interactive urban design (IUD) tool has been developed. The tool is implemented in a

  17. Using interactive model simulations in co-design : An experiment in urban design

    NARCIS (Netherlands)

    Steen, M.G.D.; Arendsen, J.; Cremers, A.H.M.; Vries, A. de; Jong, J.M.G. de; Koning, N.M. de

    2013-01-01

    This paper presents an experiment in which people performed a co-design task in urban design, using a multi-user touch table application with or without interactive model simulations. We hypothesised that using the interactive model simulations would improve communication and co-operation between

  18. Using conceptual work products of health care to design health IT.

    Science.gov (United States)

    Berry, Andrew B L; Butler, Keith A; Harrington, Craig; Braxton, Melissa O; Walker, Amy J; Pete, Nikki; Johnson, Trevor; Oberle, Mark W; Haselkorn, Jodie; Paul Nichol, W; Haselkorn, Mark

    2016-02-01

    This paper introduces a new, model-based design method for interactive health information technology (IT) systems. This method extends workflow models with models of conceptual work products. When the health care work being modeled is substantially cognitive, tacit, and complex in nature, graphical workflow models can become too complex to be useful to designers. Conceptual models complement and simplify workflows by providing an explicit specification for the information product they must produce. We illustrate how conceptual work products can be modeled using standard software modeling language, which allows them to provide fundamental requirements for what the workflow must accomplish and the information that a new system should provide. Developers can use these specifications to envision how health IT could enable an effective cognitive strategy as a workflow with precise information requirements. We illustrate the new method with a study conducted in an outpatient multiple sclerosis (MS) clinic. This study shows specifically how the different phases of the method can be carried out, how the method allows for iteration across phases, and how the method generated a health IT design for case management of MS that is efficient and easy to use. Copyright © 2015 Elsevier Inc. All rights reserved.

  19. Fashion sketch design by interactive genetic algorithms

    Science.gov (United States)

    Mok, P. Y.; Wang, X. X.; Xu, J.; Kwok, Y. L.

    2012-11-01

    Computer aided design is vitally important for the modern industry, particularly for the creative industry. Fashion industry faced intensive challenges to shorten the product development process. In this paper, a methodology is proposed for sketch design based on interactive genetic algorithms. The sketch design system consists of a sketch design model, a database and a multi-stage sketch design engine. First, a sketch design model is developed based on the knowledge of fashion design to describe fashion product characteristics by using parameters. Second, a database is built based on the proposed sketch design model to define general style elements. Third, a multi-stage sketch design engine is used to construct the design. Moreover, an interactive genetic algorithm (IGA) is used to accelerate the sketch design process. The experimental results have demonstrated that the proposed method is effective in helping laypersons achieve satisfied fashion design sketches.

  20. Designing a ticket to ride with the Cognitive Work Analysis Design Toolkit.

    Science.gov (United States)

    Read, Gemma J M; Salmon, Paul M; Lenné, Michael G; Jenkins, Daniel P

    2015-01-01

    Cognitive work analysis has been applied in the design of numerous sociotechnical systems. The process used to translate analysis outputs into design concepts, however, is not always clear. Moreover, structured processes for translating the outputs of ergonomics methods into concrete designs are lacking. This paper introduces the Cognitive Work Analysis Design Toolkit (CWA-DT), a design approach which has been developed specifically to provide a structured means of incorporating cognitive work analysis outputs in design using design principles and values derived from sociotechnical systems theory. This paper outlines the CWA-DT and describes its application in a public transport ticketing design case study. Qualitative and quantitative evaluations of the process provide promising early evidence that the toolkit fulfils the evaluation criteria identified for its success, with opportunities for improvement also highlighted. The Cognitive Work Analysis Design Toolkit has been developed to provide ergonomics practitioners with a structured approach for translating the outputs of cognitive work analysis into design solutions. This paper demonstrates an application of the toolkit and provides evaluation findings.

  1. Video Interaction Guidance in Collaborative Group Work: Impact on Primary School Pupils' Self-Esteem and Behaviours

    Science.gov (United States)

    Musset, Matthew; Topping, Keith

    2017-01-01

    Video interaction guidance (VIG) is an increasingly recognised evidence-based intervention. VIG was used to enhance pupil responses during a group work programme. Fifteen primary-aged classes across a range of socio-economic status received regular group work over a year. A mixed methods repeated measures design involved nine experimental classes…

  2. Using team cognitive work analysis to reveal healthcare team interactions in a birthing unit

    OpenAIRE

    Ashoori, Maryam; Burns, Catherine M.; d'Entremont, Barbara; Momtahan, Kathryn

    2014-01-01

    Cognitive work analysis (CWA) as an analytical approach for examining complex sociotechnical systems has shown success in modelling the work of single operators. The CWA approach incorporates social and team interactions, but a more explicit analysis of team aspects can reveal more information for systems design. In this paper, Team CWA is explored to understand teamwork within a birthing unit at a hospital. Team CWA models are derived from theories and models of teamworkand leverage the exis...

  3. Attracting STEM talent: do STEM students prefer traditional or work/life-interaction labs?

    Directory of Open Access Journals (Sweden)

    William C DeFraine

    Full Text Available The demand for employees trained in science, technology, engineering, and mathematics (STEM fields continues to increase, yet the number of Millennial students pursuing STEM is not keeping pace. We evaluated whether this shortfall is associated with Millennials' preference for flexibility and work/life-interaction in their careers-a preference that may be inconsistent with the traditional idea of a science career endorsed by many lab directors. Two contrasting approaches to running STEM labs and training students were explored, and we created a lab recruitment video depicting each. The work-focused video emphasized the traditional notions of a science lab, characterized by long work hours and a focus on individual achievement and conducting research above all else. In contrast, the work/life-interaction-focused video emphasized a more progressive view - lack of demarcation between work and non-work lives, flexible hours, and group achievement. In Study 1, 40 professors rated the videos, and the results confirmed that the two lab types reflected meaningful real-world differences in training approaches. In Study 2, we recruited 53 current and prospective graduate students in STEM fields who displayed high math-identification and a commitment to science careers. In a between-subjects design, they watched one of the two lab-recruitment videos, and then reported their anticipated sense of belonging to and desire to participate in the lab depicted in the video. Very large effects were observed on both primary measures: Participants who watched the work/life-interaction-focused video reported a greater sense of belonging to (d = 1.49 and desire to participate in (d = 1.33 the lab, relative to participants who watched the work-focused video. These results suggest Millennials possess a strong desire for work/life-interaction, which runs counter to the traditional lab-training model endorsed by many lab directors. We discuss implications of these

  4. Working with human values in design

    DEFF Research Database (Denmark)

    Iversen, Ole Sejer; Leong, Tuck Wah; Bowker, Geoffrey C.

    2012-01-01

    . This workshop seeks to bring expertise from different perspectives on design to explore theoretical, methodological, and relational issues when working with values in design. The aim is to better conceptualize, understand and establish ways we can work more systematically and productively with human values......A survey of the literature confirms that engaging with human values when designing technology is an important undertaking. However, despite these efforts, there is still considerable divergence and a lack of agreement in how we conceptualize and approach values during technology design...

  5. Working with human values in design

    DEFF Research Database (Denmark)

    Iversen, Ole Sejer; Leong, Tuck Wah; Bowker, Geoffrey C.

    2012-01-01

    A survey of the literature confirms that engaging with human values when designing technology is an important undertaking. However, despite these efforts, there is still considerable divergence and a lack of agreement in how we conceptualize and approach values during technology design....... This workshop seeks to bring expertise from different perspectives on design to explore theoretical, methodological, and relational issues when working with values in design. The aim is to better conceptualize, understand and establish ways we can work more systematically and productively with human values...

  6. Interactive Genetic Algorithm - An Adaptive and Interactive Decision Support Framework for Design of Optimal Groundwater Monitoring Plans

    Science.gov (United States)

    Babbar-Sebens, M.; Minsker, B. S.

    2006-12-01

    In the water resources management field, decision making encompasses many kinds of engineering, social, and economic constraints and objectives. Representing all of these problem dependant criteria through models (analytical or numerical) and various formulations (e.g., objectives, constraints, etc.) within an optimization- simulation system can be a very non-trivial issue. Most models and formulations utilized for discerning desirable traits in a solution can only approximate the decision maker's (DM) true preference criteria, and they often fail to consider important qualitative and incomputable phenomena related to the management problem. In our research, we have proposed novel decision support frameworks that allow DMs to actively participate in the optimization process. The DMs explicitly indicate their true preferences based on their subjective criteria and the results of various simulation models and formulations. The feedback from the DMs is then used to guide the search process towards solutions that are "all-rounders" from the perspective of the DM. The two main research questions explored in this work are: a) Does interaction between the optimization algorithm and a DM assist the system in searching for groundwater monitoring designs that are robust from the DM's perspective?, and b) How can an interactive search process be made more effective when human factors, such as human fatigue and cognitive learning processes, affect the performance of the algorithm? The application of these frameworks on a real-world groundwater long-term monitoring (LTM) case study in Michigan highlighted the following salient advantages: a) in contrast to the non-interactive optimization methodology, the proposed interactive frameworks were able to identify low cost monitoring designs whose interpolation maps respected the expected spatial distribution of the contaminants, b) for many same-cost designs, the interactive methodologies were able to propose multiple alternatives

  7. Creativity, cooperation and interactive design

    DEFF Research Database (Denmark)

    Bødker, Susanne; Petersen, Marianne Graves; Brodersen, Ann Christina

    2000-01-01

    and its use.Based on different studies from a research project that we have been involved with over the past three years, we present specific examples of such tools and discuss how they inform design. We frame this discussion through the following (theoretical) considerations: a concern for the past......This paper focuses on ways and means of stimulating idea generation in collaborative situations involving designers, engineers, software developers, users and usability people. Particularly, we investigate tools of design, i.e. tools used in design to get ideas for a new interactive application...

  8. Interaction design challenges and solutions for ALMA operations monitoring and control

    Science.gov (United States)

    Pietriga, Emmanuel; Cubaud, Pierre; Schwarz, Joseph; Primet, Romain; Schilling, Marcus; Barkats, Denis; Barrios, Emilio; Vila Vilaro, Baltasar

    2012-09-01

    The ALMA radio-telescope, currently under construction in northern Chile, is a very advanced instrument that presents numerous challenges. From a software perspective, one critical issue is the design of graphical user interfaces for operations monitoring and control that scale to the complexity of the system and to the massive amounts of data users are faced with. Early experience operating the telescope with only a few antennas has shown that conventional user interface technologies are not adequate in this context. They consume too much screen real-estate, require many unnecessary interactions to access relevant information, and fail to provide operators and astronomers with a clear mental map of the instrument. They increase extraneous cognitive load, impeding tasks that call for quick diagnosis and action. To address this challenge, the ALMA software division adopted a user-centered design approach. For the last two years, astronomers, operators, software engineers and human-computer interaction researchers have been involved in participatory design workshops, with the aim of designing better user interfaces based on state-of-the-art visualization techniques. This paper describes the process that led to the development of those interface components and to a proposal for the science and operations console setup: brainstorming sessions, rapid prototyping, joint implementation work involving software engineers and human-computer interaction researchers, feedback collection from a broader range of users, further iterations and testing.

  9. Interaction in Balanced Cross Nested Designs

    Science.gov (United States)

    Ramos, Paulo; Mexia, João T.; Carvalho, Francisco; Covas, Ricardo

    2011-09-01

    Commutative Jordan Algebras, CJA, are used in the study of mixed models obtained, through crossing and nesting, from simpler ones. In the study of cross nested models the interaction between nested factors have been systematically discarded. However this can constitutes an artificial simplification of the models. We point out that, when two crossed factors interact, such interaction is symmetric, both factors playing in it equivalent roles, while when two nested factors interact, the interaction is determined by the nesting factor. These interactions will be called interactions with nesting. In this work we present a coherent formulation of the algebraic structure of models enabling the choice of families of interactions between cross and nested factors using binary operations on CJA.

  10. Operational Work System Design and Staff Performance in the Nigerian Construction Industry

    Directory of Open Access Journals (Sweden)

    Emmanuel Ejikeme Isichei

    2017-03-01

    Full Text Available Objective: The study investigated the impact of operational work system design on staff performance in selected construction firms in Nigeria. Research Design & Methods: The study used primary data gathered with the use of a 5-point Likert scale questionnaire format administered to 138 respondents. A hypothesis was postulated to test the significance of the research problem. Data analysis was carried out using correlation and multiple regression analysis which proved the significance of the alternative hypothesis as a result of testing the hypothesis. Findings: The findings show that there is a significant relationship between operational work system design and staff performance. The study concludes that operational job design can be advanced as a motivation tool, which is non-monetary in nature, to improve staff performance. Implications & Recommendations: A key drive to improve performance is the satisfaction of staff coupled with an outstanding operational job design which takes into consideration the total physical and mental well-being of staff and its interaction with other organisational factors. The study recommends, among others, that there should be active participation of staff in the design of work in the organisation. Contribution & Value Added: The study provides an empirical approach to enhancing performance in the construction industry and thereby developing an indigenous firm to compete favourably on a growing market.

  11. Evaluation of Interactive Website Design Indicators for e-Entrepreneurship

    OpenAIRE

    Chih-Chao Chung; Li-Chung Chao; Chin-Hui Chen; Shi-Jer Lou

    2016-01-01

    Using an analytic network process (ANP) as an analytical tool, this study aims to construct an ANP evaluation model of interactive website design indicators. Through a review of the literature, interactive website design of e-entrepreneurship is generalized to the following dimensions: (1) Design; (2) Checking; (3) Service; (4) Interactive; and (5) Promotion, including 19 design indicators. The research is conducted for a case company. According to the findings, the model helps the case compa...

  12. The Process of Designing for Learning: Understanding University Teachers' Design Work

    Science.gov (United States)

    Bennett, Sue; Agostinho, Shirley; Lockyer, Lori

    2017-01-01

    Interest in how to support the design work of university teachers has led to research and development initiatives that include technology-based design-support tools, online repositories, and technical specifications. Despite these initiatives, remarkably little is known about the design work that university teachers actually do. This paper…

  13. Design for Engaging Experience and Social Interaction

    Science.gov (United States)

    Harteveld, Casper; ten Thij, Eleonore; Copier, Marinka

    2011-01-01

    One of the goals of game designers is to design for an engaging experience and for social interaction. The question is how. We know that games can be engaging and allow for social interaction, but how do we achieve this or even improve on it? This article provides an overview of several scientific approaches that deal with this question. It…

  14. Socio-technical systems and interaction design - 21st century relevance.

    Science.gov (United States)

    Maguire, Martin

    2014-03-01

    This paper focuses on the relationship between the socio-technical system and the user-technology interface. It looks at specific aspects of the organisational context such as multiple user roles, job change, work processes and workflows, technical infrastructure, and the challenges they present for the interaction designer. The implications of trends such as more mobile and flexible working, the use of social media, and the growth of the virtual organisation, are also considered. The paper also reviews rapidly evolving technologies such as pervasive systems and artificial intelligence, and the skills that workers will need to engage with them. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  15. Designing learning environments to teach interactive Quantum Physics

    NARCIS (Netherlands)

    Gómez Puente, S.M.; Swagten, H.J.M.

    2012-01-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and

  16. The Work Design Questionnaire (WDQ): Developing and Validating a Comprehensive Measure for Assessing Job Design and the Nature of Work

    Science.gov (United States)

    Morgeson, Frederick P.; Humphrey, Stephen E.

    2006-01-01

    Although there are thousands of studies investigating work and job design, existing measures are incomplete. In an effort to address this gap, the authors reviewed the work design literature, identified and integrated previously described work characteristics, and developed a measure to tap those work characteristics. The resultant Work Design…

  17. Designing interaction, voice, and inclusion in AAC research.

    Science.gov (United States)

    Pullin, Graham; Treviranus, Jutta; Patel, Rupal; Higginbotham, Jeff

    2017-09-01

    The ISAAC 2016 Research Symposium included a Design Stream that examined timely issues across augmentative and alternative communication (AAC), framed in terms of designing interaction, designing voice, and designing inclusion. Each is a complex term with multiple meanings; together they represent challenging yet important frontiers of AAC research. The Design Stream was conceived by the four authors, researchers who have been exploring AAC and disability-related design throughout their careers, brought together by a shared conviction that designing for communication implies more than ensuring access to words and utterances. Each of these presenters came to AAC from a different background: interaction design, inclusive design, speech science, and social science. The resulting discussion among 24 symposium participants included controversies about the role of technology, tensions about independence and interdependence, and a provocation about taste. The paper concludes by proposing new directions for AAC research: (a) new interdisciplinary research could combine scientific and design research methods, as distant yet complementary as microanalysis and interaction design, (b) new research tools could seed accessible and engaging contextual research into voice within a social model of disability, and (c) new open research networks could support inclusive, international and interdisciplinary research.

  18. Changing Work Practices in Design

    DEFF Research Database (Denmark)

    Bødker, Keld; Kensing, F.; Simonsen, Jesper

    2000-01-01

    The paper presents lessons learned in relation to changing work practices in design. We describe method dissemination activities in three IT-organisations in relation to introducing a method for design in an organisational context. From the activities a number of lessons are drawn....

  19. Interactivity, Game Creation, Design, Learning, and Innovation

    DEFF Research Database (Denmark)

    This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art......, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted...

  20. Great Expectations - Does worker participation in design enhance the integration of working environment and work life issues into design?

    DEFF Research Database (Denmark)

    Hansen, Iben Posniak

    in the design process and the object of design have not been computer artefacts or systems but workplace design and redesign of product series. The design process in the two cases has included physical working environment aspects but contrary to participatory ergonomics, psychosocial working environment...... of political processes. This perspective focuses upon three different spheres which define the learning space: the work and the work organisation; the formal system of negotiation and cooperation; the informal social relations and values. The perspective provides an excellent explanation...... of the interrelationship between the three spheres in the daily work and how these spheres have influence on the possibilities of learning. The role of technology is dismissed in this perspective and as I find that technology is an important factor in the learning space, I extend the perspective to include technology...

  1. Interactive Graphics Analysis for Aircraft Design

    Science.gov (United States)

    Townsend, J. C.

    1983-01-01

    Program uses higher-order far field drag minimization. Computer program WDES WDEM preliminary aerodynamic design tool for one or two interacting, subsonic lifting surfaces. Subcritical wing design code employs higher-order far-field drag minimization technique. Linearized aerodynamic theory used. Program written in FORTRAN IV.

  2. Critique of PEP interaction building design

    International Nuclear Information System (INIS)

    1988-01-01

    This note reviews the design of the interaction region 2, 8 and 12 buildings from the viewpoint of shielding adequacy, available space and amenities provided. Conclusions are drawn that the present design is not the best way to satisfy the requirements. An alternative design is proposed which, it is claimed, is a better solution to the problems without an increase in cost

  3. A Strategy for Material-specific e-Textile Interaction Design

    DEFF Research Database (Denmark)

    Gowrishankar, Ramyah; Bredies, Katharina; Ylirisku, Salu

    2017-01-01

    The interaction design of e-Textile products are often characterized by conventions adopted from electronic devices rather than developing interactions that can be specific to e-Textiles. We argue that textile materials feature a vast potential for the design of novel digital interactions....... Especially the shape-reformation capabilities of textiles may inform the design of expressive and aesthetically rewarding applications. In this chapter, we propose ways in which the textileness of e-Textiles can be better harnessed. We outline an e-Textile Interaction Design strategy that is based...... on defining the material-specificity of e-Textiles as its ability to deform in ways that match the expectations we have of textile materials. It embraces an open-ended exploration of textile-related interactions (for e.g. stretching, folding, turning-inside-out etc.) and their potential for electronic...

  4. Designing Interactions for Learning: Physicality, Interactivity, and Interface Effects in Digital Environments

    Science.gov (United States)

    Hoffman, Daniel L.

    2013-01-01

    The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…

  5. Optimal design method to minimize users' thinking mapping load in human-machine interactions.

    Science.gov (United States)

    Huang, Yanqun; Li, Xu; Zhang, Jie

    2015-01-01

    The discrepancy between human cognition and machine requirements/behaviors usually results in serious mental thinking mapping loads or even disasters in product operating. It is important to help people avoid human-machine interaction confusions and difficulties in today's mental work mastered society. Improving the usability of a product and minimizing user's thinking mapping and interpreting load in human-machine interactions. An optimal human-machine interface design method is introduced, which is based on the purpose of minimizing the mental load in thinking mapping process between users' intentions and affordance of product interface states. By analyzing the users' thinking mapping problem, an operating action model is constructed. According to human natural instincts and acquired knowledge, an expected ideal design with minimized thinking loads is uniquely determined at first. Then, creative alternatives, in terms of the way human obtains operational information, are provided as digital interface states datasets. In the last, using the cluster analysis method, an optimum solution is picked out from alternatives, by calculating the distances between two datasets. Considering multiple factors to minimize users' thinking mapping loads, a solution nearest to the ideal value is found in the human-car interaction design case. The clustering results show its effectiveness in finding an optimum solution to the mental load minimizing problems in human-machine interaction design.

  6. Designing Learning Environments to Teach Interactive Quantum Physics

    Science.gov (United States)

    Puente, Sonia M. Gomez; Swagten, Henk J. M.

    2012-01-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small…

  7. Rappresentare il progetto di interaction Design

    Directory of Open Access Journals (Sweden)

    Michele Zannoni

    2013-03-01

    Full Text Available ItQuesto saggio indaga le conseguenze che, nel mutato contesto del progetto contemporaneo del design, implica la forte convergenza della disciplina del progetto nei temi legati all'interaction design. L'evidenza di questo mutamento mette in luce come nell'iter progettuale il ruolo centrico del disegno e della rappresentazione è messo in crisi da una trasformazione dei contenuti del progetto. Il rapporto tra il progetto dell'interfaccia e il product design, la dematerializzazione dei feedback tattili e visivi, la sempre più diffusa digitalizzazione delle superfici di interazione degli oggetti, mostrano come il design del prodotto non è immune alla trasformazione che ha cambiato i media della comunicazione negli ultimi dieci anni e gli strumenti della rappresentazione si devono adeguare per poter prefigurare una sempre maggior complessità del percorso progettuale.EnIn the changing context of contemporary design, this essay explores the consequences entailed by the significant convergence of the discipline of design towards the themes relative to action design. The evidence of this change highlights how the central role of drawing and representation in the design process is challenged by the transformation in the contents of design. The relationship between the design of the interface and product design, the dematerialization of tactile and visual feedback, the increasingly widespread digitalization of the interaction surfaces of objects, prove that product design is not immune to the transformation that has changed communication media over the past ten years and the tools of representation must adapt to maintain the capacity to prefigure the growing complexity of the design process.

  8. Memory systems interaction in the pigeon: working and reference memory.

    Science.gov (United States)

    Roberts, William A; Strang, Caroline; Macpherson, Krista

    2015-04-01

    Pigeons' performance on a working memory task, symbolic delayed matching-to-sample, was used to examine the interaction between working memory and reference memory. Reference memory was established by training pigeons to discriminate between the comparison cues used in delayed matching as S+ and S- stimuli. Delayed matching retention tests then measured accuracy when working and reference memory were congruent and incongruent. In 4 experiments, it was shown that the interaction between working and reference memory is reciprocal: Strengthening either type of memory leads to a decrease in the influence of the other type of memory. A process dissociation procedure analysis of the data from Experiment 4 showed independence of working and reference memory, and a model of working memory and reference memory interaction was shown to predict the findings reported in the 4 experiments. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

  9. Analysis of Work Design in Rubber Processing Plant

    Directory of Open Access Journals (Sweden)

    Wahyuni Dini

    2018-01-01

    Full Text Available The work design illustrates how structured jobs, tasks, and roles are defined and modified and their impact on individuals, groups, and organizations. If the work is not designed well, the company must pay greater costs for workers’ health, longer production processes or even penalties for not being able to meet the delivery schedule. This is visible to the condition in a rubber processing factory in North Sumatra. Work design aspects such as layouts, machinery and equipment, worker's physical working environment, work methods, and organizational policies have not been well-organized. Coagulum grinding machines into sheets are often damaged, resulting in 4 times the delay of product delivery in 2016, the presence of complaints of heat exposure submitted by workers, and workstation that has not been properly arranged is an indication of the need for work design. The research data will be collected through field observation, and distribution of questionnaires related aspects of work design. The result of the analysis depends on the respondent's answer from the distributed questionnaire regarding the 6 aspects studied.

  10. Automated platform for designing multiple robot work cells

    Science.gov (United States)

    Osman, N. S.; Rahman, M. A. A.; Rahman, A. A. Abdul; Kamsani, S. H.; Bali Mohamad, B. M.; Mohamad, E.; Zaini, Z. A.; Rahman, M. F. Ab; Mohamad Hatta, M. N. H.

    2017-06-01

    Designing the multiple robot work cells is very knowledge-intensive, intricate, and time-consuming process. This paper elaborates the development process of a computer-aided design program for generating the multiple robot work cells which offer a user-friendly interface. The primary purpose of this work is to provide a fast and easy platform for less cost and human involvement with minimum trial and errors adjustments. The automated platform is constructed based on the variant-shaped configuration concept with its mathematical model. A robot work cell layout, system components, and construction procedure of the automated platform are discussed in this paper where integration of these items will be able to automatically provide the optimum robot work cell design according to the information set by the user. This system is implemented on top of CATIA V5 software and utilises its Part Design, Assembly Design, and Macro tool. The current outcomes of this work provide a basis for future investigation in developing a flexible configuration system for the multiple robot work cells.

  11. Analysis of Work Design in Rubber Processing Plant

    Science.gov (United States)

    Wahyuni, Dini; Nasution, Harmein; Budiman, Irwan; Wijaya, Khairini

    2018-02-01

    The work design illustrates how structured jobs, tasks, and roles are defined and modified and their impact on individuals, groups, and organizations. If the work is not designed well, the company must pay greater costs for workers' health, longer production processes or even penalties for not being able to meet the delivery schedule. This is visible to the condition in a rubber processing factory in North Sumatra. Work design aspects such as layouts, machinery and equipment, worker's physical working environment, work methods, and organizational policies have not been well-organized. Coagulum grinding machines into sheets are often damaged, resulting in 4 times the delay of product delivery in 2016, the presence of complaints of heat exposure submitted by workers, and workstation that has not been properly arranged is an indication of the need for work design. The research data will be collected through field observation, and distribution of questionnaires related aspects of work design. The result of the analysis depends on the respondent's answer from the distributed questionnaire regarding the 6 aspects studied.

  12. Enhancing Human-Computer Interaction Design Education: Teaching Affordance Design for Emerging Mobile Devices

    Science.gov (United States)

    Faiola, Anthony; Matei, Sorin Adam

    2010-01-01

    The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…

  13. Experiencing Security in Interaction Design

    DEFF Research Database (Denmark)

    Mathiasen, Niels Raabjerg; Bødker, Susanne

    2011-01-01

    Security is experienced differently in different contexts. This paper argues that in everyday situations, users base their security decisions on a mix of prior experiences. When approaching security and interaction design from an experience approach, tools that help bring out such relevant...... experiences for design are needed. This paper reports on how Prompted exploration workshops and Acting out security were developed to target such experiences when iteratively designing a mobile digital signature solution in a participatory design process. We discuss how these tools helped the design process...... and illustrate how the tangibility of such tools matters. We further demonstrate how the approach grants access to non-trivial insights into people's security experience. We point out how the specific context is essential for exploring the space between experience and expectations, and we illustrate how people...

  14. Experiencing Organizational Work Design: Beyond Hackman and Oldham

    Science.gov (United States)

    Fornaciari, Charles J.; Dean, Kathy Lund

    2005-01-01

    Standard organizational behavior survey courses usually introduce students to the "nuts and bolts" of organizational work design and models that mechanize work. This article develops an experiential exercise that simulates working conditions that can foster greater student understanding of the affective, ethical, and human aspects of work design.…

  15. Short Paper: Design Tools, Hybridization Exploring Intuitive Interaction

    NARCIS (Netherlands)

    Wendrich, Robert E.; Kuhlen, Torsten; Coquillart, Sabine; Interrante, Victoria

    2010-01-01

    Design and Design Engineering is about making abstract representations often based on fuzzy notions, ideas or prerequisite requirements with the use of various design tools. This paper introduces an interactive hybrid design tool to assist and support singular design activity or multiple

  16. Interactive design computation : A case study on quantum design paradigm

    NARCIS (Netherlands)

    Feng, H.

    2013-01-01

    The ever-increasing complexity of design processes fosters novel design computation models to be employed in architectural research and design in order to facilitate accurate data processing and refined decision making. These computation models have enabled designers to work with complex geometry

  17. Tinkering self-efficacy and team interaction on freshman engineering design teams

    Science.gov (United States)

    Richardson, Arlisa Labrie

    This study utilizes Bandura's theory of self-efficacy as a framework to examine the development of tinkering skills white working on a freshman engineering design team. The four sources of self-efficacy were analyzed in the context of tinkering within the design team. The research question, 'Does tinkering self-efficacy change for female students during the Freshman Engineering Design class while working on mixed sex teams?', was addressed using quantitative data collection and field observations. Approximately 41 students enrolled in a freshman engineering design class at a public university in the southwest participated by providing self-reports about their tinkering involvement during each design project. In addition, three mixed-sex student teams were observed while working to complete the course design projects. An observation protocol based on Bandura's sources of self efficacy, was used to document tinkering interactions within the three observed teams. The results revealed that Bandura's sources of self-efficacy influenced tinkering involvement. The self-efficacy source, performance accomplishment measured through prior tinkering experience, was the most influential on tinkering involvement. Unlike Bandura's ranking of influence, verbal persuasion was shown to correlate with more tinkering behaviors than the observation of others. The number of females on a team had no impact on tinkering involvement. Tinkering involvement did not change as students progressed from one project to another. However, the competitive nature of the design project appeared to have a negative impact on tinkering involvement and the division of tasks within the team. In addition, a difference was found in the female students' perception of their tinkering involvement and observation of their tinkering involvement. The findings suggest that effective implementation of teamwork including teamwork preparation, more emphasis on the design process and the elimination of competition

  18. Dimensions of work-home culture and their relations with the use of work-home arrangements and work-home interaction

    NARCIS (Netherlands)

    Dikkers, J.S.E.; Geurts, S.A.E.; den Dulk, L.; Peper, B.; Taris, T.W.; Kompier, M.A.J.

    2007-01-01

    This study examined the associations of work-home culture with (a) demographic and organizational characteristics, (b) the use of work-home arrangements, and (c) negative and positive work-home interaction, among 1,179 employees from one public and two private organizations. Substantial support was

  19. Integrating conceptualizations of experience into the interaction design process

    DEFF Research Database (Denmark)

    Dalsgaard, Peter

    2010-01-01

    From a design perspective, the increasing awareness of experiential aspects of interactive systems prompts the question of how conceptualizations of experience can inform and potentially be integrated into the interaction design process. This paper presents one approach to integrating theoretical...

  20. Exploring the value of parent-tracked baby data in interactions with healthcare professionals : A data-enabled design exploration

    NARCIS (Netherlands)

    van Kollenburg, J.W.M.; Bogers, S.J.A.; Rutjes, H.; Deckers, E.J.L.; Frens, J.W.; Hummels, C.C.M.

    2018-01-01

    This paper presents a designerly exploration of the potential values of parent-tracked baby data in interactions between parents and healthcare professionals (HCPs). Where previous work has used parent-tracked data as part of the solution to a problem, we contribute by starting our design

  1. Haptic and Audio Interaction Design

    DEFF Research Database (Denmark)

    This book constitutes the refereed proceedings of the 5th International Workshop on Haptic and Audio Interaction Design, HAID 2010 held in Copenhagen, Denmark, in September 2010. The 21 revised full papers presented were carefully reviewed and selected for inclusion in the book. The papers are or...

  2. Interactive Reliability-Based Optimal Design

    DEFF Research Database (Denmark)

    Sørensen, John Dalsgaard; Thoft-Christensen, Palle; Siemaszko, A.

    1994-01-01

    Interactive design/optimization of large, complex structural systems is considered. The objective function is assumed to model the expected costs. The constraints are reliability-based and/or related to deterministic code requirements. Solution of this optimization problem is divided in four main...... tasks, namely finite element analyses, sensitivity analyses, reliability analyses and application of an optimization algorithm. In the paper it is shown how these four tasks can be linked effectively and how existing information on design variables, Lagrange multipliers and the Hessian matrix can...

  3. Designing Interaction Spaces for Rich Internet Applications with UML

    DEFF Research Database (Denmark)

    Dolog, Peter; Stage, Jan

    2007-01-01

    In this paper, we propose a new method for designing rich internet applications. The design process uses results from an object-oriented analysis and employs interaction spaces as the basic abstraction mechanism. State diagrams are employed as refinements of interaction spaces and task models...

  4. Communities of everyday practice and situated elderliness as an approach to co-design for senior interaction

    DEFF Research Database (Denmark)

    Brandt, Eva; Binder, Thomas; Malmborg, Lone

    2010-01-01

    In the co-design project Senior Interaction a public care unit, university researchers, industrial partners, and senior citizens are working together to design living labs applying digital concepts that can strengthen social networks and interaction among seniors. When approaching people who we...... envisioned to be the future users we realized that almost nobody among the people between 55and 75 years old identified themselves as ‘elderly’ or ‘senior citizens’, we realized that users are never just ‘out there’. Instead they tend to refer to ‘the others’ or even to their own parents. Rather than using...

  5. Work Centered Support System Design: Using Frames to Reduce Work Complexity

    National Research Council Canada - National Science Library

    Eggleston, Robert G; Whitaker, Randall D

    2002-01-01

    .... Based on our experience implementing the design of three WCSSs we have distilled a set of three form-based design principles that help insure a work-centered perspective is expressed in the interface...

  6. Interactive system design using the complementarity of axiomatic design and fault tree analysis

    International Nuclear Information System (INIS)

    Heo, Gyun Young; Do, Sung Hee; Lee, Tae Sik

    2007-01-01

    To efficiently design safety-critical systems such as nuclear power plants, with requirement of high reliability, methodologies allowing for rigorous interactions between the synthesis and analysis processes have been proposed. This paper attempts to develop a reliability-centered design framework through an interactive process between Axiomatic Design (AD) and Fault Tree Analysis (FTA). Integrating AD and FTA into a single framework appears to be a viable solution, as they compliment each other with their unique advantages. AD provides a systematic synthesis tool while FTA is commonly used as a safety analysis tool. These methodologies build a design process that is less subjective, and they enable designers to develop insights that lead to solutions with improved reliability. Due to the nature of the two methodologies, the information involved in each process is complementary: a success tree versus a fault tree. Thus, at each step a system using AD is synthesized, and its reliability is then quantified using the FT derived from the AD synthesis process. The converted FT provides an opportunity to examine the completeness of the outcome from the synthesis process. This study presents an example of the design of a Containment Heat Removal System (CHRS). A case study illustrates the process of designing the CHRS with an interactive design framework focusing on the conversion of the AD process to FTA

  7. Quality and rules for mechanical aspects of tangible interaction design

    NARCIS (Netherlands)

    Broekhuijsen, M.J.; Delbressine, F.L.M.; Feijs, L.M.G.

    2011-01-01

    This paper describes the application of Exact Kinematic Constraint Design to designs meant for tangible interaction with users. The paper gives rules for generating high quality mechanical designs for tangible interactions. Each rule is explained using examples made in LEGO and real world examples.

  8. Analysis of Work Design in Rubber Processing Plant

    OpenAIRE

    Wahyuni Dini; Nasution Harmein; Budiman Irwan; Wijaya Khairini

    2018-01-01

    The work design illustrates how structured jobs, tasks, and roles are defined and modified and their impact on individuals, groups, and organizations. If the work is not designed well, the company must pay greater costs for workers’ health, longer production processes or even penalties for not being able to meet the delivery schedule. This is visible to the condition in a rubber processing factory in North Sumatra. Work design aspects such as layouts, machinery and equipment, worker's physica...

  9. Participatory Design With Seniors: Design of Future Services and Iterative Refinements of Interactive eHealth Services for Old Citizens.

    Science.gov (United States)

    Scandurra, Isabella; Sjölinder, Marie

    2013-01-01

    There is an increasing social isolation among the elderly today. This will be an even larger issue in the future with growing numbers of elderly and less resources, for example, in terms of economy and staff. Loneliness and social isolation can, however, be addressed in several ways using different interactive eHealth services. This case study investigated novel eHealth services for the elderly, and their usage of a social interactive device designed especially for them. In this work, we used an innovative mobile communication device connected to the television (TV), which worked as a remotely controlled large interactive screen. The device was tested by 8 volunteers who visited a senior center. They were between 65 and 80 years of age and lived in their own homes. Throughout the 1.5 year-long project, 7 design workshops were held with the seniors and the staff at the center. During these workshops, demands and preferences regarding existing and new services were gathered. At the end of the project the participants' experience of the device and of the services was elaborated in 3 workshops to get ideas for improved or new meaningful services. During the data analyses and development process, what seniors thought would be useful in relation to what was feasible was prioritized by the development company. Regarding daily usage, the seniors reported that they mainly used the service for receiving information from the senior center and for communication with other participants in the group or with younger relatives. They also read information about events at the senior center and they liked to perform a weekly sent out workout exercise. Further, they played games such as Memory and Sudoku using the device. The service development focused on three categories of services: cognitive activities, social activities, and physical activities. A cognitive activity service that would be meaningful to develop was a game for practicing working memory. In the social activities

  10. Work process and task-based design of intelligent assistance systems in German textile industry

    Science.gov (United States)

    Löhrer, M.; Ziesen, N.; Altepost, A.; Saggiomo, M.; Gloy, Y. S.

    2017-10-01

    The mid-sized embossed German textile industry must face social challenges e.g. demographic change or technical changing processes. Interaction with intelligent systems (on machines) and increasing automation changes processes, working structures and employees’ tasks on all levels. Work contents are getting more complex, resulting in the necessity for diversified and enhanced competencies. Mobile devices like tablets or smartphones are increasingly finding their way into the workplace. Employees who grew up with new forms of media have certain advantages regarding the usage of modern technologies compared to older employees. Therefore, it is necessary to design new systems which help to adapt the competencies of both younger and older employees to new automated production processes in the digital work environment. The key to successful integration of technical assistance systems is user-orientated design and development that includes concepts for competency development under consideration of, e.g., ethical and legal aspects.

  11. 30 CFR 71.208 - Bimonthly sampling; designated work positions.

    Science.gov (United States)

    2010-07-01

    ... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Bimonthly sampling; designated work positions... UNDERGROUND COAL MINES Sampling Procedures § 71.208 Bimonthly sampling; designated work positions. (a) Each... standard when quartz is present), respirable dust sampling of designated work positions shall begin on the...

  12. Interaction Design as a Bricolage Practice

    DEFF Research Database (Denmark)

    Vallgårda, Anna; Fernaeus, Ylva

    2015-01-01

    With this paper we propose bricolage as an interaction design practice. We make the case that bricolage promotes design qualities that are specifically tuned to tangible and material computing practices in that it is highly sensible towards the unstable physical world and proposes a non......-hierarchical negotiation of forms. We further show how bricolage can aid design results with strong and rich cultural and material grounding. Finally, we argue how bricolage and mythical thinking can be proponents for new ways of thinking and using technology....

  13. Working memory overload: fronto-limbic interactions and effects on subsequent working memory function.

    Science.gov (United States)

    Yun, Richard J; Krystal, John H; Mathalon, Daniel H

    2010-03-01

    The human working memory system provides an experimentally useful model for examination of neural overload effects on subsequent functioning of the overloaded system. This study employed functional magnetic resonance imaging in conjunction with a parametric working memory task to characterize the behavioral and neural effects of cognitive overload on subsequent cognitive performance, with particular attention to cognitive-limbic interactions. Overloading the working memory system was associated with varying degrees of subsequent decline in performance accuracy and reduced activation of brain regions central to both task performance and suppression of negative affect. The degree of performance decline was independently predicted by three separate factors operating during the overload condition: the degree of task failure, the degree of amygdala activation, and the degree of inverse coupling between the amygdala and dorsolateral prefrontal cortex. These findings suggest that vulnerability to overload effects in cognitive functioning may be mediated by reduced amygdala suppression and subsequent amygdala-prefrontal interaction.

  14. Personal vulnerability and work-home interaction: the effect of job performance-based self-esteem on work/home conflict and facilitation.

    Science.gov (United States)

    Innstrand, Siw Tone; Langballe, Ellen Melbye; Espnes, Geir Arild; Aasland, Olaf Gjerløw; Falkum, Erik

    2010-12-01

    The aim of the present study was to examine the longitudinal relationship between job performance-based self-esteem (JPB-SE) and work-home interaction (WHI) in terms of the direction of the interaction (work-to-home vs. home-to-work) and the effect (conflict vs. facilitation). A sample of 3,475 respondents from eight different occupational groups (lawyers, physicians, nurses, teachers, church ministers, bus drivers, and people working in advertising and information technology) supplied data at two points of time with a two-year time interval. The two-wave, cross-lagged structural equations modeling (SEM) analysis demonstrated reciprocal relationships between these variables, i.e., job performance-based self-esteem may act as a precursor as well as an outcome of work-home interaction. The strongest association was between job performance-based self-esteem and work-to-home conflict. Previous research on work-home interaction has mainly focused on situational factors. This longitudinal study expands the work-home literature by demonstrating how individual vulnerability (job performance-based self-esteem) contributes to the explanation of work-home interactions. © 2010 The Authors. Scandinavian Journal of Psychology © 2010 The Scandinavian Psychological Associations.

  15. Interaction Design for and with the Lived Body: Some Implications of Merleau-Ponty’s Phenomenology

    DEFF Research Database (Denmark)

    Svanæs, Dag

    2013-01-01

    : the active and embodied nature of perception, including the body’s ability to extent its sensory apparatus through digital technology; and (2) kinaesthetic creativity: the body’s ability to relate in a direct and creative fashion with the “feel” dimension of interactive products during the design process....... for his discussion of the bodily nature of embodied interaction. This article extends Dourish’s work to introduce the human-computer interaction community to ideas related to Merleau-Ponty’s concept of the lived body. It also provides a detailed analysis of two related topics: (1) embodied perception...

  16. Work-Based Social Interactions, Perceived Stress, and Workload Incongruence as Antecedents of Athletic Trainer Burnout.

    Science.gov (United States)

    DeFreese, J D; Mihalik, Jason P

    2016-01-01

    Burnout is an important psychological health concern for working professionals. Understanding how psychological stress and markers of workload contribute to athletic trainers' (ATs') perceptions of burnout is highly valuable. Both positive (social support) and negative social interactions should be considered when examining relationships among markers of ATs' health and wellbeing. To examine the potential effects of social interactions on the relationships between (1) burnout and perceived stress and (2) burnout and workload incongruence in ATs. Cross-sectional study. Participating ATs completed a computer-based survey during the fall sports season. Responding participants were ATs randomly sampled from the National Athletic Trainers' Association membership (N = 154; men = 78, women = 76; age = 36.8 ± 9.5 years). Participants completed self-report assessments (Perceived Stress Scale, Social Support Questionnaire, Positive and Negative Social Exchanges, Maslach Burnout Inventory-Human Services Survey) via a secure e-mail link. Workload incongruence was calculated by subtracting anticipated work hours from actual current work hours (6.0 ± 9.6 hours). We used hierarchical multiple regression analyses to examine hypothesized relationships among study variables. Social interactions did not affect the relationships between burnout and perceived stress or workload incongruence at the global or dimensional level. However, perceived stress (β = .47, P stress perceptions and social support drive the dimensional AT burnout experience, whereas workload incongruence (emotional exhaustion) and negative social interactions (depersonalization) were linked to specific burnout dimensions. Social interactions and markers of stress and workload should be considered when seeking to understand ATs' experiences with burnout and to design workplace interventions.

  17. Design Requirements for Communication-Intensive Interactive Applications

    Science.gov (United States)

    Bolchini, Davide; Garzotto, Franca; Paolini, Paolo

    Online interactive applications call for new requirements paradigms to capture the growing complexity of computer-mediated communication. Crafting successful interactive applications (such as websites and multimedia) involves modeling the requirements for the user experience, including those leading to content design, usable information architecture and interaction, in profound coordination with the communication goals of all stakeholders involved, ranging from persuasion to social engagement, to call for action. To face this grand challenge, we propose a methodology for modeling communication requirements and provide a set of operational conceptual tools to be used in complex projects with multiple stakeholders. Through examples from real-life projects and lessons-learned from direct experience, we draw on the concepts of brand, value, communication goals, information and persuasion requirements to systematically guide analysts to master the multifaceted connections of these elements as drivers to inform successful communication designs.

  18. Selecting personnel to work on the interactive graphics system

    International Nuclear Information System (INIS)

    Norton, F.J.

    1979-01-01

    The paper established criteria for the selection of personnel to work on the interactive graphics system and mentions some of human behavioral patterns that are created by the implementation of graphic systems. Some of the social and educational problems associated with the interactive graphics system will be discussed. The project also provided for collecting objective data which would be useful in assessing the benefits of interactive graphics systems

  19. Selecting personnel to work on the interactive graphics system

    Energy Technology Data Exchange (ETDEWEB)

    Norton, F.J.

    1979-11-30

    The paper established criteria for the selection of personnel to work on the interactive graphics system and mentions some of human behavioral patterns that are created by the implementation of graphic systems. Some of the social and educational problems associated with the interactive graphics system will be discussed. The project also provided for collecting objective data which would be useful in assessing the benefits of interactive graphics systems.

  20. Designing Interactive Applications to Support Novel Activities

    Directory of Open Access Journals (Sweden)

    Hyowon Lee

    2013-01-01

    Full Text Available R&D in media-related technologies including multimedia, information retrieval, computer vision, and the semantic web is experimenting on a variety of computational tools that, if sufficiently matured, could support many novel activities that are not practiced today. Interactive technology demonstration systems produced typically at the end of their projects show great potential for taking advantage of technological possibilities. These demo systems or “demonstrators” are, even if crude or farfetched, a significant manifestation of the technologists’ visions in transforming emerging technologies into novel usage scenarios and applications. In this paper, we reflect on design processes and crucial design decisions made while designing some successful, web-based interactive demonstrators developed by the authors. We identify methodological issues in applying today’s requirement-driven usability engineering method to designing this type of novel applications and solicit a clearer distinction between designing mainstream applications and designing novel applications. More solution-oriented approaches leveraging design thinking are required, and more pragmatic evaluation criteria is needed that assess the role of the system in exploiting the technological possibilities to provoke further brainstorming and discussion. Such an approach will support a more efficient channelling of the technology-to-application transformation which are becoming increasingly crucial in today’s context of rich technological possibilities.

  1. Interaction of threat and verbal working memory in adolescents.

    Science.gov (United States)

    Patel, Nilam; Vytal, Katherine; Pavletic, Nevia; Stoodley, Catherine; Pine, Daniel S; Grillon, Christian; Ernst, Monique

    2016-04-01

    Threat induces a state of sustained anxiety that can disrupt cognitive processing, and, reciprocally, cognitive processing can modulate an anxiety response to threat. These effects depend on the level of cognitive engagement, which itself varies as a function of task difficulty. In adults, we recently showed that induced anxiety impaired working memory accuracy at low and medium but not high load. Conversely, increasing the task load reduced the physiological correlates of anxiety (anxiety-potentiated startle). The present work examines such threat-cognition interactions as a function of age. We expected threat to more strongly impact working memory in younger individuals by virtue of putatively restricted cognitive resources and weaker emotion regulation. This was tested by examining the influence of age on the interaction of anxiety and working memory in 25 adolescents (10 to 17 years) and 25 adults (22 to 46 years). Working memory load was manipulated using a verbal n-back task. Anxiety was induced using the threat of an aversive loud scream and measured via eyeblink startle. Findings revealed that, in both age groups, accuracy was lower during threat than safe conditions at low and medium but not high load, and reaction times were faster during threat than safe conditions at high load but did not differ at other loads. Additionally, anxiety-potentiated startle was greater during low and medium than high load. Thus, the interactions of anxiety with working memory appear similar in adolescents and adults. Whether these similarities reflect common neural mechanisms would need to be assessed using functional neuroimaging. Published 2015. This article is a U.S. Government work and is in the public domain in the USA.

  2. Animal computer interaction (ACI) & designing for animal interaction (AXD)

    DEFF Research Database (Denmark)

    Morrison, Ann Judith; Turner, Jane; Farley, Helen

    2017-01-01

    This workshop invites researchers and practitioners from HCI and related fields who work in some capacity with animals and who recognise the sentient nature of their being. We call for those who want to better understand how to work with animals and learn from them. We are a small team looking...... to build an Australian chapter of the Animal Computer Interaction Community. The workshop will elicit discussion, forge new partnerships and head up a new group on the state of the art within this field in Australia, including comparative international studies. For more information see http://www.ozaci.org/...

  3. Explore the interactive design of touch interface Webpage

    Directory of Open Access Journals (Sweden)

    JIANG Zhen

    2014-12-01

    Full Text Available With the arrival of the era of mobile touch,website HTML,CSS and JavaScript building have been changed.Especially the functional development of hypertext markup language HTML5 and touch interface not only enhances the speed of the Website,but also creates amazing user experiences.Therefore,now Webpage design focus on the transmission of information at the same time,more concerns itself about the personalized and interactive design of users,including visual experience,browsing expect and psychological interaction,etc.

  4. Design tools and materials in creative work

    DEFF Research Database (Denmark)

    Hansen, Nicolai Brodersen; Dalsgaard, Peter; Halskov, Kim

    2017-01-01

    -oriented perspectives, we wish to examine the potentials and limitations in current uses of design tools and materials, and discuss and explore when and how we can introduce ones. Participation in the workshop requires participants to document and analyse central themes in a case, and the resulting material will serve......This workshop aims to examine and discuss the role and nature of design tools and materials in creative work, and to explore how novel tools can meaningfully combine existing and novel tools to support and augment creative work. By exploring and combining methodological, theoretical, and design...

  5. Integrating motivational, social, and contextual work design features: a meta-analytic summary and theoretical extension of the work design literature.

    Science.gov (United States)

    Humphrey, Stephen E; Nahrgang, Jennifer D; Morgeson, Frederick P

    2007-09-01

    The authors developed and meta-analytically examined hypotheses designed to test and extend work design theory by integrating motivational, social, and work context characteristics. Results from a summary of 259 studies and 219,625 participants showed that 14 work characteristics explained, on average, 43% of the variance in the 19 worker attitudes and behaviors examined. For example, motivational characteristics explained 25% of the variance in subjective performance, 2% in turnover perceptions, 34% in job satisfaction, 24% in organizational commitment, and 26% in role perception outcomes. Beyond motivational characteristics, social characteristics explained incremental variances of 9% of the variance in subjective performance, 24% in turnover intentions, 17% in job satisfaction, 40% in organizational commitment, and 18% in role perception outcomes. Finally, beyond both motivational and social characteristics, work context characteristics explained incremental variances of 4% in job satisfaction and 16% in stress. The results of this study suggest numerous opportunities for the continued development of work design theory and practice. (c) 2007 APA.

  6. Designing a Safer Interactive Healthcare System - The Impact of Authentic User Participation

    Science.gov (United States)

    Went, Kathryn L.; Gregor, Peter; Ricketts, Ian W.

    Information technology has been widely promoted in the healthcare sector to improve current practice and patient safety. However, end users are seldom involved extensively in the design and development of healthcare systems, with lip service often paid to the idea of true user involvement. In this case study the impact of sustained authentic user participation was explored using an interdisciplinary team, consisting of experts both in interaction and healthcare design and consultant anaesthetists, nurses, and pharmacists, to create an electronic prescribing and administration system. This paper details the interface that was created and provides examples of the way in which the design evolved in response to the sustained authentic user participation methods. The working prototype both reduced the opportunity for user error and was preferred by its users to the existing manual system.

  7. Statistically designed experiments to screen chemical mixtures for possible interactions

    NARCIS (Netherlands)

    Groten, J.P.; Tajima, O.; Feron, V.J.; Schoen, E.D.

    1998-01-01

    For the accurate analysis of possible interactive effects of chemicals in a defined mixture, statistical designs are necessary to develop clear and manageable experiments. For instance, factorial designs have been successfully used to detect two-factor interactions. Particularly useful for this

  8. Multimodal interaction design in collocated mobile phone use

    NARCIS (Netherlands)

    El-Ali, A.; Lucero, A.; Aaltonen, V.

    2011-01-01

    In the context of the Social and Spatial Interactions (SSI) platform, we explore how multimodal interaction design (input and output) can augment and improve the experience of collocated, collaborative activities using mobile phones. Based largely on our prototype evaluations, we reflect on and

  9. Making an Interactive Calculus Textbook.

    Science.gov (United States)

    Larson, Timothy R.

    1995-01-01

    Presents a case study of the design and production of "Interactive Calculus," an interactive multimedia textbook. Discusses reasons for using multimedia textbooks; what an interactive textbook is; content, organization, graphic design, authoring and composition; and work flow. (AEF)

  10. Giving form to computational things: developing a practice of interaction design

    DEFF Research Database (Denmark)

    Vallgårda, Anna K. A.

    2014-01-01

    between states. Thus, an interaction design practice needs to encompass this temporal form giving in combination with physical form giving and performances of the interaction gestalt. In this paper, I propose this trinity of forms as a framework to unfold the practice of interaction design. I further...

  11. Use of interactive graphics in bridge analysis and design.

    Science.gov (United States)

    1983-01-01

    This study evaluated the role of computer-aided design (CAD), including interactive graphics, in engineering design applications, especially in the design activities of the Virginia Department of Highways and Transportation. A review of the hardware ...

  12. Flipping The Classroom to Increase Students’ Engagement and Interaction in a Mechanical Engineering Course on Machine Design

    Directory of Open Access Journals (Sweden)

    John Kanelopoulos

    2017-11-01

    Full Text Available This paper focuses on engaging students in engineering education and provides a case study to exemplify one way of doing this proposing wikis as the main technology for delivering the content and collaborative problem solving as the main approach for working in class. In particular, we flipped part of an undergraduate course on Machine Design following specific design principles. The pre-course content was consisted of existing material, videos, texts and appropriate URLs. This was delivered through a wiki on the wikispaces platform. In class students worked individually and in groups on several types of problems, participating also in a peer review activity. We analysed interaction data recorded by the wiki as well as questionnaires exploring students' perspectives on the particular educational experience. Preliminary results of this pilot study provide evidence about the potential of the flipped classroom in activating students and in increasing interaction within the class.

  13. Interface, information, interaction: a narrative review of design and functional requirements for clinical decision support.

    Science.gov (United States)

    Miller, Kristen; Mosby, Danielle; Capan, Muge; Kowalski, Rebecca; Ratwani, Raj; Noaiseh, Yaman; Kraft, Rachel; Schwartz, Sanford; Weintraub, William S; Arnold, Ryan

    2018-05-01

    Provider acceptance and associated patient outcomes are widely discussed in the evaluation of clinical decision support systems (CDSSs), but critical design criteria for tools have generally been overlooked. The objective of this work is to inform electronic health record alert optimization and clinical practice workflow by identifying, compiling, and reporting design recommendations for CDSS to support the efficient, effective, and timely delivery of high-quality care. A narrative review was conducted from 2000 to 2016 in PubMed and The Journal of Human Factors and Ergonomics Society to identify papers that discussed/recommended design features of CDSSs that are associated with the success of these systems. Fourteen papers were included as meeting the criteria and were found to have a total of 42 unique recommendations; 11 were classified as interface features, 10 as information features, and 21 as interaction features. Features are defined and described, providing actionable guidance that can be applied to CDSS development and policy. To our knowledge, no reviews have been completed that discuss/recommend design features of CDSS at this scale, and thus we found that this was important for the body of literature. The recommendations identified in this narrative review will help to optimize design, organization, management, presentation, and utilization of information through presentation, content, and function. The designation of 3 categories (interface, information, and interaction) should be further evaluated to determine the critical importance of the categories. Future work will determine how to prioritize them with limited resources for designers and developers in order to maximize the clinical utility of CDSS. This review will expand the field of knowledge and provide a novel organization structure to identify key recommendations for CDSS.

  14. Time, Interaction, and Design in Support of a Good Life

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Laaksolahti, Jarmo Matti; Witzner Hansen, Dan

    development. Our ongoing investigation of Interaction Design for a Good Life (http://itu.dk/IxDLab/) has uncovered a broad diversity of perspectives on how to unpack ‘a good life’ through research and design, and indeed what constitutes a good life to begin with. Through our investigations, time has surfaced...... as pivotal to our budding understanding of elements of a good life and a useful framing for future investigations. Time is also an important topic for interaction design, because it is at the core of interaction, the practice of design, and, in many ways, our use and relationships with technological......This position paper outlines a research program for the IxD Research Group at the IT University of Copenhagen. As such, it presents a range of questions addressing different corners of the question of time in IxD from the point of view of HCI, social interaction, material expressions, and software...

  15. Structuring Design and Evaluation of an Interactive Installation Through Swarms of Light Rays with Human-Artifact Model

    DEFF Research Database (Denmark)

    Erkut, Cumhur; Fehr, Jonas

    2016-01-01

    We present the design and evaluation of an interactive installation to be explored by movement and sound under Human-Activity Model. In the installation, movement qualities that are extracted from the motion tracking data excite a dynamical system (a synthetic flock of agents), which responds...... out a questionnaire afterwards. In this paper, we report our preliminary work on the analysis of the tensions of interaction with the installation under the Human-Artifact Model. Our results indicate exploration and discovery as the main motives of the interaction. This is different than utilitarian...

  16. A Randomized Trial Comparing Classical Participatory Design to VandAID, an Interactive CrowdSourcing Platform to Facilitate User-centered Design.

    Science.gov (United States)

    Dufendach, Kevin R; Koch, Sabine; Unertl, Kim M; Lehmann, Christoph U

    2017-10-26

    Early involvement of stakeholders in the design of medical software is particularly important due to the need to incorporate complex knowledge and actions associated with clinical work. Standard user-centered design methods include focus groups and participatory design sessions with individual stakeholders, which generally limit user involvement to a small number of individuals due to the significant time investments from designers and end users. The goal of this project was to reduce the effort for end users to participate in co-design of a software user interface by developing an interactive web-based crowdsourcing platform. In a randomized trial, we compared a new web-based crowdsourcing platform to standard participatory design sessions. We developed an interactive, modular platform that allows responsive remote customization and design feedback on a visual user interface based on user preferences. The responsive canvas is a dynamic HTML template that responds in real time to user preference selections. Upon completion, the design team can view the user's interface creations through an administrator portal and download the structured selections through a REDCap interface. We have created a software platform that allows users to customize a user interface and see the results of that customization in real time, receiving immediate feedback on the impact of their design choices. Neonatal clinicians used the new platform to successfully design and customize a neonatal handoff tool. They received no specific instruction and yet were able to use the software easily and reported high usability. VandAID, a new web-based crowdsourcing platform, can involve multiple users in user-centered design simultaneously and provides means of obtaining design feedback remotely. The software can provide design feedback at any stage in the design process, but it will be of greatest utility for specifying user requirements and evaluating iterative designs with multiple options.

  17. Creaming and Parking in Quasi-Marketised Welfare-to-Work Schemes: Designed Out Of or Designed In to the UK Work Programme?

    Science.gov (United States)

    Carter, Eleanor; Whitworth, Adam

    2015-04-01

    'Creaming' and 'parking' are endemic concerns within quasi-marketised welfare-to-work (WTW) systems internationally, and the UK's flagship Work Programme for the long-term unemployed is something of an international pioneer of WTW delivery, based on outsourcing, payment by results and provider flexibility. In the Work Programme design, providers' incentives to 'cream' and 'park' differently positioned claimants are intended to be mitigated through the existence of nine payment groups (based on claimants' prior benefit type) into which different claimants are allocated and across which job outcome payments for providers differ. Evaluation evidence suggests however that 'creaming' and 'parking' practices remain common. This paper offers original quantitative insights into the extent of claimant variation within these payment groups, which, contrary to the government's intention, seem more likely to design in rather than design out 'creaming' and 'parking'. In response, a statistical approach to differential payment setting is explored and is shown to be a viable and more effective way to design a set of alternative and empirically grounded payment groups, offering greater predictive power and value-for-money than is the case in the current Work Programme design.

  18. Interactions between working memory and selective attention

    Institute of Scientific and Technical Information of China (English)

    2007-01-01

    Event-related potential (ERP) was used to examine the interactions between working memory and selective attention. We combined two unrelated tasks, one requiring working memory and the other selective attention, which were performed by some undergraduates. The ERP results revealed that both congruent and incongruent stimuli in the selective attention task evoked an N400 component, reaching the peak point at around 500 ms. The N400 evoked by incongruent stimuli was more negative than that of congruent, which indicated the difference of semantic N400. Furthermore, working memory load had a significant influence on the N400 evoked by selective attention task in parietal region. And working memory load showed difference in the ERPs of working memory retrieval in central and parietal regions. The ERPs of probe under high working memory load were more positive from 350 to 550 ms post-stimulus; however, stimulus type of selective attention had no influence on working memory retrieval. The present study shows that working memory does not play a major role in the selective attention, especially in ignoring distracter, but it influences the performance of the selective attention as the background. The congruency of target and distracter in the selective attention task does not influence the working memory retrieval.

  19. Specifications in early conceptual design work

    DEFF Research Database (Denmark)

    Hansen, Claus Thorp; Andreasen, Mogens Myrup

    2007-01-01

    In early conceptual design the design team is working in an uncertain situation, where the understanding of a need is limited and not much is known about the solution space. In this situation the design team has to both analyse need and explore solution space. Thus, the team has to formulate design...... specifications, which express attractive product goals, and has to synthesise the product idea. The authors of this paper see a challenge to enhance and improve our understanding of the nature of design specifications as a means to support the synthesis of a product idea. In this empirical study we analyse...... the structure and content of design specifications during early ideation activities, where initial design specifications are formulated and a product idea is synthesised. We have analysed specification documents of 19 teams of novice designers. Our analysis indicates that a productive product design...

  20. Affective loop experiences: designing for interactional embodiment.

    Science.gov (United States)

    Höök, Kristina

    2009-12-12

    Involving our corporeal bodies in interaction can create strong affective experiences. Systems that both can be influenced by and influence users corporeally exhibit a use quality we name an affective loop experience. In an affective loop experience, (i) emotions are seen as processes, constructed in the interaction, starting from everyday bodily, cognitive or social experiences; (ii) the system responds in ways that pull the user into the interaction, touching upon end users' physical experiences; and (iii) throughout the interaction the user is an active, meaning-making individual choosing how to express themselves-the interpretation responsibility does not lie with the system. We have built several systems that attempt to create affective loop experiences with more or less successful results. For example, eMoto lets users send text messages between mobile phones, but in addition to text, the messages also have colourful and animated shapes in the background chosen through emotion-gestures with a sensor-enabled stylus pen. Affective Diary is a digital diary with which users can scribble their notes, but it also allows for bodily memorabilia to be recorded from body sensors mapping to users' movement and arousal and placed along a timeline. Users can see patterns in their bodily reactions and relate them to various events going on in their lives. The experiences of building and deploying these systems gave us insights into design requirements for addressing affective loop experiences, such as how to design for turn-taking between user and system, how to create for 'open' surfaces in the design that can carry users' own meaning-making processes, how to combine modalities to create for a 'unity' of expression, and the importance of mirroring user experience in familiar ways that touch upon their everyday social and corporeal experiences. But a more important lesson gained from deploying the systems is how emotion processes are co-constructed and experienced

  1. Development of Integrated Programs for Aerospace-vehicle Design (IPAD): Product manufacture interactions with the design process

    Science.gov (United States)

    Crowell, H. A.

    1979-01-01

    The product manufacturing interactions with the design process and the IPAD requirements to support the interactions are described. The data requirements supplied to manufacturing by design are identified and quantified. Trends in computer-aided manufacturing are discussed and the manufacturing process of the 1980's is anticipated.

  2. Teaching interaction design & children within diverse disciplinary curricula.

    NARCIS (Netherlands)

    Gilutz, S.; Bekker, M.M.; Fisch, S.; Blikstein, Paulo

    2011-01-01

    This one-day workshop will bring together instructors who teach Interaction Design & Children at a university level from a wide spectrum of disciplines and research communities (HCI, Engineering, Design, education, Psychology and Communications). Our goal is to explore the various current ways IDC

  3. Designing Work, Family & Health Organizational Change Initiatives.

    Science.gov (United States)

    Kossek, Ellen Ernst; Hammer, Leslie B; Kelly, Erin L; Moen, Phyllis

    2014-01-01

    For decades, leaders and scholars have been advocating change efforts to improve work-life relationships. Yet most initiatives have lacked rigor and not been developed using scientific principles. This has created an evidence gap for employer support of work and personal life as a win-win for productivity and employees' well-being. This paper examines the approach used by the U.S. Work Family Health Network (WFRN) to develop an innovative workplace intervention to improve employee and family health. The change initiative was designed to reduce organizationally based work-family conflict in two contrasting contexts representative of major segments of today's U.S. workforce: health care employees and informational technology professionals. The WFRN Intervention (called STAR) had three theoretically based change elements. They were: 1) increase job control over work time and schedule; 2) increase supervisor social support for family and job effectiveness; and 3) improve organizational culture and job design processes to foster results orientation. Seven practical lessons for developing work-life interventions emerged from this groundbreaking endeavor.

  4. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  5. Muon collider interaction region design

    Directory of Open Access Journals (Sweden)

    Y. I. Alexahin

    2011-06-01

    Full Text Available Design of a muon collider interaction region (IR presents a number of challenges arising from low β^{*}<1  cm, correspondingly large beta-function values and beam sizes at IR magnets, as well as the necessity to protect superconducting magnets and collider detectors from muon decay products. As a consequence, the designs of the IR optics, magnets and machine-detector interface are strongly interlaced and iterative. A consistent solution for the 1.5 TeV center-of-mass muon collider IR is presented. It can provide an average luminosity of 10^{34}  cm^{-2} s^{-1} with an adequate protection of magnet and detector components.

  6. Interacting with case work documents using time lines

    DEFF Research Database (Denmark)

    Bohøj, Morten; Bouvin, Niels Olof

    2009-01-01

    We present a way of creating an overview of administrative procedures using timelines. Our design also provides for manipulation of the information given on the timeline through interacting directly with the timeline. As an example application, a prototype supporting administrative procedures sur...

  7. Honesty-humility and a person-situation interaction at work

    DEFF Research Database (Denmark)

    Zettler, Ingo; Hilbig, B.E.

    2010-01-01

    Person-situation interactions have attracted researchers' attention for decades. Likewise, the current work focuses on the interaction of honesty-humility and situational conditions in bringing about counterproductive work behaviour (CWB). As such, we introduce perceptions of organizational...... politics as a situational construct representing an opportunity for CWB. In a sample of N = 148 employees we found that particularly individuals low in honesty-humility were affected by situational circumstances. By contrast, those high in honesty-humility reported practically the same (lower) amount...... of CWB independent of the level of perceptions of organizational politics. In other words, employees low in honesty-humility were especially likely to condition their behaviour on environmental factors, a result that mirrors previous findings....

  8. Defining Interactions and Interfaces in Engineering Design

    DEFF Research Database (Denmark)

    Parslov, Jakob Filippson

    documents of legal matter and must therefore be unambiguously and completely described. Following this observation, a comprehensive and systematic literature review has been performed in order to investigate the definition and perception of an interface. The review resulted in a classification revealing 13......This PhD thesis focuses on the understanding and definition of interactions and interfaces during the architectural decomposition of complex, multi-technological products. The Interaction and Interface Framework developed in this PhD project contribute to the field of engineering design research...... the framework, it has been possible to arrive at a classification of interaction mechanism, which is mutually exclusive (no overlap) and collectively exhaustive (no gaps). This contribution changes the existing paradigm of reasoning about interactions and allows for an unambiguous architectural decomposition...

  9. General aviation design synthesis utilizing interactive computer graphics

    Science.gov (United States)

    Galloway, T. L.; Smith, M. R.

    1976-01-01

    Interactive computer graphics is a fast growing area of computer application, due to such factors as substantial cost reductions in hardware, general availability of software, and expanded data communication networks. In addition to allowing faster and more meaningful input/output, computer graphics permits the use of data in graphic form to carry out parametric studies for configuration selection and for assessing the impact of advanced technologies on general aviation designs. The incorporation of interactive computer graphics into a NASA developed general aviation synthesis program is described, and the potential uses of the synthesis program in preliminary design are demonstrated.

  10. Work-home interaction from a work psychological perspective : Development and validation of a new questionnaire, the SWING

    NARCIS (Netherlands)

    Geurts, S.A.E.; Taris, T.W.; Kompier, M.A.J.; Dikkers, J.S.E.; Hooff, M.L.M. van; Kinnunen, U.

    2005-01-01

    This paper reports on the stepwise development of a new questionnaire for measuring work-home interaction, i.e. the Survey Work-home Interaction—NijmeGen, the SWING). Inspired by insights from work psychology, more specifically from Effort-Recovery Theory (Meijman & Mulder, 1998), we defined

  11. Materials in Participatory Design Processes

    DEFF Research Database (Denmark)

    Hansen, Nicolai Brodersen

    This dissertation presents three years of academic inquiry into the question of what role materials play in interaction design and participatory design processes. The dissertation aims at developing conceptual tools, based on Deweys pragmatism, for understanding how materials aid design reflection....... It has been developed using a research-through-design approach in which the author has conducted practical design work in order to investigate and experiment with using materials to scaffold design inquiry. The results of the PhD work is submitted as seven separate papers, submitted to esteemed journals...... and conferences within the field of interaction design and HCI. The work is motivated both by the growing interest in materials in interaction design and HCI and the interest in design processes and collaboration within those fields. At the core of the dissertation lies an interest in the many different materials...

  12. Operator Station Design System - A computer aided design approach to work station layout

    Science.gov (United States)

    Lewis, J. L.

    1979-01-01

    The Operator Station Design System is resident in NASA's Johnson Space Center Spacecraft Design Division Performance Laboratory. It includes stand-alone minicomputer hardware and Panel Layout Automated Interactive Design and Crew Station Assessment of Reach software. The data base consists of the Shuttle Transportation System Orbiter Crew Compartment (in part), the Orbiter payload bay and remote manipulator (in part), and various anthropometric populations. The system is utilized to provide panel layouts, assess reach and vision, determine interference and fit problems early in the design phase, study design applications as a function of anthropometric and mission requirements, and to accomplish conceptual design to support advanced study efforts.

  13. A SVM bases AI design for interactive gaming

    OpenAIRE

    Jiang, Yang; Jiang, Jianmin; Palmer, Ian

    2008-01-01

    Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive gaming design has the features of: (i): high speed processing, providing instant response to the pla...

  14. Structural elements design manual working with Eurocodes

    CERN Document Server

    Draycott, Trevor

    2009-01-01

    Structural Elements Design Manual: Working With Eurocodes is the structural engineers 'companion volume' to the four Eurocodes on the structural use of timber, concrete, masonry and steelwork. For the student at higher technician or first degree level it provides a single source of information on the behaviour and practical design of the main elements of the building structure. With plenty of worked examples and diagrams, it is a useful textbook not only for students of structural and civil engineering, but also for those on courses in related subjects such as

  15. Reducing work-related Musculoskeletal Disorders (MSDs) through design: Views of ergonomics and design practitioners.

    Science.gov (United States)

    Punchihewa, Himan K G; Gyi, Diane E

    2015-01-01

    Work-related Musculoskeletal Disorders (MSDs) affect the well-being of workers. Unfortunately, user requirements for design to reduce workplace risk factors for MSDs are not always effectively communicated to designers creating a mismatch between the user requirements and what is ultimately produced. To understand the views of practitioners of design and ergonomics regarding tools for participatory design and features they would like to see in such tools. An online questionnaire survey was conducted with a cohort of practitioners of ergonomics and design (n = 32). In-depth interviews were then conducted with a subset of these practitioners (n = 8). To facilitate discussion, a prototype integrated design tool was developed and demonstrated to practitioners using a verbalized walkthrough approach. According to the results of the questionnaire survey, the majority (70%) believed an integrated approach to participatory design would help reduce work-related MSDs and suggested ways to achieve this, for example, through sharing design information. The interviews showed the majority (n = 7) valued being provided with guidance on design activities and ways to manage and present information. It is believed that an integrated approach to design in order to help reduce work-related MSDs is highly important and a provision to evaluate design solutions would be desirable for practitioners of design and ergonomics.

  16. Interaction systems design and the protocol- and middleware-centred paradigms in distributed application development

    OpenAIRE

    Andrade Almeida, João; van Sinderen, Marten J.; Quartel, Dick; Ferreira Pires, Luis

    2003-01-01

    This paper aims at demonstrating the benefits and importance of interaction systems design in the development of distributed applications. We position interaction systems design with respect to two paradigms that have influenced the design of distributed applications: the middleware-centred and the protocol-centred paradigm. We argue that interaction systems that support application-level interactions should be explicitly designed, using the externally observable behaviour of the interaction ...

  17. Relationship between work-family interaction and job satisfaction

    OpenAIRE

    Adomynienė, Eglė; Gustainienė, Loreta

    2011-01-01

    Nowadays when women not only take care of the house, but also actively participate in career development the ability to reconcile work and family commitments has become perhaps the most difficult task. Purpose. The aim of the present study is to examine the relationship between job satisfaction and work and family interactions (both types and directions), the impact of social support upon the relationship is also taken into account. Methods. The study included 154 subjects: 100 women and 54 m...

  18. Interactive Spacecraft Trajectory Design Strategies Featuring Poincare Map Topology

    Science.gov (United States)

    Schlei, Wayne R.

    Space exploration efforts are shifting towards inexpensive and more agile vehicles. Versatility regarding spacecraft trajectories refers to the agility to correct deviations from an intended path or even the ability to adapt the future path to a new destination--all with limited spaceflight resources (i.e., small DeltaV budgets). Trajectory design methods for such nimble vehicles incorporate equally versatile procedures that allow for rapid and interactive decision making while attempting to reduce Delta V budgets, leading to a versatile trajectory design platform. A versatile design paradigm requires the exploitation of Poincare map topology , or the interconnected web of dynamical structures, existing within the chaotic dynamics of multi-body gravitational models to outline low-Delta V transfer options residing nearby to a current path. This investigation details an autonomous procedure to extract the periodic orbits (topology nodes) and correlated asymptotic flow structures (or the invariant manifolds representing topology links). The autonomous process summarized in this investigation (termed PMATE) overcomes discontinuities on the Poincare section that arise in the applied multi-body model (the planar circular restricted three-body problem) and detects a wide variety of novel periodic orbits. New interactive capabilities deliver a visual analytics foundation for versatile spaceflight design, especially for initial guess generation and manipulation. Such interactive strategies include the selection of states and arcs from Poincare section visualizations and the capabilities to draw and drag trajectories to remove dependency on initial state input. Furthermore, immersive selection is expanded to cull invariant manifold structures, yielding low-DeltaV or even DeltaV-free transfers between periodic orbits. The application of interactive design strategies featuring a dense extraction of Poincare map topology is demonstrated for agile spaceflight with a simple

  19. Designing Gestural Interfaces Touchscreens and Interactive Devices

    CERN Document Server

    Saffer, Dan

    2008-01-01

    If you want to get started in new era of interaction design, this is the reference you need. Packed with informative illustrations and photos, Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns -- information you need to augment your existing skills in traditional" websites, software, or product development. This book will help you enter this new world of possibilities."

  20. Employees' negative and positive work-home interaction and their association with depressive symptoms.

    Science.gov (United States)

    Nitzsche, Anika; Jung, Julia; Pfaff, Holger; Driller, Elke

    2013-05-01

    Depression is the leading cause of disability and high costs worldwide. One possibility for preventing depression in the workplace, which has received little consideration so far, is the promotion of a successful balance between work and personal life. The aim of this study was to investigate employees' negative and positive work-home interaction and their association with depressive symptoms. A cross-sectional study was conducted in the micro- and nanotechnology sector in Germany. A stepwise multivariate logistic regression analysis was performed using data from N = 213 employees. The results suggest that while negative work-home interaction is associated with an increased risk for depressive symptoms, positive work-home interaction is correlated with a lower risk. Neither positive nor negative interaction in the home-to-work direction demonstrated a significant association with depressive symptoms. When attempting to prevent mental illnesses, such as depression, it is important to develop strategies aimed at reducing conflict between work and personal life and promoting a positive exchange between these two domains. Copyright © 2012 Wiley Periodicals, Inc.

  1. Salt-bridge networks within globular and disordered proteins: characterizing trends for designable interactions.

    Science.gov (United States)

    Basu, Sankar; Mukharjee, Debasish

    2017-07-01

    There has been considerable debate about the contribution of salt bridges to the stabilization of protein folds, in spite of their participation in crucial protein functions. Salt bridges appear to contribute to the activity-stability trade-off within proteins by bringing high-entropy charged amino acids into close contacts during the course of their functions. The current study analyzes the modes of association of salt bridges (in terms of networks) within globular proteins and at protein-protein interfaces. While the most common and trivial type of salt bridge is the isolated salt bridge, bifurcated salt bridge appears to be a distinct salt-bridge motif having a special topology and geometry. Bifurcated salt bridges are found ubiquitously in proteins and interprotein complexes. Interesting and attractive examples presenting different modes of interaction are highlighted. Bifurcated salt bridges appear to function as molecular clips that are used to stitch together large surface contours at interacting protein interfaces. The present work also emphasizes the key role of salt-bridge-mediated interactions in the partial folding of proteins containing long stretches of disordered regions. Salt-bridge-mediated interactions seem to be pivotal to the promotion of "disorder-to-order" transitions in small disordered protein fragments and their stabilization upon binding. The results obtained in this work should help to guide efforts to elucidate the modus operandi of these partially disordered proteins, and to conceptualize how these proteins manage to maintain the required amount of disorder even in their bound forms. This work could also potentially facilitate explorations of geometrically specific designable salt bridges through the characterization of composite salt-bridge networks. Graphical abstract ᅟ.

  2. Collective interaction by design collective controllers for social navigation on digital photos

    DEFF Research Database (Denmark)

    Petersen, Marianne Graves; Krogh, Peter; Mortensen, Morten Boye

    2010-01-01

    trial use serves to refine the collective interaction model and identify qualities and shortcommings of collective interaction applications. In this way we wish to point to a design space, which can lead to new interaction techniques and -designs supporting shared social experiences around digital...

  3. Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format

    OpenAIRE

    Winwin Wiana

    2017-01-01

    This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology...

  4. How to design for transformation of behavior through interactive materiality

    NARCIS (Netherlands)

    Stienstra, J.T.; Bruns, M.; Wensveen, S.A.G.; Kuenen, C.D.

    2012-01-01

    This paper presents a design approach tackling the transformation of behavior through ‘interactive materiality’ from a phenomenological perspective. It builds upon the Interaction Frogger framework that couples action to reaction for intuitive mapping in intelligent product interaction. Through the

  5. FCJ-129 Interaction Designs for Ubicomp Cultures

    Directory of Open Access Journals (Sweden)

    Ulrik Ekman

    2011-12-01

    Full Text Available This is a journal issue invested in remarking more than once upon the undecidability hovering today around our getting into contact with ‘ubiquity’ or ‘pervasiveness’ as a potential to be further actualized in the fields of human-computer interaction (HCI, interaction design, and the cultural life worlds of information societies more generally. Affirming this undecidability is a necessity – since both of these alternatives are currently at stake, and since ‘ubiquity’ and ubicomp remain potentialities of whose actualization we are not yet sure, whether this is matter of an explicit articulation of the principal ideas or of the concrete lines of development and research making of this so many hands-on facts inherent in the interactions in our contemporary life worlds. In other words, the focus and special merit of this issue is not least to enter into the set of questions surrounding the notion of ‘interaction designs for ubicomp cultures’ – as something partaking of that which Michel Foucault would have called ‘a history of the present.’ This introduction gives a comprehensive account of current thinking and practice in this contemporary field of research in order to make a difference that makes a difference while the cultural and technical developments at stake are still undecidable, multiple, and emergent – at a fast pace, too.

  6. Designing learning environments to teach interactive Quantum Physics

    Science.gov (United States)

    Gómez Puente, Sonia M.; Swagten, Henk J. M.

    2012-10-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small groups. Individual formative feedback was introduced as a rapid assessment tool to provide an overview on progress and identify gaps by means of questioning students at three levels: conceptual; prior knowledge; homework exercises. The setup of Quantum Physics has been developed as a result of several loops of adjustments and improvements from a traditional-like type of teaching to an interactive classroom. Results of this particular instructional arrangement indicate significant gains in students' achievements in comparison with the traditional structure of this course, after recent optimisation steps such as the implementation of an individual feedback system.

  7. User involvement in the design of human-computer interactions: some similarities and differences between design approaches

    NARCIS (Netherlands)

    Bekker, M.M.; Long, J.B.

    1998-01-01

    This paper presents a general review of user involvement in the design of human-computer interactions, as advocated by a selection of different approaches to design. The selection comprises User-Centred Design, Participatory Design, Socio-Technical Design, Soft Systems Methodology, and Joint

  8. Design of Feedback in Interactive Multimedia Language Learning Environments

    Directory of Open Access Journals (Sweden)

    Vehbi Türel

    2012-01-01

    Full Text Available In interactive multimedia environments, different digital elements (i. e. video, audio, visuals, text, animations, graphics and glossary can be combined and delivered on the same digital computer screen (TDM 1997: 151, CCED 1987, Brett 1998: 81, Stenton 1998: 11, Mangiafico 1996: 46. This also enables effectively provision and presentation of feedback in pedagogically more efficient ways, which meets not only the requirement of different teaching and learning theories, but also the needs of language learners who vary in their learning-style preferences (Robinson 1991: 156, Peter 1994: 157f.. This study aims to bring out the pedagogical and design principles that might help us to more effectively design and customise feedback in interactive multimedia language learning environments. While so doing, some examples of thought out and customized computerised feedback from an interactive multimedia language learning environment, which were designed and created by the author of this study and were also used for language learning purposes, will be shown.

  9. Embodied Cognition and the Magical Future of Interaction Design

    Directory of Open Access Journals (Sweden)

    David Kirsh

    2013-09-01

    Full Text Available The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interaction and new principles for better designs. I support this claim with four ideas about cognition: (1 interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2 we think with our bodies not just with our brains; (3 we know more by doing than 3by seeing – there are times when physically performing an activity is better than watching someone else perform the activity, even though our motor resonance system fires strongly during other person observa tion; (4 there are times when we literally think with things. These four ideas have major implications for interaction design, especially the design of tangible, physical, context aware, and telepresence systems.

  10. Computational design of protein interactions: designing proteins that neutralize influenza by inhibiting its hemagglutinin surface protein

    Science.gov (United States)

    Fleishman, Sarel

    2012-02-01

    Molecular recognition underlies all life processes. Design of interactions not seen in nature is a test of our understanding of molecular recognition and could unlock the vast potential of subtle control over molecular interaction networks, allowing the design of novel diagnostics and therapeutics for basic and applied research. We developed the first general method for designing protein interactions. The method starts by computing a region of high affinity interactions between dismembered amino acid residues and the target surface and then identifying proteins that can harbor these residues. Designs are tested experimentally for binding the target surface and successful ones are affinity matured using yeast cell surface display. Applied to the conserved stem region of influenza hemagglutinin we designed two unrelated proteins that, following affinity maturation, bound hemagglutinin at subnanomolar dissociation constants. Co-crystal structures of hemagglutinin bound to the two designed binders were within 1Angstrom RMSd of their models, validating the accuracy of the design strategy. One of the designed proteins inhibits the conformational changes that underlie hemagglutinin's cell-invasion functions and blocks virus infectivity in cell culture, suggesting that such proteins may in future serve as diagnostics and antivirals against a wide range of pathogenic influenza strains. We have used this method to obtain experimentally validated binders of several other target proteins, demonstrating the generality of the approach. We discuss the combination of modeling and high-throughput characterization of design variants which has been key to the success of this approach, as well as how we have used the data obtained in this project to enhance our understanding of molecular recognition. References: Science 332:816 JMB, in press Protein Sci 20:753

  11. Design of New Food Technology: Social Shaping of Working Environment

    DEFF Research Database (Denmark)

    Broberg, Ole

    2000-01-01

    A five-year design process of a continuous process wok has been studied with the aim of elucidating the conditions for integrating working environment aspects. The design process is seen as a network building activity and as a social shaping process of the artefact. A working environment log...... is suggested as a tool designers can use to integrate considerations of future operators' working environment....

  12. Work and Home Neighborhood Design and Physical Activity.

    Science.gov (United States)

    Carlson, Jordan A; Frank, Lawrence D; Ulmer, Jared; Conway, Terry L; Saelens, Brian E; Cain, Kelli L; Sallis, James F

    2018-01-01

    To investigate relations of perceived worksite neighborhood environments to total physical activity and active transportation, over and above home neighborhood built environments. Observational epidemiologic study. Baltimore, Maryland-Washington, DC, and Seattle-King County, Washington metropolitan areas. One thousand eighty-five adults (mean age = 45.0 [10.2]; 46% women) recruited from 32 neighborhoods stratified by high/low neighborhood income and walkability. The Neighborhood Environment Walkability Survey assessed perceptions of worksite and home neighborhood environments. Accelerometers assessed total moderate-to-vigorous physical activity (MVPA). The International Physical Activity Questionnaire assessed total active transportation and active transportation to and around work. Mixed-effects regression tested relations of home and worksite neighborhood environments to each physical activity outcome, adjusted for demographics. Home and worksite mixed land use and street connectivity had the most consistent positive associations with physical activity outcomes. Worksite traffic and pedestrian safety were also associated with multiple physical activity outcomes. The worksite neighborhood explained additional variance in physical activity outcomes than explained by the home neighborhood. Worksite and home neighborhood environments interacted in explaining active transportation to work, with the greatest impacts occurring when both neighborhoods were activity supportive. Both worksite and home neighborhood environments were independently related to total MVPA and active transportation. Community design policies should target improving the physical activity supportiveness of worksite neighborhood environments and integrating commercial and residential development.

  13. Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format

    Directory of Open Access Journals (Sweden)

    Winwin Wiana

    2017-05-01

    Full Text Available This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology is the student is not optimal when learning designing clothes based computer technology both in terms of learning content learning mechanisms that still uses a linear media and limitations of highly structured learning time. 2 Animation multimedia has the following characteristics a media of learning is convergent interactive self-contained in the sense of giving convenience to users without the guidance of others as multimedia applications can present the material to see more interesting and informative. 3 Design of multimedia learning software developed include the creation of flowcharts storyboards and drafting manuscript of interactive multimedia based animation. 4 Based on the results of validation by multimedia experts obtained an average percentage of 85.55 viability of the material experts obtained an average percentage of 90.84 viability and by students as users gained an average percentage of 96.38 eligibility so it can be said that the standard of the feasibility of interactive multimedia based animation developed is included in the category of Very High or Very Good. Furthermore experts agree that the development of interactive multimedia based animation on learning Fashion Design Technology can be used with some aspects that need to be improved to obtain higher levels of feasibility more optimal.

  14. Changing Work and Work-Family Conflict: Evidence from the Work, Family, and Health Network*

    OpenAIRE

    Kelly, Erin L.; Moen, Phyllis; Oakes, J. Michael; Fan, Wen; Okechukwu, Cassandra; Davis, Kelly D.; Hammer, Leslie; Kossek, Ellen; King, Rosalind Berkowitz; Hanson, Ginger; Mierzwa, Frank; Casper, Lynne

    2014-01-01

    Schedule control and supervisor support for family and personal life are work resources that may help employees manage the work-family interface. However, existing data and designs have made it difficult to conclusively identify the effects of these work resources. This analysis utilizes a group-randomized trial in which some units in an information technology workplace were randomly assigned to participate in an initiative, called STAR, that targeted work practices, interactions, and expecta...

  15. Work Zone Design and Operations Enhancements

    Science.gov (United States)

    2010-02-01

    Oregon Department of Transportation contractors are required to implement Traffic Control Plans (TCPs) to protect and direct traffic through work zones. The design and implementation of TCPs have shown variation from project-to-project across the Sta...

  16. Burnout and demographic characteristics of workers experiencing different types of work-home interaction.

    Science.gov (United States)

    Merecz, Dorota; Andysz, Aleksandra

    2014-12-01

    The purpose of this study was to explore configurations of positive versus negative interactions between work and home (WHI) and their relation to burnout and demographic characteristics. Sample of 533 Polish workers were interviewed by means of self-administered questionnaires (SWING and MBI-GS). Demographic and work characteristics were also controlled. Cluster analysis distinguished 5 types of WHIs: positive WHI (18%), negative WHI (15.9%), no interaction (29.3%), mutual positive interactions (15.4%) and positive HWI (21.4%). The quality of WHI was associated with number of work hours and tenure at main place of employment. The effect of gender on the quality of work-home interaction was not significant. Configuration of WHIs affected the level of burnout. Again, there was no significant difference between men and women in terms of burnout and its sub-dimensions. The least burned-out were people from positive WHI, positive HWI and mutual positive interaction groups. The most burned-out were people who experienced negative WHI the most often. In this group, predominance of men working more than 10 h per day was observed. The majority of study group (71%) experienced rather integration than segmentation of both spheres. Our results suggest that segmentation is not an universal and effective strategy of coping with work and home demands - it may prevent the positive home-work spillover, which can be buffer or remedy against stress or burnout. We consider cluster analysis the appropriate method in research on relation to work-family balance issue, which may be useful in unraveling relationships between this phenomenon and attitudes and behaviors.

  17. Updated Design Standards and Guidance from the What Works Clearinghouse: Regression Discontinuity Designs and Cluster Designs

    Science.gov (United States)

    Cole, Russell; Deke, John; Seftor, Neil

    2016-01-01

    The What Works Clearinghouse (WWC) maintains design standards to identify rigorous, internally valid education research. As education researchers advance new methodologies, the WWC must revise its standards to include an assessment of the new designs. Recently, the WWC has revised standards for two emerging study designs: regression discontinuity…

  18. Design of an inclusive & interactive educational textile toy

    Science.gov (United States)

    Pereira, C.; Cunha, J.

    2017-10-01

    The market for educational toys is scarce in products specifically developed for blind and low sighted children, aiming not only at their motor and cognitive development as well as to the non-stigmatization of these children. Considering the development of educational toys, and based in previous research work [1], we found that textile materials offer an enormous application capability in this regard due not only to their flexibility in use and maintenance of properties, but also because of our familiarity with these materials. The main goal of this project is the study of the emotional response to an interactive educational textile toy by children with visual impairments - blind or partially sighted. In this way the project is based on four main axes: knowing the user, identifying his specific needs; knowing the product-user relationship with a special focus on tactile and emotional perception; study textile structures to best fit the design; and, finally, evaluate the user’s response to the developed product by evaluating the product experience.

  19. Cognitive System Engineering Approach to Design of Work Support Systems

    DEFF Research Database (Denmark)

    Rasmussen, Jens

    1995-01-01

    The problem of designing work support systems for flexible, dynamic work environments is discussed and a framework for analysis of work in terms of behavior shaping constraints is described. The application of 'ecological interfaces' presenting to the user a map of the relational structure...... of the work space is advocated from the thesis that a map is a better guidance of discretionary tasks than is a route instruction. For the same reason, support of system design is proposed in terms of maps of the design territory, rather than in terms of guidelines....

  20. Designing for social interaction in open-ended play environments

    NARCIS (Netherlands)

    de Valk, L.; Bekker, T.; Eggen, J.H.

    2015-01-01

    Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in designing new interactive play environments. In this paper, we explore the

  1. Preliminary investigation of the interaction between radiologists and digital radiologic work stations

    International Nuclear Information System (INIS)

    Fajardo, L.L.; McNeill, K.M.; Maloney, K.; Mockbee, B.

    1987-01-01

    Using a work station built in the authors' department, they conducted an investigation into the interaction between radiologist and a digital radiologic work station. A survey provided information regarding the experience of 18 radiologists with digital technology and their expectations of its benefits. They ranked the potential attributes of digital work stations, with spatial resolution first, followed by contrast resolution, ease of use, speed, ease of learning, and cost. Observation of the radiologists' interaction with the work station has provided recommendations for implementation of functions. The authors conclude that radiologic work station user interfaces must be intuitive and support the radiologist's task without increasing the time or effort required for the task

  2. Interactive Design of Developable Surfaces

    KAUST Repository

    Tang, Chengcheng

    2016-01-15

    We present a new approach to geometric modeling with developable surfaces and the design of curved-creased origami. We represent developables as splines and express the nonlinear conditions relating to developability and curved folds as quadratic equations. This allows us to utilize a constraint solver, which may be described as energy-guided projection onto the constraint manifold, and which is fast enough for interactive modeling. Further, a combined primal-dual surface representation enables us to robustly and quickly solve approximation problems.

  3. Interactive Design of Developable Surfaces

    KAUST Repository

    Tang, Chengcheng; Bo, Pengbo; Wallner, Johannes; Pottmann, Helmut

    2016-01-01

    We present a new approach to geometric modeling with developable surfaces and the design of curved-creased origami. We represent developables as splines and express the nonlinear conditions relating to developability and curved folds as quadratic equations. This allows us to utilize a constraint solver, which may be described as energy-guided projection onto the constraint manifold, and which is fast enough for interactive modeling. Further, a combined primal-dual surface representation enables us to robustly and quickly solve approximation problems.

  4. Designing a Situational Awareness Information Display: Adopting an Affordance-Based Framework to Amplify User Experience in Environmental Interaction Design

    Directory of Open Access Journals (Sweden)

    Yingjie Victor Chen

    2016-06-01

    Full Text Available User experience remains a crucial consideration when assessing the successfulness of information visualization systems. The theory of affordances provides a robust framework for user experience design. In this article, we demonstrate a design case that employs an affordance-based framework and evaluate the information visualization display design. SolarWheels is an interactive information visualization designed for large display walls in computer network control rooms to help cybersecurity analysts become aware of network status and emerging issues. Given the critical nature of this context, the status and performance of a computer network must be precisely monitored and remedied in real time. In this study, we consider various aspects of affordances in order to amplify the user experience via visualization and interaction design. SolarWheels visualizes the multilayer multidimensional computer network issues with a series of integrated circular visualizations inspired by the metaphor of the solar system. To amplify user interaction and experience, the system provides a three-zone physical interaction that allows multiple users to interact with the system. Users can read details at different levels depending on their distance from the display. An expert evaluation study, based on a four-layer affordance framework, was conducted to assess and improve the interactive visualization design.

  5. Interactive augmented reality system for product design review

    Science.gov (United States)

    Caruso, Giandomenico; Re, Guido Maria

    2010-01-01

    The product development process, of industrial products, includes a phase dedicated to the design review that is a crucial phase where various experts cooperate in selecting the optimal product shape. Although computer graphics allows us to create very realistic virtual representations of the products, it is not uncommon that designers decide to build physical mock-ups of their newly conceived products because they need to physically interact with the prototype and also to evaluate the product within a plurality of real contexts. This paper describes the hardware and software development of our Augmented Reality design review system that allows to overcome some issues related to the 3D visualization and to the interaction with the virtual objects. Our system is composed by a Video See Through Head Mounted Display, which allows to improve the 3D visualization by controlling the convergence of the video cameras automatically, and a wireless control system, which allows us to create some metaphors to interact with the virtual objects. During the development of the system, in order to define and tune the algorithms, we have performed some testing sessions. Then, we have performed further tests in order to verify the effectiveness of the system and to collect additional data and comments about usability and ergonomic aspects.

  6. Evil by design interaction design to lead us into temptation

    CERN Document Server

    Nodder, Chris

    2013-01-01

    How to make customers feel good about doing what you want Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes: Pride - use social proof to position your product in line with your visitor

  7. Media Facades beyond Interaction

    DEFF Research Database (Denmark)

    Fritsch, Jonas

    2008-01-01

    As part of a the research project Digital Urban Living [www.digitalurbanliving.dk], we have taken part in the design of two large-scale installations that employ interactive technologies to facilitate participation and foster social interactions in public, urban settings. We present the two cases......, Aarhus by Light and Projected Poetry, and discuss the future trajectory of our work in this field, as well as some of our findings regarding the challenges of designing large-scale public interactive installations. In doing so, we specifically highlight the possibilities in relation to designing...... for affective experience and engaging interaction that advocate for a long-term interactive experience....

  8. Burnout and demographic characteristics of workers experiencing different types of work-home interaction

    Directory of Open Access Journals (Sweden)

    Dorota Merecz

    2014-12-01

    Full Text Available Objectives: The purpose of this study was to explore configurations of positive versus negative interactions between work and home (WHI and their relation to burnout and demographic characteristics. Material and Methods: Sample of 533 Polish workers were interviewed by means of self-administered questionnaires (SWING and MBI-GS. Demographic and work characteristics were also controlled. Results: Cluster analysis distinguished 5 types of WHIs: positive WHI (18%, negative WHI (15.9%, no interaction (29.3%, mutual positive interactions (15.4% and positive HWI (21.4%. The quality of WHI was associated with number of work hours and tenure at main place of employment. The effect of gender on the quality of work-home interaction was not significant. Configuration of WHIs affected the level of burnout. Again, there was no significant difference between men and women in terms of burnout and its sub-dimensions. The least burned-out were people from positive WHI, positive HWI and mutual positive interaction groups. The most burned-out were people who experienced negative WHI the most often. In this group, predominance of men working more than 10 h per day was observed. The majority of study group (71% experienced rather integration than segmentation of both spheres. Conclusions: Our results suggest that segmentation is not an universal and effective strategy of coping with work and home demands – it may prevent the positive home-work spillover, which can be buffer or remedy against stress or burnout. We consider cluster analysis the appropriate method in research on relation to work-family balance issue, which may be useful in unraveling relationships between this phenomenon and attitudes and behaviors.

  9. Interaction of Induced Anxiety and Verbal Working Memory: Influence of Trait Anxiety

    Science.gov (United States)

    Patel, Nilam; Stoodley, Catherine; Pine, Daniel S.; Grillon, Christian; Ernst, Monique

    2017-01-01

    This study examines the influence of trait anxiety on working memory (WM) in safety and threat. Interactions between experimentally induced anxiety and WM performance (on different cognitive loads) have been reported in healthy, nonanxious subjects. Differences in trait anxiety may moderate these interactions. Accordingly, these interactions may…

  10. New Exoskeleton Arm Concept Design And Actuation For Haptic Interaction With Virtual Objects

    Science.gov (United States)

    Chakarov, D.; Veneva, I.; Tsveov, M.; Tiankov, T.

    2014-12-01

    In the work presented in this paper the conceptual design and actuation of one new exoskeleton of the upper limb is presented. The device is designed for application where both motion tracking and force feedback are required, such as human interaction with virtual environment or rehabilitation tasks. The choice is presented of mechanical structure kinematical equivalent to the structure of the human arm. An actuation system is selected based on braided pneumatic muscle actuators. Antagonistic drive system for each joint is shown, using pulley and cable transmissions. Force/displacement diagrams are presented of two antagonistic acting muscles. Kinematics and dynamic estimations are performed of the system exoskeleton and upper limb. Selected parameters ensure in the antagonistic scheme joint torque regulation and human arm range of motion.

  11. Designing interaction behaviour in service-oriented enterprise application integration

    NARCIS (Netherlands)

    Dirgahayu, T.; Quartel, Dick; van Sinderen, Marten J.

    In this paper we present an approach for designing interaction behaviour in service-oriented enterprise application integration. The approach enables business analysts to actively participate in the design of an integration solution. In this way, we expect that the solution meets its integration

  12. GaussStudio: designing seamless tangible interactions on portable displays

    NARCIS (Netherlands)

    Liang, R.-H.; Kuo, H.-C.; Bruns Alonso, M.; Chen, B.-Y.

    2016-01-01

    The analog Hall-sensor grid, GaussSense, is a thin-form magnetic-field camera technology for designing expressive occlusion-free, near-surface tangible interactions on conventional portable displays. The studio will provide hands-on experiences that combine physical designs and the GaussSense

  13. Interactive Multimodal Molecular Set – Designing Ludic Engaging Science Learning Content

    DEFF Research Database (Denmark)

    Thorsen, Tine Pinholt; Christiansen, Kasper Holm Bonde; Jakobsen Sillesen, Kristian

    2014-01-01

    This paper reports on an exploratory study investigating 10 primary school students’ interaction with an interactive multimodal molecular set fostering ludic engaging science learning content in primary schools (8th and 9th grade). The concept of the prototype design was to bridge the physical...... and virtual worlds with electronic tags and, through this, blend the familiarity of the computer and toys, to create a tool that provided a ludic approach to learning about atoms and molecules. The study was inspired by the participatory design and informant design methodologies and included design...

  14. Kinds of inspiration in interaction design

    DEFF Research Database (Denmark)

    Halskov, Kim

    2010-01-01

    In this paper, we explore the role of sources of inspiration in interaction design. We identify four strategies for relating sources of inspiration to emerging ideas: selection; adaptation; translation; and combination. As our starting point, we argue that sources of inspiration are a form...... of knowledge crucial to creativity. Our research is based on empirical findings arising from the use of Inspiration Card Workshops, which are collaborative design events in which domain and technology insight are combined to create design concepts. In addition to the systematically introduced sources...... of inspiration that form part of the workshop format, a number of spontaneous sources of inspiration emerged during these workshops....

  15. [Polish adaptation of swing questionnaire (Survey Work-home Interaction - Nijmegen)].

    Science.gov (United States)

    Mościcka-Teske, Agnieszka; Merecz, Dorota

    2012-01-01

    The aim of the paper is to present the Polish adaptation of Survey Work-Home Interaction - Nijmegen (SWING). The analyses were based on the survey results from two groups of subjects, a sample of workers, representative in terms of sex and age, living in urban areas (N = 600) and a group of 59 employees examined twice with a help of SWING to assess the stability of the obtained results over a month time. The analyses performed proved that the Polish version of SWING is a reliable tool for studying work-home interactions. Correlation coefficients of items with total result of negative work-home interaction (WHI) subscale varied from 0.51 to 0.74, with positive WHI subscale from 0.26 to 0.60, negative home-work interaction (HWI) subscale, from 0.54 to 0.68 and positive HWI subscale from 0.31 to 0.59. Cronbach's alpha for the whole survey was 0.79, and for subscales varied from 0.73 to 0.89. The results of factorial analysis confirmed a our-factor structure of SWING. Factors I, items had loading from 0.58 to 0.81; II, from 0.29 to 0.78; III, from 0.60 to 0.80; and IV, from 0.28 to 0.74. The values of fit index for a four-factor model, were 0.91 (NNFI), 0.06 (RMSEA), and 0.92 (CFI), which means that this model is characterized by a good fit to empirical data. The correlation coefficient between two measurements at one month interval were also high and reached the range of 0.63 to 0.84. The results obtained are comparable to the psychometric characteristic of the English version of SWING.

  16. Reclaiming public space: designing for public interaction with private devices

    DEFF Research Database (Denmark)

    Eriksson, Eva; Hansen, Thomas Riisgaard; Lykke-Olesen, Andreas

    2007-01-01

    . In this paper we explore the implications of interacting in public space and how technology can be rethought to not only act as personal devices, but be the tool to reclaim the right and possibility to interact in public spaces. We introduce information exchange, social support and regulation as three central......Public spaces are changing from being ungoverned places for interaction to be more formalized, controlled, less interactive, and designed places aimed at fulfilling a purpose. Simultaneously, new personal mobile technology aims at providing private individual spaces in the public domain...... aspects for reclaiming public space. The PhotoSwapper application is presented as an example of a system designed to integrate pervasive technology in a public setting. The system is strongly inspired by the activities at a traditional market place. Based on the design of the application we discuss four...

  17. Towards a Knowledge Communication Perspective on Designing Artefacts Supporting Knowledge Work

    Directory of Open Access Journals (Sweden)

    Niclas Eberhagen

    2015-02-01

    Full Text Available The designing of computer-based artefacts to support knowledge work is far from a straightforward rational process. Characteristics of knowledge work have a bearing upon how developers (or designers, together with users, come to approach and capture the rich and tacit knowing of the practice. As all knowledge work is about the production of knowledge, transforming it, so is the design practice for developing artefacts to occupy space within that same practice. There is a need for providing a conceptual language to better reflect the nature of this design work that goes beyond those dressed in the managerial (or rational language of planned activities and deliverables. Towards this end, a conceptual frame is presented that makes several important aspects of the design practice visible. The frame brings together both nature of design work and characteristics of knowledge work to extend the frame of knowledge in user-developer communication of Kensing and Munk-Madsen. Thereby, providing a means to focus attention and dress debate on what situated designing is. By using explicit concepts, such as types knowledge domains embedded in the design situation, the transitional paths between them, and design engagements, it arms practitioners with specific linguistic constructs to direct attention and efforts in planning and organizing development undertakings.Purpose – the purpose of this work is to present and argue for a perspective on designing of computer-based artefacts supporting knowledge work. This is done to inform practitioners, directing their attention and dressing debate, and providing a conceptual language to better capture design activities in planning and organizing development undertakings.Design/Methodology/Approach – The approach presented in this article is conceptual in so far that a model or frame providing linguistic constructs is constructed and argued, building upon scholarly work of knowledge communication and drawing upon

  18. Understanding guide dog team interactions: design opportunities to support work and play

    NARCIS (Netherlands)

    Hauser, S.; Wakkary, R.L.; Neustaedter, C.

    2014-01-01

    The visually impaired have been a longstanding and well-recognized user group addressed in the field of Human-Computer Interaction (HCI). Recently, the study of sighted dog owners and their pets has gained interest in HCI. Despite this, there is a noticeable gap in the field with regards to research

  19. Competencies and Interactions in Design Management

    Directory of Open Access Journals (Sweden)

    Cláudia de Souza Libânio

    2016-01-01

    Full Text Available The inclusion of design in corporate strategies has been a recurring research theme, and organizations are using it as strategic element for gaining competitive advantage in the long term. Thus, it becomes evident the need to manage design activities, making use of concepts related to competencies, learning, dynamic capabilities and other aspects. Therefore, this paper aims at investigating what experts think about design management and competencies, joints and intervenient factors in Brazilian fashion industry. In addition, this ar ticle aimed at knowing how design teams are structured and the relationship of these with the organization. The methodology was exploratory, qualitative, through in - depth interviews with ten designers working in Brazilian firms in the fashion industry and four specialists in fashion design. We identify phases and activities of design professional, which are decisive for the design management occurrence in enterprises in apparel industry, identifying the coworkers at each stage of this process.

  20. Characterising Extrinsic Challenges Linked to the Design and Implementation of Inquiry-Based Practical Work

    Science.gov (United States)

    Akuma, Fru Vitalis; Callaghan, Ronel

    2017-11-01

    Inquiry-based science education has been incorporated in science curricula internationally. In this regard, however, many teachers encounter challenges. The challenges have been characterised into those linked to the personal characteristics of these teachers (intrinsic challenges) and others associated with contextual factors (extrinsic challenges). However, this level of characterisation is inadequate in terms of appreciating the complexity of the challenges, tracking of their development, and discovering knowledge within specific categories. Against this background, the purpose of the research presented here was to characterise extrinsic challenges linked to the design and implementation of inquiry-based practical work. In order to do so, we used a conceptual framework of teaching challenges based on Bronfenbrenner's ecological theory of human development. The data gathered using a multi-method case study of practical work in two South African high schools, was analysed by combining the data-driven inductive approach and the deductive a priori template of codes approach in thematic analysis. On this basis, the extrinsic challenges linked to the design and implementation of inquiry-based practical work that participants are confronted with, were found to consist of macrosystem challenges (such as a restrictive curriculum) and microsystem challenges. At the latter level, the challenges are material-related (e.g., lack of science education equipment and materials) or non-material-related (such as time constraints and the lack of access to interactive computer simulations). We have discussed the theory-, practice- and research-based implications of these results in relation to the design and implementation of inquiry-based practical work in South Africa and internationally.

  1. Design of the large hadron electron collider interaction region

    Science.gov (United States)

    Cruz-Alaniz, E.; Newton, D.; Tomás, R.; Korostelev, M.

    2015-11-01

    The large hadron electron collider (LHeC) is a proposed upgrade of the Large Hadron Collider (LHC) within the high luminosity LHC (HL-LHC) project, to provide electron-nucleon collisions and explore a new regime of energy and luminosity for deep inelastic scattering. The design of an interaction region for any collider is always a challenging task given that the beams are brought into crossing with the smallest beam sizes in a region where there are tight detector constraints. In this case integrating the LHeC into the existing HL-LHC lattice, to allow simultaneous proton-proton and electron-proton collisions, increases the difficulty of the task. A nominal design was presented in the the LHeC conceptual design report in 2012 featuring an optical configuration that focuses one of the proton beams of the LHC to β*=10 cm in the LHeC interaction point to reach the desired luminosity of L =1033 cm-2 s-1 . This value is achieved with the aid of a new inner triplet of quadrupoles at a distance L*=10 m from the interaction point. However the chromatic beta beating was found intolerable regarding machine protection issues. An advanced chromatic correction scheme was required. This paper explores the feasibility of the extension of a novel optical technique called the achromatic telescopic squeezing scheme and the flexibility of the interaction region design, in order to find the optimal solution that would produce the highest luminosity while controlling the chromaticity, minimizing the synchrotron radiation power and maintaining the dynamic aperture required for stability.

  2. Cultural Identity in Everyday Interactions at Work: Highly Skilled Female Russian Professionals in Finland

    Directory of Open Access Journals (Sweden)

    Malgorzata Lahti

    2013-12-01

    Full Text Available The dominant research strands into social interaction in culturally diverse workplaces have focused on issues of organizational efficiency and discrimination, and they have treated cultural identity as static, monolithic, and universally shared. This study aims to problematize this view. It is argued that our understanding of cultural workplace diversity could be extended through the integration of interpretive and critical interpersonal communication theorizing on cultural identity as dynamic and processual, constructed between and among people in everyday workplace interactions and in relation to larger social, political, and historical forces. This argument is illustrated by an analysis of in-depth interviews with 10 female Russian immigrants in Finland who performed interactionintense knowledge work. The women talked about their everyday workplace interactions and how they thought Russian identity mattered in them. These data were analyzed with the inductive method of interpretive description designed to provide a systematic description of the phenomenon delineating its characteristic themes and accounting for individual variations within it. The analysis led to the identification of four communication sites for distinct formations of Russian identity: expressing professionalism, managing initial encounters, facing stigma, and facilitating intercultural learning. The findings offer novel insights into social interaction in culturally diverse workplaces with implications for both employee well-being and organizational processes.

  3. Informing the Design of Direct-to-Consumer Interactive Personal Genomics Reports.

    Science.gov (United States)

    Shaer, Orit; Nov, Oded; Okerlund, Johanna; Balestra, Martina; Stowell, Elizabeth; Ascher, Laura; Bi, Joanna; Schlenker, Claire; Ball, Madeleine

    2015-06-12

    In recent years, people who sought direct-to-consumer genetic testing services have been increasingly confronted with an unprecedented amount of personal genomic information, which influences their decisions, emotional state, and well-being. However, these users of direct-to-consumer genetic services, who vary in their education and interests, frequently have little relevant experience or tools for understanding, reasoning about, and interacting with their personal genomic data. Online interactive techniques can play a central role in making personal genomic data useful for these users. We sought to (1) identify the needs of diverse users as they make sense of their personal genomic data, (2) consequently develop effective interactive visualizations of genomic trait data to address these users' needs, and (3) evaluate the effectiveness of the developed visualizations in facilitating comprehension. The first two user studies, conducted with 63 volunteers in the Personal Genome Project and with 36 personal genomic users who participated in a design workshop, respectively, employed surveys and interviews to identify the needs and expectations of diverse users. Building on the two initial studies, the third study was conducted with 730 Amazon Mechanical Turk users and employed a controlled experimental design to examine the effectiveness of different design interventions on user comprehension. The first two studies identified searching, comparing, sharing, and organizing data as fundamental to users' understanding of personal genomic data. The third study demonstrated that interactive and visual design interventions could improve the understandability of personal genomic reports for consumers. In particular, results showed that a new interactive bubble chart visualization designed for the study resulted in the highest comprehension scores, as well as the highest perceived comprehension scores. These scores were significantly higher than scores received using the

  4. Understanding Organizational Agility: A Work-Design Perspective

    National Research Council Canada - National Science Library

    Holsapple, Clyde W; Li, Xun

    2008-01-01

    This paper introduces a unified theoretical model of organizational agility and investigates the attributes of knowledge-intensive work-design systems, which contribute to achieving and sustaining organizational agility...

  5. An Anthropological Move Towards Tangible Interaction Design

    DEFF Research Database (Denmark)

    Jensen, Mads Vedel

    2005-01-01

    User interaction design has for many years been concerned with the skills required in operating computers and machines. For keyboard and mouse operated, screen-based user interfaces the main focus has been on the cognitive skills of humans. This paper takes as a basic preamble that a shift from...

  6. The Environmental Design of Working Spaces in Equatorial Highlands Zones: The Case of Bogotá

    Directory of Open Access Journals (Sweden)

    Joana Carla Soares Gonçalves

    2015-10-01

    Full Text Available Recent empirical investigations have indicated that the majority of occupants in office buildings would appreciate contact with the external environment, especially in cities where the climate is mild for part of the year. Supported by the possibilities of adaptive thermal models, the design of naturally ventilated buildings has been elaborated since the decade of 1990s. More communal areas rather than private ones are demanded due to the importance of social interaction and knowledge transfer among employees. In this context, this paper investigates the possibility of daylight and thermal comfort in naturally ventilated working environments, located in cities of mild climatic conditions, by redefining the parameters of a façade’s design and exploring coupling strategies with the outdoors. For this purpose, the city of Bogotá (Latitude 4°7′ N, in Colombia, a place with great potential for passive strategies, is taken as the geographic context of this research, which is supported by fieldwork with occupants of 37 office buildings and analytical work. The survey revealed that being close to a window is valued by the majority. Furthermore, 50% would like to have informal areas and outdoor spaces attached to their working environments. In additithe analytical studies showed how the combination of a set of environmental design strategies, including a schedule for coupling and decoupling of indoor spaces with the outdoors and a variation of occupancy density, made thermal comfort possible in free running working spaces in Bogotá.

  7. A Learning and Interaction design framework, from a study on formulating principles for the design of engaging music learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    Based on a preliminary action research study investigating the design of digital music games and years of experiences from interaction design processes of learning resources, this extended abstract presents a framework that mixes designs for learning principles and game design with a process view...... using a simple interaction design lifecycle. Though the first outset was to design engaging music games, the resulting framework has a more generic character....

  8. A USABILITY OF GRAPHIC DESIGN WITH LOCAL CONTENT IN THE INTERACTIVE MULTIMEDIA DESIGN FOR INDONESIAN STORYTELLING

    Directory of Open Access Journals (Sweden)

    Listia Natadjaja

    2004-01-01

    Full Text Available As the computer becomes a trend%2C interactive multimedia design can be one media to communicate the cultural knowledge. A folktale can be a one of the powerful materials to show a country’s culture. The folktale content can be understood effectively by implementing some cultural information background. The main aim of using the local content is to give a vision of the richness culture through graphic design in interactive multimedia technology. By implementing local graphic design based on the cultural background%2C user can have different feeling about the graphic style and the Indonesian richness culture. This method can also help the user to understand the interactive multimedia content easily. Finally%2C graphic design with local content is very effective for a transferring the richness culture. In order to make a good interactive multimedia design content based on a cultural background%2C a designer should need to understand about users%2C culture%2C technology and the whole design process. Abstract in Bahasa Indonesia : Seiring dengan berkembangnya penggunaan komputer menjadi suatu trend%2C interaktif multimedia desain dapat menjadi suatu media untuk mengkomunikasikan suatu pengetahuan mengenai suatu kebudayaan. Cerita rakyat%2C dapat merupakan kekuatan untuk menunjukan budaya suatu negara. Isi dari suatu cerita rakyat dapat dimengerti secara efektif dengan implementasi beberapa latar belakang budaya. Tujuan utama dari penggunaan muatan lokal adalah untuk memberikan suatu visi tentang kekayaan budaya melalui desain grafis dalam teknologi interaktif multimedia. .Dengan mengimplementasikan desain grafis lokal berdasar pada latar belakang budaya%2C pengguna multimedia dapat mempunyai perasaan yang berbeda terhadap gaya desain dan kekayaan budaya Indonesia. Metode ini diharapkan juga dapat membantu pengguna untuk mengerti isi suatu interaktif multimedia secara mudah. Pada akhirnya%2C dapat dikatakan bahwa muatan lokal sangatlah bermanfaat

  9. Design of a decentralized detection of interacting LTI systems

    Directory of Open Access Journals (Sweden)

    Shamanth Shankar

    2002-01-01

    Full Text Available In this paper, the problem of designing a decentralized detection filter for a large homogeneous collection of LTI systems is considered. The collection of systems considered here draws inspiration from platoons of vehicles, and the considered interactions amongst systems in the collection are banded and lower triangular, mimicking the typical “look-ahead” nature of interactions in a platoon of vehicles. A fault in a system propagates to other systems in the collection via such interactions.

  10. Design of a decentralized detection of interacting LTI systems

    Directory of Open Access Journals (Sweden)

    Shankar Shamanth

    2002-01-01

    Full Text Available In this paper, the problem of designing a decentralized detection filter for a large homogeneous collection of LTI systems is considered. The collection of systems considered here draws inspiration from platoons of vehicles, and the considered interactions amongst systems in the collection are banded and lower triangular, mimicking the typical “look-ahead” nature of interactions in a platoon of vehicles. A fault in a system propagates to other systems in the collection via such interactions. The decentralized detection filter for the collection is composed of interacting detection filters, one for each system. The feasibility of communicating the state estimates to other systems in the collection is assumed here. An important concern is the propagation of state estimation errors. In order that the state estimation errors not amplify as they propagate, a ℋ ∞ constraint on the state estimation error propagation dynamics is imposed. A sufficient condition for constructing a decentralized detection filter for the collection is presented. An example is provided to illustrate the design procedure.

  11. Conceptual design of pipe whip restraints using interactive computer analysis

    International Nuclear Information System (INIS)

    Rigamonti, G.; Dainora, J.

    1975-01-01

    Protection against pipe break effects necessitates a complex interaction between failure mode analysis, piping layout, and structural design. Many iterations are required to finalize structural designs and equipment arrangements. The magnitude of the pipe break loads transmitted by the pipe whip restraints to structural embedments precludes the application of conservative design margins. A simplified analytical formulation of the nonlinear dynamic problems associated with pipe whip has been developed and applied using interactive computer analysis techniques. In the dynamic analysis, the restraint and the associated portion of the piping system, are modeled using the finite element lumped mass approach to properly reflect the dynamic characteristics of the piping/restraint system. The analysis is performed as a series of piecewise linear increments. Each of these linear increments is terminated by either formation of plastic conditions or closing/opening of gaps. The stiffness matrix is modified to reflect the changed stiffness characteristics of the system and re-started using the previous boundary conditions. The formation of yield hinges are related to the plastic moment of the section and unloading paths are automatically considered. The conceptual design of the piping/restraint system is performed using interactive computer analysis. The application of the simplified analytical approach with interactive computer analysis results in an order of magnitude reduction in engineering time and computer cost. (Auth.)

  12. Manipulating the Coffee-Ring Effect: Interactions at Work.

    Science.gov (United States)

    Anyfantakis, Manos; Baigl, Damien

    2015-07-31

    The evaporation of a drop of colloidal suspension pinned on a substrate usually results in a ring of particles accumulated at the periphery of the initial drop. Intense research has been devoted to understanding, suppressing and ultimately controlling this so-called coffee-ring effect (CRE). Although the crucial role of flow patterns in the CRE has been thoroughly investigated, the effect of interactions on this phenomenon has been largely neglected. This Concept paper reviews recent works in this field and shows that the interactions of colloids with (and at) liquid-solid and liquid-gas interfaces as well as bulk particle-particle interactions drastically affect the morphology of the deposit. General rules are established to control the CRE by tuning these interactions, and guidelines for the rational physicochemical formulation of colloidal suspensions capable of depositing particles in desirable patterns are provided. This opens perspectives for the reliable control of the CRE in real-world formulations and creates new paradigms for flexible particle patterning at all kinds of interfaces as well for the exploitation of the CRE as a robust and inexpensive diagnostic tool. © 2015 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  13. AN EXPLORATORY STUDY FOCUSED ON MOVEMENTS AND INTERACTIONS IN THE WORK ENVIRONMENT

    Directory of Open Access Journals (Sweden)

    Suyeon Bae

    2016-07-01

    Full Text Available This study explores how the interior layout of the workspace can affect employees’ number of steps and face-to-face interactions. Eighteen participants were recruited for the study and the data was collected over ten business days. The participants completed self-report forms to report the number of steps and interactions they had daily. A positive relationship was found between distance and the number of steps and interactions. A negative correlation was found between depth, a construct of the space syntax theory, and the number of steps and interactions. The findings further examined whether the results support a social ecological model with the relationships between distance, depth, the number of steps and interaction, and moderate variables (personal, environmental, and organizational factors. Findings indicated that the number of steps, as a function of human behavior, was affected by distance and depth (as environmental factors, age and years of working (as personal factors, and work hours (as an organizational factor.

  14. Design of the large hadron electron collider interaction region

    Directory of Open Access Journals (Sweden)

    E. Cruz-Alaniz

    2015-11-01

    Full Text Available The large hadron electron collider (LHeC is a proposed upgrade of the Large Hadron Collider (LHC within the high luminosity LHC (HL-LHC project, to provide electron-nucleon collisions and explore a new regime of energy and luminosity for deep inelastic scattering. The design of an interaction region for any collider is always a challenging task given that the beams are brought into crossing with the smallest beam sizes in a region where there are tight detector constraints. In this case integrating the LHeC into the existing HL-LHC lattice, to allow simultaneous proton-proton and electron-proton collisions, increases the difficulty of the task. A nominal design was presented in the the LHeC conceptual design report in 2012 featuring an optical configuration that focuses one of the proton beams of the LHC to β^{*}=10  cm in the LHeC interaction point to reach the desired luminosity of L=10^{33}  cm^{-2} s^{-1}. This value is achieved with the aid of a new inner triplet of quadrupoles at a distance L^{*}=10  m from the interaction point. However the chromatic beta beating was found intolerable regarding machine protection issues. An advanced chromatic correction scheme was required. This paper explores the feasibility of the extension of a novel optical technique called the achromatic telescopic squeezing scheme and the flexibility of the interaction region design, in order to find the optimal solution that would produce the highest luminosity while controlling the chromaticity, minimizing the synchrotron radiation power and maintaining the dynamic aperture required for stability.

  15. Using BIM Technology to Optimize the Traditional Interior Design Work Mode

    Science.gov (United States)

    Zhu, Ning Ke

    2018-06-01

    the development of BIM technology and application in the field of architecture design has produced results, but BIM technology and application in the field of interior design is still immaturity because of construction and decoration engineering separation. The article analyzes the problems that BIM technology lead to the interior design work mode optimization, from the 3D visualization work environment, real-time collaborative design mode, physical analysis design mode, information integration design mode state the application in interior design.

  16. Interactive methods to involve users into workspace design process

    DEFF Research Database (Denmark)

    Souza da Conceição, Carolina; Broberg, Ole; Banke, Palle

    2013-01-01

    This paper addresses the question of whether the use of a combination of interactive methods involving workers can lead to a useful input to the (re)design of their workspace. The workbook and the layout design game methods were tested, and a comparison between their use and the ergonomic analysi...

  17. Work group design in pharmacy: the pharmacist-technician team.

    Science.gov (United States)

    Kershaw, B P; Solomon, D K; Zarowitz, B J

    1987-05-01

    The contemporary pharmacy practice manager faces the challenge of designing pharmacy service programs that not only satisfy the needs of the patient, but at the same time satisfy and motivate the pharmacists and technicians who sustain the programs. This research examined the team design, which has been recommended but not fully described in the literature. This application did not explore the full potential of the team design in the hospital pharmacy setting. More study is needed in this area to assess the impact of work group design on the expansion of clinical programs, employee turnover rates, quality and quantity of work produced, and, most important, the impact on job satisfaction enjoyed by pharmacists and technicians.

  18. The Design of Tools for Sketching Sensor-Based Interaction

    DEFF Research Database (Denmark)

    Brynskov, Martin; Lunding, Rasmus; Vestergaard, Lasse Steenbock

    2012-01-01

    In this paper we motivate, present, and give an initial evaluation of DUL Radio, a small wireless toolkit for sketching sensor-based interaction. In the motivation, we discuss the purpose of this specific platform, which aims to balance ease-of-use (learning, setup, initialization), size, speed......, flexibility and cost, aimed at wearable and ultra-mobile prototyping where fast reaction is needed (e.g. in controlling sound), and we discuss the general issues facing this category of embodied interaction design tools. We then present the platform in more detail, both regarding hard- ware and software....... In the brief evaluation, we present our initial experiences with the platform both in design projects and in teaching. We conclude that DUL Radio does seem to be a relatively easy-to-use tool for sketching sensor-based interaction compared to other solutions, but that there are many ways to improve it. Target...

  19. DECOUPLER DESIGN FOR AN INTERACTING TANKS SYSTEM

    Directory of Open Access Journals (Sweden)

    Duraid F. Ahmed

    2013-05-01

    Full Text Available The mathematical model forthe two interacting tanks system was derived and the dynamic behavior of thissystem was studied by introducing a step change in inlet flow rate. In thispaper, the analysis of the interaction loops between the controlled variable(liquid level and manipulated variable (inlet flow rate was carried out usingthe relative gain array. Also decoupling technique is applied to eliminate theeffect this interaction by design suitable decouplers for the system. Theresults show that the gain of each loop is cut in half when the opposite loopis closed and the gain of other loop changes sign when the opposite loop isclosed. The decoupling method show that the liquid level of tank one isconstant when the second inlet flow changes and to keep the liquid level oftank two constant the first inlet flow must be changed.

  20. Improving industrial designers work process by involving user research

    DEFF Research Database (Denmark)

    Dai, Zheng; Ómarsson, Ólafur

    2011-01-01

    With changing times, new technologies and more opinionated consumers, the modern industrial designer has found himself in need of fresher and more up to date approaches in his daily work. In a fast moving industry, the designer needs to keep a thinking process of dynamic and subjective attitude...... will give the grounding for believing that the industrial designer needs to adopt user research methods to a level where he can still continue to work under the very nature of industrial design that has made it a successful practice for the last century. The combing of the approaches and attitude will help....... User research is part of user centered design (UCD). UCD has a reputation for subjective and reflective practice. In this paper there are two example cases. One is conducted by a classical industrial design process, and another is costing half of energy and time in user research. These examples...

  1. Designing Pervasive Computing Technology - In a Nomadic Work Perspective

    DEFF Research Database (Denmark)

    Kristensen, Jannie Friis

    2002-01-01

    In my thesis work I am investigating how the design of pervasive/ubiquitous computing technology, relate to the flexible and individual work practice of nomadic workers. Through empirical studies and with an experimental systems development approach, the work is focused on: a) Supporting...

  2. Design of a Solar Tracking Interactive Kiosk

    Science.gov (United States)

    Greene, Nathaniel R.; Brunskill, Jeffrey C.

    2017-01-01

    A two-axis solar tracker and its interactive kiosk were designed by an interdisciplinary team of students and faculty. The objective was to develop a publicly accessible kiosk that would facilitate the study of energy usage and production on campus. Tracking is accomplished by an open-loop algorithm, microcontroller, and ham radio rotator. Solar…

  3. The work compatibility improvement framework: an assessment of the worker-work environment interaction in the manufacturing sector.

    Science.gov (United States)

    Genaidy, Ash M; Rinder, Magda M; A-Rehim, Amal D

    2008-08-01

    The manufacturing sector in the US is challenged by high health care costs and shortage of qualified workers, which are largely attributed to the degree of fit between the worker and work environment. In this regard, a healthy worker-work environment interface is a necessary and sufficient condition for the containment of health care costs and the retaining/attraction of highly qualified knowledge workers and should be based on the principles of optimum physical, cognitive and emotional health for the workers. In prior research, the Work Compatibility Improvement Framework (WCIF) was introduced as a vehicle to address these issues and was defined as the identification, improvement and maintenance of the well-being characteristics of the workforce and its interaction with the work environment through the application of engineering, medicine, management and human sciences methodologies, technologies and best practices. This paper advances WCIF by examining its applications in manufacturing with regard to the evaluation of working conditions impacting musculoskeletal/stress outcome measures. A study was conducted in a machining department of a bag packaging manufacturer in the Midwest of the United States. The work tasks were planned and executed with regard to the following aims: (1) to compute work compatibility as a function of work demands and energisers; (2) to establish whether the prevalence of musculoskeletal/stress disorders increases with a decrease in the quality of worker-work environment interface in terms of work compatibility level and other work factors such as shift and job category. A major finding is that a 'poor' work environment (a function of all work domains) results in musculoskeletal/stress disorders that are 105% and 67% higher than those for a 'good' work environment. The evening shift exhibited the poorest compatibility followed by the night shift relative to the day shift. Application of the work compatibility approach demonstrated the

  4. Declarative language design for interactive visualization.

    Science.gov (United States)

    Heer, Jeffrey; Bostock, Michael

    2010-01-01

    We investigate the design of declarative, domain-specific languages for constructing interactive visualizations. By separating specification from execution, declarative languages can simplify development, enable unobtrusive optimization, and support retargeting across platforms. We describe the design of the Protovis specification language and its implementation within an object-oriented, statically-typed programming language (Java). We demonstrate how to support rich visualizations without requiring a toolkit-specific data model and extend Protovis to enable declarative specification of animated transitions. To support cross-platform deployment, we introduce rendering and event-handling infrastructures decoupled from the runtime platform, letting designers retarget visualization specifications (e.g., from desktop to mobile phone) with reduced effort. We also explore optimizations such as runtime compilation of visualization specifications, parallelized execution, and hardware-accelerated rendering. We present benchmark studies measuring the performance gains provided by these optimizations and compare performance to existing Java-based visualization tools, demonstrating scalability improvements exceeding an order of magnitude.

  5. How Design-based Research, Action Research and Interaction Design Contributes to the Development of Designs for Learning

    DEFF Research Database (Denmark)

    Majgaard, Gunver; Misfeldt, Morten; Nielsen, Jacob

    2011-01-01

    This article explores how action research, design based research and interaction design can be combined and used in the development of educational robotic tools. Our case study is the development of Number Blocks and it combines physical interaction, learning, and immediate feedback. Number Blocks...... supports the children's understanding of place value in the sense that it allows them to experiment with creating large numbers. The development was done in collaboration with a class of 7-8 year old children and their mathematics teacher. The article argues that elements from different research methods...... allowed a structured approach to projects that combines educational research and innovation of new learning technologies. Key elements of this approach is acknowledging the users input, developing a theoretical pre-analysis and using an iterative approach....

  6. A study on the application of voice interaction in automotive human machine interface experience design

    Science.gov (United States)

    Huang, Zhaohui; Huang, Xiemin

    2018-04-01

    This paper, firstly, introduces the application trend of the integration of multi-channel interactions in automotive HMI ((Human Machine Interface) from complex information models faced by existing automotive HMI and describes various interaction modes. By comparing voice interaction and touch screen, gestures and other interaction modes, the potential and feasibility of voice interaction in automotive HMI experience design are concluded. Then, the related theories of voice interaction, identification technologies, human beings' cognitive models of voices and voice design methods are further explored. And the research priority of this paper is proposed, i.e. how to design voice interaction to create more humane task-oriented dialogue scenarios to enhance interactive experiences of automotive HMI. The specific scenarios in driving behaviors suitable for the use of voice interaction are studied and classified, and the usability principles and key elements for automotive HMI voice design are proposed according to the scenario features. Then, through the user participatory usability testing experiment, the dialogue processes of voice interaction in automotive HMI are defined. The logics and grammars in voice interaction are classified according to the experimental results, and the mental models in the interaction processes are analyzed. At last, the voice interaction design method to create the humane task-oriented dialogue scenarios in the driving environment is proposed.

  7. The management of interaction networks. The ???in-between??? concept within social work and counseling

    OpenAIRE

    Hern??ndez-Aristu, Jes??s

    2015-01-01

    We are familiar with the field of group interaction through the traditional work of Kurt Lewin and also systemic thinking talks about network interaction that builds up the system. Martin Buber also discusses the ???in-between??? concept as the third element.The therapist or counselor, social worker and clients are part of an interaction network, representing therapeutic and social working situations. Success in treatment and reflective processes, depends on the perception and managemen...

  8. Interaction and educational design of mobile equipment for crisis management training

    DEFF Research Database (Denmark)

    Ørngreen, Rikke

    2011-01-01

    As researchers and designers of crisis management training in mobile learning settings, we need to consider ways in which principles of educational design and interaction design can co-exist, in order to reach a higher quality of the analysis and design process. The paper is an input...

  9. HMI-Design of System Solutions in Control Rooms. Description of a Working Process from a Human-Machine Perspective; MMI-design av systemloesningar i kontrollrum. Arbetsprocess foer utformning utifraan ett maenniska-maskinperspektiv

    Energy Technology Data Exchange (ETDEWEB)

    Bligaard, Lars-Ola; Andersson, Jonas; Thunberg, Anna; Osvalder, Anna-Lisa

    2008-01-15

    To stay competitive, the process industry of today faces increasing demands of continuous development for efficient use of both technical and human resources. An important step is to create new useful technical solutions, which also bring demands on functionality and usability. Functionality means that the new technology fulfils its purpose, while usability means that the human operator knows how to handle the new technology. If any of these two components are inferior, the potential of new technology will never be fully utilized. Today, a growing amount of advanced information technology is being used in supervisory control, at the same time as the process complexity is increasing. The technology has thereby become more difficult to understand, supervise and control, when processes, connections and logics are not visible in the same way as earlier. An increased level of automation together with reduced work force is also a contributing factor. Due to this, human-machine interaction (HMI) has become a more important aspect of quality in the development of new technology. From the operators' point of view, it is important that the development takes place with an increased transparency of the technical system, as well as reduction of the amount of information that has to be processed by the operator. To achieve a good human-machine interaction, it has to be considered during all phases in the development process of control room design. It is important that relevant hand-books and guidelines are used, but also a working process, which describes how the development work should be performed and the relationship between different parts in the process. The aim of this project was to present a general report in Swedish, which describes a working process for development of useful operator interfaces, work tasks, instructions, and working environments. The report is primarily aimed for the process industry, but can be useful in all other areas including interaction

  10. Work-Centered Design and Evaluation of a C2 Visualization Aid

    National Research Council Canada - National Science Library

    Roth, Emilie; Scott, Ronald; Kazmierczak, Tom; Whitaker, Randall; Stilson, Mona; Thomas-Meyers, Gina; Wampler, Jeffrey

    2006-01-01

    .... We have been developing and applying work-centered design and evaluation methodologies to design advanced visualization and support tools intended to more effectively support C2 cognitive and collaborative work...

  11. Screen Design Guidelines for Motivation in Interactive Multimedia Instruction: A Survey and Framework for Designers.

    Science.gov (United States)

    Lee, Sung Heum; Boling, Elizabeth

    1999-01-01

    Identifies guidelines from the literature relating to screen design and design of interactive instructional materials. Describes two types of guidelines--those aimed at enhancing motivation and those aimed at preventing loss of motivation--for typography, graphics, color, and animation and audio. Proposes a framework for considering motivation in…

  12. Interaction as Negotiation

    DEFF Research Database (Denmark)

    Kristensen, Jannie Friis; Nielsen, Christina

    In this paper we discuss recent developments in interaction design principles for ubiquitous computing environments, specifically implications related to situated and mobile aspects of work. We present 'Interaction through Negotiation' as a general Human-Computer Interaction (HCI) paradigm, aimed...... at ubiquitous/pervasive technology and environments, with focus on facilitating negotiation in and between webs of different artifacts, humans and places. This approach is concerned with the way technology presents itself to us, both as physical entities and as conceptual entities, as well as the relations...... on several extensive empirical case studies, as well as co-operative design-sessions, we present a reflective analysis providing insights into results of the "Interaction through Negotiation" design approach in action. A very promising area of application is exception handling in pervasive computing...

  13. Software Design for Interactive Graphic Radiation Treatment Simulation Systems*

    Science.gov (United States)

    Kalet, Ira J.; Sweeney, Christine; Jacky, Jonathan

    1990-01-01

    We examine issues in the design of interactive computer graphic simulation programs for radiation treatment planning (RTP), as well as expert system programs that automate parts of the RTP process, in light of ten years of experience at designing, building and using such programs. An experiment in object-oriented design using standard Pascal shows that while some advantage is gained from the design, it is still difficult to achieve modularity and to integrate expert system components. A new design based on the Common LISP Object System (CLOS) is described. This series of designs for RTP software shows that this application benefits in specific ways from object-oriented design methods and appropriate languages and tools.

  14. Designing Online Interaction to Address Disciplinary Competencies: A Cross-Country Comparison of Faculty Perspectives

    Directory of Open Access Journals (Sweden)

    Elena Barberà

    2014-04-01

    Full Text Available This study was conducted at colleges in three countries (United States, Venezuela, and Spain and across three academic disciplines (engineering, education, and business, to examine how experienced faculty define competencies for their discipline, and design instructional interaction for online courses. A qualitative research design employing in-depth interviews was selected. Results show that disciplinary knowledge takes precedence when faculty members select competencies to be developed in online courses for their respective professions. In all three disciplines, the design of interaction to correspond with disciplinary competencies was often influenced by contextual factors that modify faculty intention. Therefore, instructional design will vary across countries in the same discipline to address the local context, such as the needs and expectations of the learners, faculty perspectives, beliefs and values, and the needs of the institution, the community, and country. The three disciplines from the three countries agreed on the importance of the following competencies: knowledge of the field, higher order cognitive processes such as critical thinking, analysis, problem solving, transfer of knowledge, oral and written communication skills, team work, decision making, leadership and management skills, indicating far more similarities in competencies than differences between the three different applied disciplines. We found a lack of correspondence between faculty’s intent to develop collaborative learning skills and the actual development of them. Contextual factors such as faculty prior experience in design, student reluctance to engage in collaborative learning, and institutional assessment systems that focus on individual performance were some of these reasons.

  15. Natural language query system design for interactive information storage and retrieval systems. Presentation visuals. M.S. Thesis Final Report, 1 Jul. 1985 - 31 Dec. 1987

    Science.gov (United States)

    Dominick, Wayne D. (Editor); Liu, I-Hsiung

    1985-01-01

    This Working Paper Series entry represents a collection of presentation visuals associated with the companion report entitled Natural Language Query System Design for Interactive Information Storage and Retrieval Systems, USL/DBMS NASA/RECON Working Paper Series report number DBMS.NASA/RECON-17.

  16. Refining teacher design capacity: mathematics teachers' interactions with digital curriculum resources

    NARCIS (Netherlands)

    Pepin, B.; Gueudet, G.; Trouche, L.

    2017-01-01

    The goal of this conceptual paper is to develop enhanced understandings of mathematics teacher design and design capacity when interacting with digital curriculum resources. We argue that digital resources in particular offer incentives and increasing opportunities for mathematics teachers’ design,

  17. Beyond motivation: job and work design for development, health, ambidexterity, and more.

    Science.gov (United States)

    Parker, Sharon K

    2014-01-01

    Much research shows it is possible to design motivating work, which has positive consequences for individuals and their organizations. This article reviews research that adopts this motivational perspective on work design, and it emphasizes that it is important to continue to refine motivational theories. In light of continued large numbers of poor-quality jobs, attention must also be given to influencing practice and policy to promote the effective implementation of enriched work designs. Nevertheless, current and future work-based challenges mean that designing work for motivation is necessary but insufficient. This review argues that work design can be a powerful vehicle for learning and development, for maintaining and enhancing employees' physical and mental health, and for achieving control and flexibility simultaneously (for example, in the form of ambidexterity); all these outcomes are important given the challenges in today's workplaces. The review concludes by suggesting methodological directions.

  18. Mapping Cultural Frame Shifting in Interaction Design with Blending Theory

    DEFF Research Database (Denmark)

    Markussen, Thomas; Krogh, Peter Gall

    2008-01-01

    In this paper, we introduce Gilles Fauconnier & Mark Turner's blending theory as a new conceptual framework for explaining ‘cultural frame shifting' in interaction design. Cultural frame shifting is when people, through their explorative use of technology, are required imaginatively to reorganize...... their cultural background knowledge and expectations. In current HCI research it has occasionally been pointed out that a proper understanding of this phenomenon hinges on addressing the relationship between embodied interaction and cultural meaning construction as part of a larger interactive system. However...... the network model of mental spaces from Fauconnier & Turner's blending theory onto video material and interviews from initial qualitative use studies of a design case. In so doing we explore and argue for how meaning formation and embodied cognition coalesce in cultural frame shifting and provide a tool...

  19. Design for reasoning

    DEFF Research Database (Denmark)

    Christiansen, Ellen Tove

    2009-01-01

    The aim of this paper is to position interaction design and information architecture in relation to design of interfaces to ICT applications meant to serve the goal of supporting users’ reasoning, be it learning applications or self-service applications such as citizen self-service. Interaction...... with such applications comprises three forms of reasoning: deduction, induction and abduction. Based on the work of Gregory Bateson, it is suggested that the disciplines of interaction design and information architecture are complementary parts of information processes. To show that abduction, induction and deduction...

  20. Designing Smart Artifacts for Adaptive Mediation of Social Viscosity: Triadic Actor-Network Enactments as a Basis for Interaction Design

    Science.gov (United States)

    Salamanca, Juan

    2012-01-01

    With the advent of ubiquitous computing, interaction design has broadened its object of inquiry into how smart computational artifacts inconspicuously act in people's everyday lives. Although user-centered design approaches remains useful for exploring how people cope with interactive systems, they cannot explain how this new breed of…

  1. Task based design of a digital work environment (DWE for an academic community

    Directory of Open Access Journals (Sweden)

    Narayanan Meyyappan

    2002-01-01

    Full Text Available Task based design is considered one of the effective ways of designing functional software. It is generally accepted that tasks play an important role in system and user interface design. Identifying the user's tasks enables the designer to construct user interfaces reflecting the tasks' properties, including efficient usage patterns, easy-to-use interaction sequences, and powerful assistance features. In this paper, we present a prototype of a Digital Work Environment (DWE to support a task-oriented design to information access in a typical community of academic users. The resources in DWE are organized according to specific tasks performed by the research students and staff in the Division of Information Studies of Nanyang Technological University, Singapore. The tasks and resources were elicited based on the needs of faculty and students through interviews and focus groups. Examples of these tasks include preparation of a new course outline, setting of examination papers, preparation of reading lists and assignments, conducting literature reviews and writing dissertations. This paper discusses the problems of digital library users in an academic environment, highlights task oriented projects and focuses on the task of preparing and writing a Master dissertation. It highlights the importance of task based design in assisting and helping students and instructors from the time of selecting the research project to the time of submitting the final bound copies of the dissertation.

  2. Exploring communication and interaction skills at work among participants in individual placement and support.

    Science.gov (United States)

    Lexén, Annika; Bejerholm, Ulrika

    2016-07-01

    Not all people with severe mental illness who attend Individual Placement and Support (IPS) gain and keep their jobs or work full time. Research has indicated a relationship between social disabilities and work performance in this group, and that support provided is often directed towards the social work environment. However, relationships between social skills performed in an authentic work setting and vocational outcomes have not been explored. To explore relationships between social communication and interaction skills and vocational outcomes among IPS service users in a Swedish context. Twenty-nine participants were appraised with the Assessment of Communication and Interaction Skills (ACIS-S) instrument, and their vocational data were registered. Correlations were estimated using Spearman's rho test with Bonferroni corrections at item level. Better communication and interaction skills were significantly correlated with increased working hours (rs = 0.64) and higher income (rs = 0.45). Increased working hours were related to assuming postures, asking questions, sharing information, and sustaining conversation in an appropriate manner. The results indicate that occupational therapists need to focus on social skills and accommodation of the social work environment in order to promote sustainable working careers among people with severe mental illness.

  3. The Process of Participatory Ergonomics Simulation in Hospital Work System Design

    OpenAIRE

    Andersen, Simone Nyholm

    2016-01-01

    Participatory ergonomics simulation (PES) is a method to involve workers in simulation and design of their own future work system. Understanding of the process of PES is crucial in order to plan and facilitate the process towards creating an ergonomics work system design supporting both human well-being and overall system performance. With outset in two cases of PES in hospital work system design, this study investigates the elements of the PES process and their interrelations. The aim is to ...

  4. Programming Interactivity

    CERN Document Server

    Noble, Joshua

    2009-01-01

    Make cool stuff. If you're a designer or artist without a lot of programming experience, this book will teach you to work with 2D and 3D graphics, sound, physical interaction, and electronic circuitry to create all sorts of interesting and compelling experiences -- online and off. Programming Interactivity explains programming and electrical engineering basics, and introduces three freely available tools created specifically for artists and designers: Processing, a Java-based programming language and environment for building projects on the desktop, Web, or mobile phonesArduino, a system t

  5. SOCIAL INTERACTIONS, STRESSFUL EVENTS AND NEGATIVE AFFECT AT WORK - A MICROANALYTIC APPROACH

    NARCIS (Netherlands)

    PEETERS, MCW; BUUNK, BP; SCHAUFELI, WB

    1995-01-01

    In the present study a daily event-recording method, the DIRO (Daily Interaction Record in Organizations), was employed for assessing social interactions, stressful events and negative affect at work. Forty-one secretaries filled out the records during the course of a week. This made it possible to

  6. Under Construction: An Experiential Exercise Illustrating Elements of Work Design

    Science.gov (United States)

    Donovan, Kimberly M.; Fluegge-Woolf, Erin R.

    2015-01-01

    The Under Construction Exercise was developed by the authors to highlight key factors of work design that when implemented among the work group or entire organization can lead to an environment conducive to fostering satisfaction and motivation. In the exercise, groups are assigned to one of four different conditions that are designed to emulate…

  7. Building interactive simulations in a Web page design program.

    Science.gov (United States)

    Kootsey, J Mailen; Siriphongs, Daniel; McAuley, Grant

    2004-01-01

    A new Web software architecture, NumberLinX (NLX), has been integrated into a commercial Web design program to produce a drag-and-drop environment for building interactive simulations. NLX is a library of reusable objects written in Java, including input, output, calculation, and control objects. The NLX objects were added to the palette of available objects in the Web design program to be selected and dropped on a page. Inserting an object in a Web page is accomplished by adding a template block of HTML code to the page file. HTML parameters in the block must be set to user-supplied values, so the HTML code is generated dynamically, based on user entries in a popup form. Implementing the object inspector for each object permits the user to edit object attributes in a form window. Except for model definition, the combination of the NLX architecture and the Web design program permits construction of interactive simulation pages without writing or inspecting code.

  8. The Impact of Social Interaction and Communications on Innovation in the Architectural Design Studio

    Directory of Open Access Journals (Sweden)

    Bhzad Sidawi

    2012-07-01

    Full Text Available Design is a social phenomenon and researchers suggest that social interaction, negotiations and communication between designers are essential to initiate creativity. Within the design studio environment, a number of factors affect the healthy social interaction and design negotiations, such as the teaching style of tutors and the culture that governs a design studio’s environment. This may in turn affect the utilization of the outcome of negotiations in the design project. Design studio students from the third to fifth years at the College of Architecture, University of Dammam (UD, the Kingdom of Saudi Arabia (KSA, were surveyed to find out how far the design studio’s culture and communication would impact the production of innovative design projects. The results show that frequent communication and the establishment’s shared grounds are essential to develop knowledge and positively influence the design outcome. On the other hand, the research found that negative qualities on a personal level and on that of a design studio environment would hinder a student’s creativity. However, to develop students’ design/innovative abilities, the researcher recommends that certain measures should be considered. These would include transforming the design studio into an interactive and friendly learning environment, adjusting the teaching methodology, and developing interactive communication abilities of students and tutors.

  9. From Narcissism to Face Work: Two Views on the Self in Social Interaction.

    Science.gov (United States)

    Peräkylä, Anssi

    2015-09-01

    Through the analysis of conversational interaction and clinical notes, this article develops conceptual linkages between the Goffmanian concept of face and the psychoanalytic and psychiatric understandings of narcissism. Self-cathexis--the investment of libidinal emotion to the image of self--is a key issue both for Goffman and in psychoanalytic studies of narcissism. For Goffman, the self and its cathexis are inherently fragile interactional achievements, whereas for psychoanalysts such as Kernberg and Kohut, they are relatively stable intrapsychic structures. An application of Goffman's theory to narcissistic personality disorders suggests that pathological narcissism involves the isolation of the person's self-image from interactional. practices and a consequent inability to benefit from face work in ordinary social encounters. Clinical experience suggests revisions to the theory of face work: there is a biographical continuity in a person's experience of face, and successful participation in face work is made possible by the psychic capacity of playful orientation to one's own and others' narcissistic illusions. Such playful orientation is manifested through the interactional practices of role distancing.

  10. Interaction systems design and the protocol- and middleware-centred paradigms in distributed application development

    NARCIS (Netherlands)

    Andrade Almeida, João; van Sinderen, Marten J.; Quartel, Dick; Ferreira Pires, Luis

    2003-01-01

    This paper aims at demonstrating the benefits and importance of interaction systems design in the development of distributed applications. We position interaction systems design with respect to two paradigms that have influenced the design of distributed applications: the middleware-centred and the

  11. The Influence of Neonatal Nursery Design on Mothers' Interactions in the Nursery.

    Science.gov (United States)

    Jones, Liz; Peters, Kathryn; Rowe, Jennifer; Sheeran, Nicola

    2016-01-01

    This study examined the influence of neonatal nursery design on interactions between nurses and mothers of infants in the nursery. We used a natural quasi-experimental design, using semi-structured interviews and a structured measure of mothers' and nurses' perceptions of nursing care, to compare mothers (n=26 and n=40) and nurses (n=22 and n=29) in an open-bay (OB) nursery and a single family room (SFR) nursery. Thematic analysis was used to generate key themes from the interviews. Mothers and nurses in both nursery designs talked about Valuing interactions; the importance of interactions between mothers and nurses. Mothers and nurses described SFRs as providing a space, My/their room, which enhanced mothers' sense of control and connection with the infant. SFRs were also associated with Changing the norms of interactions with nurses and other mothers, which created challenges in the desired quantity and quality of interactions for mothers and nurses. Nurses in the SFR nursery also reported Enhanced interactions, including improved confidentiality and personalized communication. Mothers in the OB nursery reported more supportive mothering actions from nurses than mothers in the SFR nursery. Both mothers and nurses in the OB nursery also talked about Our nursery community, which captured the value of having other nurses and mothers in the rooms. Mothers and nurses perceived that the SFR nursery enhanced privacy and maternal closeness for mothers compared to the OB nursery. However, the SFR nursery design presented challenges to some interactions of value to nurses and mothers. Copyright © 2016 Elsevier Inc. All rights reserved.

  12. One hundred years of work design research: Looking back and looking forward.

    Science.gov (United States)

    Parker, Sharon K; Morgeson, Frederick P; Johns, Gary

    2017-03-01

    In this article we take a big picture perspective on work design research. In the first section of the paper we identify influential work design articles and use scientific mapping to identify distinct clusters of research. Pulling this material together, we identify five key work design perspectives that map onto distinct historical developments: (a) sociotechnical systems and autonomous work groups, (b) job characteristics model, (c) job demands-control model, (d) job demands-resources model, and (e) role theory. The grounding of these perspectives in the past is understandable, but we suggest that some of the distinction between clusters is convenient rather than substantive. Thus we also identify contemporary integrative perspectives on work design that build connections across the clusters and we argue that there is scope for further integration. In the second section of the paper, we review the role of Journal of Applied Psychology ( JAP ) in shaping work design research. We conclude that JAP has played a vital role in the advancement of this topic over the last 100 years. Nevertheless, we suspect that to continue to play a leading role in advancing the science and practice of work design, the journal might need to publish research that is broader, more contextualized, and team-oriented. In the third section, we address the impact of work design research on: applied psychology and management, disciplines beyond our own, management thinking, work practice, and national policy agendas. Finally, we draw together observations from our analysis and identify key future directions for the field. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  13. Implications of Shared Interactive Displays for Work at a Surgery Ward: Coordination, Articulation Work and Context-awareness

    DEFF Research Database (Denmark)

    Bossen, Claus; Jensen, Lis Witte Kjær

    2008-01-01

    We report on experiences gained from the use at a surgery ward of shared interactive displays to support coordination and communication.  The displays merge large displays, video feed, RFID tag, chat and mobile phones to facilitate better coordination and articulation of work tasks and enhance...... appropriate meaning to new clues by clinicians and learning new ways of cooperating. Trade-offs had to be made, since work and benefits were differentially redistributed. We propose that computer support for medical work should support flexible appropriation and learning....

  14. Human processor modelling language (HPML): Estimate working memory load through interaction

    OpenAIRE

    Geisler, J.; Scheben, C.

    2007-01-01

    To operate machines over their user interface may cause high load on human's working memory. This load can decrease performance in the working task significantly if this task is a cognitive challenging one, e. g. diagnosis. With the »Human Processor Modelling Language« (HPML) the interaction activity can be modelled with a directed graph. From such models a condensed indicator value for working memory load can be estimated. Thus different user interface solutions can get compared with respect...

  15. Working group 4B - human intrusion: Design/performance requirements

    International Nuclear Information System (INIS)

    Channell, J.

    1993-01-01

    There is no summary of the progress made by working group 4B (Human Intrusion: Design/performance Requirements) during the Electric Power Research Institute's EPRI Workshop on the technical basis of EPA HLW Disposal Criteria, March 1993. This group was to discuss the waste disposal standard, 40 CFR Part 191, in terms of the design and performance requirements of human intrusion. Instead, because there were so few members, they combined with working group 4A and studied the three-tier approach to evaluating postclosure performance

  16. Work, Train, Win: Work-Based Learning Design and Management for Productivity Gains. OECD Education Working Papers, No. 135

    Science.gov (United States)

    Kis, Viktoria

    2016-01-01

    Realising the potential of work-based learning schemes as a driver of productivity requires careful design and support. The length of work-based learning schemes should be adapted to the profile of productivity gains. A scheme that is too long for a given skill set might be unattractive for learners and waste public resources, but a scheme that is…

  17. Cell-matrix mechanical interaction in electrospun polymeric scaffolds for tissue engineering: Implications for scaffold design and performance.

    Science.gov (United States)

    Kennedy, Kelsey M; Bhaw-Luximon, Archana; Jhurry, Dhanjay

    2017-03-01

    Engineered scaffolds produced by electrospinning of biodegradable polymers offer a 3D, nanofibrous environment with controllable structural, chemical, and mechanical properties that mimic the extracellular matrix of native tissues and have shown promise for a number of tissue engineering applications. The microscale mechanical interactions between cells and electrospun matrices drive cell behaviors including migration and differentiation that are critical to promote tissue regeneration. Recent developments in understanding these mechanical interactions in electrospun environments are reviewed, with emphasis on how fiber geometry and polymer structure impact on the local mechanical properties of scaffolds, how altering the micromechanics cues cell behaviors, and how, in turn, cellular and extrinsic forces exerted on the matrix mechanically remodel an electrospun scaffold throughout tissue development. Techniques used to measure and visualize these mechanical interactions are described. We provide a critical outlook on technological gaps that must be overcome to advance the ability to design, assess, and manipulate the mechanical environment in electrospun scaffolds toward constructs that may be successfully applied in tissue engineering and regenerative medicine. Tissue engineering requires design of scaffolds that interact with cells to promote tissue development. Electrospinning is a promising technique for fabricating fibrous, biomimetic scaffolds. Effects of electrospun matrix microstructure and biochemical properties on cell behavior have been extensively reviewed previously; here, we consider cell-matrix interaction from a mechanical perspective. Micromechanical properties as a driver of cell behavior has been well established in planar substrates, but more recently, many studies have provided new insights into mechanical interaction in fibrillar, electrospun environments. This review provides readers with an overview of how electrospun scaffold mechanics and

  18. The Study on Human-Computer Interaction Design Based on the Users’ Subconscious Behavior

    Science.gov (United States)

    Li, Lingyuan

    2017-09-01

    Human-computer interaction is human-centered. An excellent interaction design should focus on the study of user experience, which greatly comes from the consistence between design and human behavioral habit. However, users’ behavioral habits often result from subconsciousness. Therefore, it is smart to utilize users’ subconscious behavior to achieve design's intention and maximize the value of products’ functions, which gradually becomes a new trend in this field.

  19. Designing for multi-user interaction in the home environment : Implementing social translucence

    NARCIS (Netherlands)

    Niemantsverdriet, K.; Broekhuijsen, M.J.; van Essen, H.A.; Eggen, J.H.

    2016-01-01

    Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration

  20. Intelligent adaptive systems an interaction-centered design perspective

    CERN Document Server

    Hou, Ming; Burns, Catherine

    2014-01-01

    A synthesis of recent research and developments on intelligent adaptive systems from the HF (human factors) and HCI (human-computer interaction) domains, this book provides integrated design guidance and recommendations for researchers and system developers. It addresses a recognized lack of integration between the HF and HCI research communities, which has led to inconsistencies between the research approaches adopted, and a lack of exploitation of research from one field by the other. The book establishes design guidance through the review of conceptual frameworks, analytical methodologies,

  1. Self-reported musculoskeletal disorder pain: The role of job hazards and work-life interaction.

    Science.gov (United States)

    Weale, Victoria P; Wells, Yvonne; Oakman, Jodi

    2018-02-01

    Previous research identified an association between work-family conflict and musculoskeletal pain. This study explores how the work-life interface might affect pain experienced by residential aged care staff. A cross-sectional survey of 426 employees in residential aged care was analyzed to assess the impacts of workplace hazards, work-family conflict, and work-life balance on self-reported musculoskeletal pain. Work-family conflict acts as a mediator of the relationships between workplace hazards and the total number of body regions at which musculoskeletal pain was experienced. Work-life balance only acts as a mediator for particular hazards and only if work-family conflict is not taken into account. Addressing work-life interaction, and in particular work-family conflict, warrants further investigation as a legitimate means through which musculoskeletal disorder risk can be reduced. Policies and practices to improve work-life interaction and reduce work-family conflict should be considered as integral components of musculoskeletal disorder risk management strategies. © 2017 Wiley Periodicals, Inc.

  2. The FCC-ee Interaction Region Magnet Design

    CERN Document Server

    Koratzinos, Michael; Blondel, Alain; Bogomyagkov, Anton; Holzer, Bernhard; Oide, Katsunobu; Sinyatkin, Sergey; Zimmermann, Frank; van Nugteren, Jeroen

    2016-01-01

    The design of the region close to the interaction point of the FCC-ee experiments is especially challenging. The beams collide at an angle (+-15 mrad) in the high-field region of the detector solenoid. Moreover, the very low vertical beta_y* of the machine necessitates that the final focusing quadrupoles have a distance from the IP (L*) of around 2 m and therefore are inside the main detector solenoid. The beams should be screened from the effect of the detector magnetic field, and the emittance blow-up due to vertical dispersion in the interaction region should be minimized, while leaving enough space for detector components. Crosstalk between the two final focus quadrupoles, only about 6 cm apart at the tip, should also be minimized.

  3. Load and distinctness interact in working memory for lexical manual gestures

    Directory of Open Access Journals (Sweden)

    Mary eRudner

    2015-08-01

    Full Text Available The Ease of Language Understanding model (ELU, Rönnberg et al., 2013 predicts that decreasing the distinctness of language stimuli increases working memory load; in the speech domain this notion is supported by empirical evidence. Our aim was to determine whether such an over-additive interaction can be generalized to sign processing in sign-naïve individuals and whether it is modulated by experience of computer gaming. Twenty young adults with no knowledge of sign language performed an n-back working memory task based on manual gestures lexicalized in sign language; the visual resolution of the signs and working memory load were manipulated. Performance was poorer when load was high and resolution was low. These two effects interacted over-additively, demonstrating that reducing the resolution of signed stimuli increases working memory load when there is no pre-existing semantic representation. This suggests that load and distinctness are handled by a shared amodal mechanism which can be revealed empirically when stimuli are degraded and load is high, even without pre-existing semantic representation. There was some evidence that the mechanism is influenced by computer gaming experience. Future work should explore how the shared mechanism is influenced by pre-existing semantic representation and sensory factors together with computer gaming experience.

  4. Load and distinctness interact in working memory for lexical manual gestures.

    Science.gov (United States)

    Rudner, Mary; Toscano, Elena; Holmer, Emil

    2015-01-01

    The Ease of Language Understanding model (Rönnberg et al., 2013) predicts that decreasing the distinctness of language stimuli increases working memory load; in the speech domain this notion is supported by empirical evidence. Our aim was to determine whether such an over-additive interaction can be generalized to sign processing in sign-naïve individuals and whether it is modulated by experience of computer gaming. Twenty young adults with no knowledge of sign language performed an n-back working memory task based on manual gestures lexicalized in sign language; the visual resolution of the signs and working memory load were manipulated. Performance was poorer when load was high and resolution was low. These two effects interacted over-additively, demonstrating that reducing the resolution of signed stimuli increases working memory load when there is no pre-existing semantic representation. This suggests that load and distinctness are handled by a shared amodal mechanism which can be revealed empirically when stimuli are degraded and load is high, even without pre-existing semantic representation. There was some evidence that the mechanism is influenced by computer gaming experience. Future work should explore how the shared mechanism is influenced by pre-existing semantic representation and sensory factors together with computer gaming experience.

  5. Interactive computer graphics and its role in control system design of large space structures

    Science.gov (United States)

    Reddy, A. S. S. R.

    1985-01-01

    This paper attempts to show the relevance of interactive computer graphics in the design of control systems to maintain attitude and shape of large space structures to accomplish the required mission objectives. The typical phases of control system design, starting from the physical model such as modeling the dynamics, modal analysis, and control system design methodology are reviewed and the need of the interactive computer graphics is demonstrated. Typical constituent parts of large space structures such as free-free beams and free-free plates are used to demonstrate the complexity of the control system design and the effectiveness of the interactive computer graphics.

  6. Equilibrium cluster fluids: Pair interactions via inverse design

    OpenAIRE

    Jadrich, Ryan B.; Bollinger, Jonathan A.; Lindquist, Beth A.; Truskett, Thomas M.

    2015-01-01

    Inverse methods of statistical mechanics are becoming productive tools in the design of materials with specific microstructures or properties. While initial studies have focused on solid-state design targets (e.g, assembly of colloidal superlattices), one can alternatively design fluid states with desired morphologies. This work addresses the latter and demonstrates how a simple iterative Boltzmann inversion strategy can be used to determine the isotropic pair potential that reproduces the ra...

  7. Cross-cultural human-computer interaction and user experience design a semiotic perspective

    CERN Document Server

    Brejcha, Jan

    2015-01-01

    This book describes patterns of language and culture in human-computer interaction (HCI). Through numerous examples, it shows why these patterns matter and how to exploit them to design a better user experience (UX) with computer systems. It provides scientific information on the theoretical and practical areas of the interaction and communication design for research experts and industry practitioners and covers the latest research in semiotics and cultural studies, bringing a set of tools and methods to benefit the process of designing with the cultural background in mind.

  8. Impact of sensor-scene interaction on the design of an IR security surveillance system

    International Nuclear Information System (INIS)

    Claassen, J.P.; Phipps, G.S.

    1982-01-01

    Recent encouraging developments in infrared staring arrays with CCD readouts and in real time image processors working on and off the focal plane have suggested that technologies suitable for infrared security surveillance may be available in a two-to-five year time frame. In anticipation of these emerging technologies, an investigation has been undertaken to establish the design potential of a passive IR perimeter security system incorporating both detection and verification capabilities. To establish the design potential, it is necessary to characterize the interactions between the scene ad the sensor. To this end, theoretical and experimental findings were employed to document (1) the emission properties of scenes to include an intruder, (2) the propagation and emission characteristics of the intervening atmosphere, and (3) the reception properties of the imaging sensor. The impact of these findings are summarized in the light of the application constraints. Optimal wavelengths, intruder and background emission characteristics, weather limitations, and basic sensor design considerations are treated. Although many system design features have been identified to this date, continued efforts are required to complete a detailed system design to include the identifying processing requirements. A program to accomplish these objectives is presented

  9. Interaction region design driven by energy deposition

    Science.gov (United States)

    Martin, Roman; Besana, Maria Ilaria; Cerutti, Francesco; Langner, Andy; Tomás, Rogelio; Cruz-Alaniz, Emilia; Dalena, Barbara

    2017-08-01

    The European Strategy Group for High Energy Physics recommends to study collider designs for the post-LHC era. Among the suggested projects there is the circular 100 TeV proton-proton collider FCC-hh. Starting from LHC and its proposed upgrade HL-LHC, this paper outlines the development of the interaction region design for FCC-hh. We identify energy deposition from debris of the collision events as a driving factor for the layout and draft the guiding principles to unify protection of the superconducting final focus magnets from radiation with a high luminosity performance. Furthermore, we offer a novel strategy to mitigate the lifetime limitation of the first final focus magnet due to radiation load, the Q1 split.

  10. Interaction between core analysis methodology and nuclear design: some PWR examples

    International Nuclear Information System (INIS)

    Rothleder, B.M.; Eich, W.J.

    1982-01-01

    The interaction between core analysis methodology and nuclear design is exemplified by PSEUDAX, a major improvement related to the Advanced Recycle methodology program (ARMP) computer code system, still undergoing development by the Electric Power Research Institute. The mechanism of this interaction is explored by relating several specific nulcear design changes to the demands placed by these changes on the ARMP system, and by examining the meeting of these demands, first within the standard ARMP methodology and then through augmentation of the standard methodology by development of PSEUDAX

  11. Molten Core - Concrete interactions in nuclear accidents. Theory and design of an experimental facility

    International Nuclear Information System (INIS)

    Sevon, T.

    2005-11-01

    In a hypothetical severe accident in a nuclear power plant, the molten core of the reactor may flow onto the concrete floor of containment building. This would cause a molten core . concrete interaction (MCCI), in which the heat transfer from the hot melt to the concrete would cause melting of the concrete. In assessing the safety of nuclear reactors, it is important to know the consequences of such an interaction. As background to the subject, this publication includes a description of the core melt stabilization concept of the European Pressurized water Reactor (EPR), which is being built in Olkiluoto in Finland. The publication includes a description of the basic theory of the interaction and the process of spalling or cracking of concrete when it is heated rapidly. A literature survey and some calculations of the physical properties of concrete and corium. concrete mixtures at high temperatures have been conducted. In addition, an equation is derived for conservative calculation of the maximum possible concrete ablation depth. The publication also includes a literature survey of experimental research on the subject of the MCCI and discussion of the results and deficiencies of the experiments. The main result of this work is the general design of an experimental facility to examine the interaction of molten metals and concrete. The main objective of the experiments is to assess the probability of spalling, or cracking, of concrete under pouring of molten material. A program of five experiments has been designed, and pre-test calculations of the experiments have been conducted with MELCOR 1.8.5 accident analysis program and conservative analytic calculations. (orig.)

  12. Designing A Simple Folder Structure For A Complex Domain

    Directory of Open Access Journals (Sweden)

    Torkil Clemmensen

    2011-01-01

    Full Text Available In this paper I explore a case of designing a simple folder structure for a new e-learning software program for a university study program. The aim is to contribute to the theoretical base for human work interaction design (HWID by identifying the type of relations connecting design artifacts with work analysis and interaction design processes. The action research method was used, with the author in a double role as university researcher and project manager of a developer group within the university. Analysis was conducted through grounded theory, inspired by the HWID framework. The findings support the use of a holistic framework with asymmetrical relations between work analysis and design artifacts, and between design artifacts and interaction design. The paper concludes with suggestions for modifying the general framework, and recommendations for a HWID approach to design artifacts.

  13. The Process of Participatory Ergonomics Simulation in Hospital Work System Design

    DEFF Research Database (Denmark)

    Andersen, Simone Nyholm

    2016-01-01

    Participatory ergonomics simulation (PES) is a method to involve workers in simulation and design of their own future work system. Understanding of the process of PES is crucial in order to plan and facilitate the process towards creating an ergonomics work system design supporting both human well...

  14. Interaction Design in a Context of Rehabilitation

    DEFF Research Database (Denmark)

    Høgn, Pia; Lykke, Marianne; Missel, Pernille

    2016-01-01

    Information and communication technology(ICT) mediated learning processes for people suffering from aphasia after an acquired brain injury are a relatively uncovered area of research. Helmer-Nielsen et al. (2014)[1] report about projects that study the effect of ICT-mediated speech therapists...... suffering from aphasia, with the purpose of increasing their possibilities for living independent and active lives. In the project, we design a digital environment for communication and learning for people with aphasia who require special learning processes for rebuilding language after a brain injury...... of a combination of learning theory, theories on the brain function and human-computer interaction. The user study showed the needs for collaborative learning processes with communication and social interaction as their focus, tools to support multimodality expressions and customised teaching materials...

  15. Adolescent Sexual Education: Designing Curriculum That Works

    Science.gov (United States)

    Quincy, Michael L.

    2009-01-01

    The purpose of this review paper, "Adolescent Sexual Education: Designing Curriculum That Works", is to present some basic curriculum necessities for developing an in-school sexual education program that results in decreasing the number of teenagers initiating sex, thus reducing the number of teen pregnancies and cases of sexually transmitted…

  16. Participatory ergonomics for psychological factors evaluation in work system design.

    Science.gov (United States)

    Wang, Lingyan; Lau, Henry Y K

    2012-01-01

    It is a well recognized understanding that workers whose voice needs to be heard should be actively encouraged as full participants and involved in the early design stages of new ergonomic work system which encompass the development and implementation of new tools, workplaces, technologies or organizations. This paper presents a novel participatory strategy to evaluate three key psychological factors which are respectively mental fatigue, spiritual stress, and emotional satisfaction in work system design based on a modified version of Participatory Ergonomics (PE). In specific, it integrates a PE technique with a formulation view by combining the parallel development of PE strategies, frameworks and functions throughout the coverage of the entire work system design process, so as to bridge the gap between qualitative and quantitative analysis of psychological factors which can cause adverse or advantageous effects on worker's physiological and behavioral performance.

  17. Interaction of Working Memory, Compressor Speed and Background Noise Characteristics

    DEFF Research Database (Denmark)

    Ohlenforst, Barbara; MacDonald, Ewen; Souza, Pamela

    Previous studies have shown that individuals with poor working memory perform worse in speech recognition tests when fast compression release time is applied. However, it is not clear why this effect occurs only when modulations are present in the background noise. This study explored...... was varied. Results suggest that the combined effect of short compression release times, a low working memory capacity and glimpsing due to presence of amplitude modulation results in poor speech recognition performance. There was no interaction between working memory and different noise backgrounds...... the relationship between working memory capacity, compression release time and characteristics of the background noise. This relationship is important to understand because the majority of everyday listening situations involve modulated noise. The investigation was carried out by testing two groups of older adults...

  18. Design decisions in workflow management and quality of work.

    NARCIS (Netherlands)

    Waal, B.M.E. de; Batenburg, R.

    2009-01-01

    In this paper, the design and implementation of a workflow management (WFM) system in a large Dutch social insurance organisation is described. The effect of workflow design decisions on the quality of work is explored theoretically and empirically, using the model of Zur Mühlen as a frame of

  19. Interactive design of probability density functions for shape grammars

    KAUST Repository

    Dang, Minh; Lienhard, Stefan; Ceylan, Duygu; Neubert, Boris; Wonka, Peter; Pauly, Mark

    2015-01-01

    A shape grammar defines a procedural shape space containing a variety of models of the same class, e.g. buildings, trees, furniture, airplanes, bikes, etc. We present a framework that enables a user to interactively design a probability density

  20. Map-based mobile services design, interaction and usability

    CERN Document Server

    Meng, Liqiu; Winter, Stephan; Popovich, Vasily

    2008-01-01

    This book reports the newest research and technical achievements on the following theme blocks: Design of mobile map services and its constraints; Typology and usability of mobile map services; Visualization solutions on small displays for time-critical tasks; Mobile map users; Interaction and adaptation in mobile environments; and Applications of map-based mobile services.

  1. Empowering Older Patients to Engage in Self Care: Designing an Interactive Robotic Device

    Science.gov (United States)

    Tiwari, Priyadarshi; Warren, Jim; Day, Karen

    2011-01-01

    Objectives: To develop and test an interactive robot mounted computing device to support medication management as an example of a complex self-care task in older adults. Method: A Grounded Theory (GT), Participatory Design (PD) approach was used within three Action Research (AR) cycles to understand design requirements and test the design configuration addressing the unique task requirements. Results: At the end of the first cycle a conceptual framework was evolved. The second cycle informed architecture and interface design. By the end of third cycle residents successfully interacted with the dialogue system and were generally satisfied with the robot. The results informed further refinement of the prototype. Conclusion: An interactive, touch screen based, robot-mounted information tool can be developed to support healthcare needs of older people. Qualitative methods such as the hybrid GT-PD-AR approach may be particularly helpful for innovating and articulating design requirements in challenging situations. PMID:22195203

  2. DRD2/CHRNA5 interaction on prefrontal biology and physiology during working memory.

    Directory of Open Access Journals (Sweden)

    Annabella Di Giorgio

    Full Text Available BACKGROUND: Prefrontal behavior and activity in humans are heritable. Studies in animals demonstrate an interaction between dopamine D2 receptors and nicotinic acetylcholine receptors on prefrontal behavior but evidence in humans is weak. Therefore, we hypothesize that genetic variation regulating dopamine D2 and nicotinic acetylcholine receptor signaling impact prefrontal cortex activity and related cognition. To test this hypothesis in humans, we explored the interaction between functional genetic variants in the D2 receptor gene (DRD2, rs1076560 and in the nicotinic receptor α5 gene (CHRNA5, rs16969968 on both dorsolateral prefrontal cortex mediated behavior and physiology during working memory and on prefrontal gray matter volume. METHODS: A large sample of healthy subjects was compared for genotypic differences for DRD2 rs1076560 (G>T and CHNRA5 rs16969968 (G>A on prefrontal phenotypes, including cognitive performance at the N-Back task, prefrontal physiology with BOLD fMRI during performance of the 2-Back working memory task, and prefrontal morphometry with structural MRI. RESULTS: We found that DRD2 rs1076560 and CHNRA5 rs16969968 interact to modulate cognitive function, prefrontal physiology during working memory, and prefrontal gray matter volume. More specifically, CHRNA5-AA/DRD2-GT subjects had greater behavioral performance, more efficient prefrontal cortex activity at 2Back working memory task, and greater prefrontal gray matter volume than the other genotype groups. CONCLUSIONS: The present data extend previous studies in animals and enhance our understanding of dopamine and acetylcholine signaling in the human prefrontal cortex, demonstrating interactions elicited by working memory that are modulated by genetic variants in DRD2 and CHRNA5.

  3. DRD2/CHRNA5 interaction on prefrontal biology and physiology during working memory.

    Science.gov (United States)

    Di Giorgio, Annabella; Smith, Ryan M; Fazio, Leonardo; D'Ambrosio, Enrico; Gelao, Barbara; Tomasicchio, Aldo; Selvaggi, Pierluigi; Taurisano, Paolo; Quarto, Tiziana; Masellis, Rita; Rampino, Antonio; Caforio, Grazia; Popolizio, Teresa; Blasi, Giuseppe; Sadee, Wolfgang; Bertolino, Alessandro

    2014-01-01

    Prefrontal behavior and activity in humans are heritable. Studies in animals demonstrate an interaction between dopamine D2 receptors and nicotinic acetylcholine receptors on prefrontal behavior but evidence in humans is weak. Therefore, we hypothesize that genetic variation regulating dopamine D2 and nicotinic acetylcholine receptor signaling impact prefrontal cortex activity and related cognition. To test this hypothesis in humans, we explored the interaction between functional genetic variants in the D2 receptor gene (DRD2, rs1076560) and in the nicotinic receptor α5 gene (CHRNA5, rs16969968) on both dorsolateral prefrontal cortex mediated behavior and physiology during working memory and on prefrontal gray matter volume. A large sample of healthy subjects was compared for genotypic differences for DRD2 rs1076560 (G>T) and CHNRA5 rs16969968 (G>A) on prefrontal phenotypes, including cognitive performance at the N-Back task, prefrontal physiology with BOLD fMRI during performance of the 2-Back working memory task, and prefrontal morphometry with structural MRI. We found that DRD2 rs1076560 and CHNRA5 rs16969968 interact to modulate cognitive function, prefrontal physiology during working memory, and prefrontal gray matter volume. More specifically, CHRNA5-AA/DRD2-GT subjects had greater behavioral performance, more efficient prefrontal cortex activity at 2Back working memory task, and greater prefrontal gray matter volume than the other genotype groups. The present data extend previous studies in animals and enhance our understanding of dopamine and acetylcholine signaling in the human prefrontal cortex, demonstrating interactions elicited by working memory that are modulated by genetic variants in DRD2 and CHRNA5.

  4. Overview of design development of FCC-hh Experimental Interaction Regions

    CERN Document Server

    AUTHOR|(CDS)2082479; Abelleira, Jose; Cruz Alaniz, Emilia; Van Riesen-Haupt, Leon; Benedikt, Michael; Besana, Maria Ilaria; Buffat, Xavier; Burkhardt, Helmut; Cerutti, Francesco; Langner, Andy Sven; Martin, Roman; Riegler, Werner; Schulte, Daniel; Tomas Garcia, Rogelio; Appleby, Robert Barrie; Rafique, Haroon; Barranco Garcia, Javier; Pieloni, Tatiana; Boscolo, Manuela; Collamati, Francesco; Nevay, Laurence James; Hofer, Michael

    2017-01-01

    The experimental interaction region (EIR) is one of the key areas that define the performance of the Future Circular Collider. In this overview we will describe the status and the evolution of the design of EIR of FCC-hh, focusing on design of the optics, energy deposition in EIR elements, beam-beam effects and machine detector interface issues.

  5. Interaction region design driven by energy deposition

    Directory of Open Access Journals (Sweden)

    Roman Martin

    2017-08-01

    Full Text Available The European Strategy Group for High Energy Physics recommends to study collider designs for the post-LHC era. Among the suggested projects there is the circular 100 TeV proton-proton collider FCC-hh. Starting from LHC and its proposed upgrade HL-LHC, this paper outlines the development of the interaction region design for FCC-hh. We identify energy deposition from debris of the collision events as a driving factor for the layout and draft the guiding principles to unify protection of the superconducting final focus magnets from radiation with a high luminosity performance. Furthermore, we offer a novel strategy to mitigate the lifetime limitation of the first final focus magnet due to radiation load, the Q1 split.

  6. Contradictions in Portfolio Careers: Work Design and Client Relations

    Science.gov (United States)

    Fenwick, Tara J.

    2006-01-01

    Purpose: The paper aims to explore "Portfolio work", an emerging form of flexible self-employment, which has been identified as significant but under-researched. This paper also seeks to explore the challenges and benefits of portfolio work from the perspective of individuals' experiences. Design/methodology/approach: The argument draws from a…

  7. Using Social Media Sentiment Analysis for Interaction Design Choices

    DEFF Research Database (Denmark)

    McGuire, Mark; Kampf, Constance Elizabeth

    2015-01-01

    Social media analytics is an emerging skill for organizations. Currently, developers are exploring ways to create tools for simplifying social media analysis. These tools tend to focus on gathering data, and using systems to make it meaningful. However, we contend that making social media data...... meaningful is by nature a human-computer interaction problem. We examine this problem around the emerging field of sentiment analysis, exploring criteria for designing sentiment analysis systems based in Human Computer interaction, HCI. We contend that effective sentiment analysis affects audience analysis...

  8. Visualisation and research strategy for computational spatial and structural design interaction

    NARCIS (Netherlands)

    Peeten, D.; Hofmeyer, H.; Thabet, W

    2010-01-01

    A research engine is under development for studying the interaction of spatial and structural design processes. The design processes are being implemented as two separate configurable transformation steps; a conversion step and an optimisation step. A significant part of the spatial-to-structural

  9. INNOVATIVE DATABASE MANAGEMENT SYSTEM OF DESIGN WORKS

    Directory of Open Access Journals (Sweden)

    Albina Ahmetova

    2012-01-01

    Full Text Available The article discusses the definition of a professional thinking in design, on which the formation, the embodiment of the project and implementation of the ideas of the customer is based. The article is proposed to teach students the proper approach to the appearance and presentation of the professional and educational works.

  10. Design and numerical study of turbines operating with MDM as working fluid

    Science.gov (United States)

    Klonowicz, Piotr; Surwiło, Jan; Witanowski, Łukasz; Suchocki, Tomasz K.; Kozanecki, Zbigniew; Lampart, Piotr

    2015-12-01

    Design processes and numerical simulations have been presented for a few cases of turbines designated to work in ORC systems. The chosen working fluid isMDM. The considered design configurations include single stage centripetal reaction and centrifugal impulse turbines as well as multistage axial turbines. The power outputs vary from about 75 kW to 1 MW. The flow in single stage turbines is supersonic and requires special design of blades. The internal efficiencies of these configurations exceed 80% which is considered high for these type of machines. The efficiency of axial turbines exceed 90%. Possible turbine optimization directions have been also outlined in the work.

  11. Academic and Work-Related Burnout: A Longitudinal Study of Working Undergraduate University Business Students

    Science.gov (United States)

    Galbraith, Craig S.; Merrill, Gregory B.

    2012-01-01

    We examined the interaction between academic burnout and work-related burnout for a sample of working undergraduate university students. Using a longitudinal design we found that the factors of burnout (Exhaustion, Cynicism, and Efficacy) change significantly over the semester. In addition, the study suggests there are distinct differences in how…

  12. Changing Work and Work-Family Conflict: Evidence from the Work, Family, and Health Network*

    Science.gov (United States)

    Kelly, Erin L; Moen, Phyllis; Oakes, J Michael; Fan, Wen; Okechukwu, Cassandra; Davis, Kelly D; Hammer, Leslie; Kossek, Ellen; King, Rosalind Berkowitz; Hanson, Ginger; Mierzwa, Frank; Casper, Lynne

    2014-06-01

    Schedule control and supervisor support for family and personal life are work resources that may help employees manage the work-family interface. However, existing data and designs have made it difficult to conclusively identify the effects of these work resources. This analysis utilizes a group-randomized trial in which some units in an information technology workplace were randomly assigned to participate in an initiative, called STAR, that targeted work practices, interactions, and expectations by (a) training supervisors on the value of demonstrating support for employees' personal lives and (b) prompting employees to reconsider when and where they work. We find statistically significant, though modest, improvements in employees' work-family conflict and family time adequacy and larger changes in schedule control and supervisor support for family and personal life. We find no evidence that this intervention increased work hours or perceived job demands, as might have happened with increased permeability of work across time and space. Subgroup analyses suggest the intervention brings greater benefits to employees more vulnerable to work-family conflict. This study advances our understanding of the impact of social structures on individual lives by investigating deliberate organizational changes and their effects on work resources and the work-family interface with a rigorous design.

  13. Sound design and perception in walking interactions

    DEFF Research Database (Denmark)

    Visell, Yon; Fontana, Federico; Giordano, Bruno

    2009-01-01

    of walking, and the design, engineering, and evaluation of interfaces that utilize them. Much of this expertise has accumulated in recent years, although many questions remain to be explored. We highlight past work and current research directions in this multidisciplinary area of investigation, and point...

  14. Layout Design of Human-Machine Interaction Interface of Cabin Based on Cognitive Ergonomics and GA-ACA

    Directory of Open Access Journals (Sweden)

    Li Deng

    2016-01-01

    Full Text Available In order to consider the psychological cognitive characteristics affecting operating comfort and realize the automatic layout design, cognitive ergonomics and GA-ACA (genetic algorithm and ant colony algorithm were introduced into the layout design of human-machine interaction interface. First, from the perspective of cognitive psychology, according to the information processing process, the cognitive model of human-machine interaction interface was established. Then, the human cognitive characteristics were analyzed, and the layout principles of human-machine interaction interface were summarized as the constraints in layout design. Again, the expression form of fitness function, pheromone, and heuristic information for the layout optimization of cabin was studied. The layout design model of human-machine interaction interface was established based on GA-ACA. At last, a layout design system was developed based on this model. For validation, the human-machine interaction interface layout design of drilling rig control room was taken as an example, and the optimization result showed the feasibility and effectiveness of the proposed method.

  15. Layout Design of Human-Machine Interaction Interface of Cabin Based on Cognitive Ergonomics and GA-ACA.

    Science.gov (United States)

    Deng, Li; Wang, Guohua; Yu, Suihuai

    2016-01-01

    In order to consider the psychological cognitive characteristics affecting operating comfort and realize the automatic layout design, cognitive ergonomics and GA-ACA (genetic algorithm and ant colony algorithm) were introduced into the layout design of human-machine interaction interface. First, from the perspective of cognitive psychology, according to the information processing process, the cognitive model of human-machine interaction interface was established. Then, the human cognitive characteristics were analyzed, and the layout principles of human-machine interaction interface were summarized as the constraints in layout design. Again, the expression form of fitness function, pheromone, and heuristic information for the layout optimization of cabin was studied. The layout design model of human-machine interaction interface was established based on GA-ACA. At last, a layout design system was developed based on this model. For validation, the human-machine interaction interface layout design of drilling rig control room was taken as an example, and the optimization result showed the feasibility and effectiveness of the proposed method.

  16. Multiple Data Stream Measurement of UX in a Work Context

    DEFF Research Database (Denmark)

    Yadav, Mohit; Clemmensen, Torkil

    In this paper we discuss the emergence of a redefined human work interaction design environment due to Internet of Things. The change in paradigm challenges designers to re-think the category of the user/worker to include their trusted IT devices/cognitive objects while designing for work...

  17. Implications of Shared Interactive Displays for Work at a Surgery Ward: Coordination, Articulation Work and Context-awareness

    DEFF Research Database (Denmark)

    Bossen, Claus; Jensen, Lis Witte Kjær

    2008-01-01

    We report on experiences gained from the use at a surgery ward of shared interactive displays to support coordination and communication.  The displays merge large displays, video feed, RFID tag, chat and mobile phones to facilitate better coordination and articulation of work tasks and enhance...

  18. Combining ethnography and object-orientation for mobile interaction design

    DEFF Research Database (Denmark)

    Kjeldskov, Jesper; Stage, Jan

    2012-01-01

    There has been a lot of interest in ethnography within human–computer interaction over the last two decades, and its relevance within systems development is today beyond question. However, one of the challenges reported is that ethnography generates findings and knowledge with such contextual...... richness that it can be hard to transfer into system design. In the light of recent years' push for the use of ethnography within the area of mobile human–computer interaction, this challenge has resurfaced and is of renewed importance to the research field. In this article we describe an interdisciplinary...

  19. Designing an Interactive Multimedia Environment for Learning and Aiding Troubleshooting

    National Research Council Canada - National Science Library

    Kolodner, Janet

    1997-01-01

    .... However troubleshooting is a complex process both to learn and perform. This report examines the prospects for designing an interactive learning environment that helps users acquire and engage in effective troubleshooting...

  20. Growing grass: a smart material interactive display, design and construction history

    NARCIS (Netherlands)

    Minuto, A.; Nijholt, Antinus

    2012-01-01

    In this paper we will present the design process and development of "Follow the Grass", our smart material interactive pervasive display, with related technical detailed explanation. We will present the design steps and prototypes with instructions for the use of smart materials (NiTiNOL) to create

  1. Ergonomics principles to design clothing work for electrical workers in Colombia.

    Science.gov (United States)

    Castillo, Juan; Cubillos, A

    2012-01-01

    The recent development of the Colombian legislation, have been identified the need to develop protective clothing to work according to specifications from the work done and in compliance with international standards. These involve the development and design of new strategies and measures for work clothing design. In this study we analyzes the activities of the workers in the electrical sector, the method analyzes the risks activity data in various activities, that activities include power generation plants, local facilities, industrial facilities and maintenance of urban and rural networks. The analyses method is focused on ergonomic approach, risk analysis is done, we evaluate the role of security expert and we use a design algorithm developed for this purpose. The result of this study is the identification of constraints and variables that contribute to the development of a model of analysis that leads to the development the work protective clothes.

  2. Sociotechnical design processes and working environment: The case of a continuous process wok

    DEFF Research Database (Denmark)

    Broberg, Ole

    2000-01-01

    A five-year design process of a continuous process wok has been studied with the aim of elucidating the conditions for integrating working environment aspects. The design process is seen as a network building activity and as a social shaping process of the artefact. A working environment log...... is suggested as a tool designers can use to integrate considerations of future operators' working environment....

  3. Work Engagement: A Double-Edged Sword? A Study of the Relationship between Work Engagement and the Work-Home Interaction Using the ARK Research Platform

    Directory of Open Access Journals (Sweden)

    Katrine Listau

    2017-07-01

    Full Text Available The aim of the present study was to investigate how being engaged at work affects academics’ work-home interaction. Using the Conservation of Resources theory as a theoretical framework, the study contributes to existing research by examining the relationship between the work engagement subscales (i.e. vigour, dedication, and absorption and both work-home facilitation and work-home conflict. In order to test the hypotheses, a Partial Least Squares-Structural Equation Modelling analysis was conducted using a large sample of academics from the Norwegian university sector (N = 4378. The results indicated that vigour and dedication had a positive relationship with work-home facilitation and a negative relationship with work-home conflict. In contrast, absorption was not significantly related to work-home facilitation, but was positively associated with work-home conflict. Thus, we conclude that work engagement seems to have the potential to create both positive and negative outcomes.

  4. Emotional responses to work-family conflict: an examination of gender role orientation working men and women.

    Science.gov (United States)

    Livingston, Beth A; Judge, Timothy A

    2008-01-01

    The present study tested the effect of work-family conflict on emotions and the moderating effects of gender role orientation. On the basis of a multilevel design, the authors found that family-interfering-with- work was positively related to guilt, and gender role orientation interacted with both types of conflict (work-interfering-with-family and family-interfering-with-work) to predict guilt. Specifically, in general, traditional individuals experienced more guilt from family-interfering-with-work, and egalitarian individuals experienced more guilt from work-interfering-with-family. Additionally, a higher level interaction indicated that traditional men tended to experience a stronger relationship between family-interfering-with-work and guilt than did egalitarian men or women of either gender role orientation. 2008 APA

  5. Distance Education for the Gifted and Talented: An Interactive Design Model.

    Science.gov (United States)

    McKinnon, David H.; Nolan, C. J. Patrick

    1999-01-01

    Discusses development of an Australian distance-education cosmology course that employs an interactive design model and an extensive communication system. The way the model is used to organized, sequence, and deliver the course is explained. Discussion addresses how the model might be used to design other courses. (Author/CR)

  6. Recontextualising work into academic practices

    African Journals Online (AJOL)

    Erna Kinsey

    Globalisation and the related changes in social and economic practices have impacted strongly on teaching .... One aspect of work/academic curriculum interactions is that there is .... lecturers who were responsible for designing and teaching on the work ... were assessed on their ability to mimic the layout of a given news-.

  7. Status of the FCC-ee Interaction Region Design

    CERN Document Server

    Roman Martin; Medina, L

    2015-01-01

    The FCC-ee project is a high-luminosity circular electron-positron collider envisioned to operate at center-of-mass energies from 90 to 350 GeV, allowing high-precision measurements of the properties of the Z, W and Higgs boson as well as the top quark. It is considered to be a predecessor of a new 100 TeV proton-proton collider hosted in the same 80 to 100 km tunnel in the Geneva area. Currently two interaction region designs are being developed by CERN and BINP using different approaches to the definition of baseline parameters. Both preliminary designs are presentedwith the aimof highlighting the challenges the FCC-ee is facing.

  8. Interactive effects of morphine and dopaminergic compounds on spatial working memory in rhesus monkeys

    Institute of Scientific and Technical Information of China (English)

    Jian-Hong Wang; Joshua Dominie Rizak; Yan-Mei Chen; Liang Li; Xin-Tian Hu; Yuan-Ye Ma

    2013-01-01

    Opiates and dopamine (DA) play key roles in learning and memory in humans and animals.Although interactions between these neurotransmitters have been found,their functional roles remain to be fully elucidated,and their dysfunction may contribute to human diseases and addiction.Here we investigated the interactions of morphine and dopaminergic neurotransmitter systems with respect to learning and memory in rhesus monkeys by using the Wisconsin General Test Apparatus (WGTA) delayed-response task.Morphine and DA agonists (SKF-38393,apomorphine and bromocriptine) or DA antagonists (SKF-83566,haloperidol and sulpiride) were co-administered to the monkeys 30 min prior to the task.We found that dose-patterned co-administration of morphine with D1 or D2 antagonists or agonists reversed the impaired spatial working memory induced by morphine or the compounds alone.For example,morphine at 0.01 mg/kg impaired spatial working memory,while morphine (0.01 mg/kg) and apomorphine (0.01 or 0.06 mg/kg) co-treatment ameliorated this effect.Our findings suggest that the interactions between morphine and dopaminergic compounds influence spatial working memory in rhesus monkeys.A better understanding of these interactive relationships may provide insights into human addiction.

  9. The design implications of social interaction in a workplace setting

    OpenAIRE

    A Backhouse; P Drew

    1992-01-01

    Space has been traditionally conceptualised as a passive host to its user activities. Increasingly, however, it is recognised that patterns of human interaction are derivative of the spatial configuration of which they are an integral part. This work is almost wholly confined to computational statistics of undifferentiated interactional encounters. In this paper specifically qualitative techniques will be used to extend and refine this model in order to demonstrate empirically that user behav...

  10. The Effectiveness of Using Interactive Multimedia in Improving the Concept of Fashion Design and Its Application in The Making of Digital Fashion Design

    Science.gov (United States)

    Wiana, W.

    2018-02-01

    This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Non-equivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.

  11. Betrouwbaarheid en validiteit van de Nederlandse vertaling van de Work Design Questionnaire

    NARCIS (Netherlands)

    Gorgievski, Marjan J.; Peeters, Patty; Rietzschel, Eric; Bipp, Tanja

    2016-01-01

    This validation study among 291 Dutch employees confirms the usefulness of the Dutch translation of the Work Design Questionnaire (WDQ-NL) in the work(re)design context. According to results of confirmatory factor-analyses, the predicted factorial structure of 21 subscales and four second-order

  12. The Design of Tools for Sketching Sensor-Based Interaction

    DEFF Research Database (Denmark)

    Brynskov, Martin; Lunding, Rasmus; Vestergaard, Lasse Steenbock

    2012-01-01

    , flexibility and cost, aimed at wearable and ultra-mobile prototyping where fast reaction is needed (e.g. in controlling sound), and we discuss the general issues facing this category of embodied interaction design tools. We then present the platform in more detail, both regarding hard- ware and software...

  13. Russian HyperTutor: Designing Interactive Multimedia for the Macintosh.

    Science.gov (United States)

    Mitrevski, George

    1995-01-01

    Describes an interactive, multimedia computer program designed to teach Russian grammar, and accompany a commercial textbook. Each of the 35 lessons integrates graphics, sound, and animation. A dictionary and extensive vocabulary exercises are also included. Tutorials provide simple but concise grammar explanations that the teacher can edit or…

  14. HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Directory of Open Access Journals (Sweden)

    Jia-Rey Chang

    2018-01-01

    Full Text Available This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in

  15. Interactive Building Design Space Exploration Using Regionalized Sensitivity Analysis

    DEFF Research Database (Denmark)

    Østergård, Torben; Jensen, Rasmus Lund; Maagaard, Steffen

    2017-01-01

    simulation inputs are most important and which have negligible influence on the model output. Popular sensitivity methods include the Morris method, variance-based methods (e.g. Sobol’s), and regression methods (e.g. SRC). However, all these methods only address one output at a time, which makes it difficult...... in combination with the interactive parallel coordinate plot (PCP). The latter is an effective tool to explore stochastic simulations and to find high-performing building designs. The proposed methods help decision makers to focus their attention to the most important design parameters when exploring......Monte Carlo simulations combined with regionalized sensitivity analysis provide the means to explore a vast, multivariate design space in building design. Typically, sensitivity analysis shows how the variability of model output relates to the uncertainties in models inputs. This reveals which...

  16. Decisive Constraints as a Creative Resource in Interaction Design

    DEFF Research Database (Denmark)

    Biskjaer, Michael Mose; Halskov, Kim

    2014-01-01

    ‘decisive constraints’ based on a review of current, but dispersed, studies into creativity constraints. We build decisive constraints on two definitional conditions related to radical decision-making and creative turning points. To test our concept analytically and ensure its relevance to creative practice......, we apply the two definitional conditions to three media façade installation projects in which our interaction design research lab has been involved. In accord with insights from these case analyses, we argue that decisive constraints may inform current research into design processes and act......This article explores the observation that highly limiting, creative decisions of voluntary self-binding that radically prune the design solution space may in fact fuel and accelerate the process toward an innovative final design. To gain insight into this phenomenon, we propose the concept...

  17. Interactive design for self-study and developing students’ critical thinking skills in electromagnetic radiation topic

    Science.gov (United States)

    Ambarwati, D.; Suyatna, A.

    2018-01-01

    The purpose of this research are to create interactive electronic school books (ESB) for electromagnetic radiation topic that can be used for self-study and increasing students’ critical thinking skills. The research method was based on the design of research and development (R&D) model of ADDIE. The research procedure is used limited the design of the product has been validated. Data source at interactive requirement analysis phase of ESB is student and high school teacher of class XII in Lampung province. The validation of interactive ESB designs is performed by experts in science education. The data of ESB interactive needs were collected using questionnaires and analyzed using quantitative descriptive. The results of the questionnaire obtained by 97% of books that are often used in the form of printed books from schools have not been interactive and foster critical thinking of students, and 55% of students stating physics books are used not meet expectations. Expectations of students in physics learning, teachers must use interactive electronic books. The results of the validation experts pointed out, the design of ESB produced is interactive, can be used for self-study, and increasing students’ critical thinking skills, which contains instruction manuals, learning objectives, learning materials, sample questions and discussion, video illustrations, animations, summaries, as well as interactive quizzes incorporating feedback exam practice and preparation for college entrance.

  18. Systems scenarios: a tool for facilitating the socio-technical design of work systems.

    Science.gov (United States)

    Hughes, Helen P N; Clegg, Chris W; Bolton, Lucy E; Machon, Lauren C

    2017-10-01

    The socio-technical systems approach to design is well documented. Recognising the benefits of this approach, organisations are increasingly trying to work with systems, rather than their component parts. However, few tools attempt to analyse the complexity inherent in such systems, in ways that generate useful, practical outputs. In this paper, we outline the 'System Scenarios Tool' (SST), which is a novel, applied methodology that can be used by designers, end-users, consultants or researchers to help design or re-design work systems. The paper introduces the SST using examples of its application, and describes the potential benefits of its use, before reflecting on its limitations. Finally, we discuss potential opportunities for the tool, and describe sets of circumstances in which it might be used. Practitioner Summary: The paper presents a novel, applied methodological tool, named the 'Systems Scenarios Tool'. We believe this tool can be used as a point of reference by designers, end-users, consultants or researchers, to help design or re-design work systems. Included in the paper are two worked examples, demonstrating the tool's application.

  19. Quality assurance in design: policy adopted by Vickers Barrow Engineering Works

    International Nuclear Information System (INIS)

    Aubrey, J.H.

    1976-01-01

    The quality assurance system operated by the Vickers Barrow Engineering Works is described, with special reference to the design of the reactor shield and above core structure for the first commercial fast reactor. Section headings are: introduction; what is quality assurance of design; attitude of designer; design discipline; customers attitude; Engineering Company system; future application of Design Quality Assurance Record system. (U.K.)

  20. The interaction of drug use, sex work, and HIV among transgender women.

    Science.gov (United States)

    Hoffman, Beth R

    2014-06-01

    Transgender women have a higher prevalence of drug use, HIV, drug use, and sex work than the general population. This article explores the interaction of these variables and discusses how sex work and drug use behaviors contribute to the high rates of HIV. A model predicting HIV rates with sex work and drug use as well as these behaviors in the transgender woman's social network is presented. Challenges to intervening with transgender women, as well as suggestions and criteria for successful interventions, are discussed.

  1. Cognitive engineering models: A prerequisite to the design of human-computer interaction in complex dynamic systems

    Science.gov (United States)

    Mitchell, Christine M.

    1993-01-01

    This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.

  2. New graduate RN work satisfaction after completing an interactive nurse residency.

    Science.gov (United States)

    Anderson, Teresa; Linden, Lois; Allen, Marsha; Gibbs, Elizabeth

    2009-04-01

    The aims of this study were to measure job satisfaction and engagement perceptions of new nurses after completing interactive residency modules and to test the reliability and validity of the Halfer-Graf Job/Work Environment Nursing Satisfaction Survey. US nursing shortages are estimated to increase to 36% by 2020, requiring emphasis on hiring new graduate nurses. Improved retention of new graduates through innovative orientations such as interactive nurse residencies is one option. This mixed qualitative and quantitative study compared perceived job satisfaction and employee engagement of 90 new graduate nurses completing an interactive nurse residency. Reliability and validity of the Halfer-Graf tool were supported. Qualitative analysis yielded trends related to satisfiers (patients, patient outcomes, and teamwork) and dissatisfiers (staffing/scheduling, lack of teamwork, and physician disrespect). Simulation scenarios, debriefing, and e-mail communication with peers ranked high as beneficial teaching strategies. Study findings support previous research. An interactive learning environment was perceived as beneficial. First and second year nurse retention was consistent with previous residency programming.

  3. Spanish-Language Adaptation of Morgeson and Humphrey's Work Design Questionnaire (WDQ).

    Science.gov (United States)

    Fernández Ríos, Manuel; Ramírez Vielma, Raúl G; Sánchez García, José Carlos; Bargsted Aravena, Mariana; Polo Vargas, Jean David; Ruiz Díaz, Miguel Ángel

    2017-06-09

    Since work organizations became the subject of scientific research, how to operationalize and measure dimensions of work design has been an issue, mainly due to concerns about internal consistency and factor structure. In response, Morgeson and Humphrey (2006) built the Work Design Questionnaire -WDQ-, an instrument that identifies and measures these dimensions in different work and organizational contexts. This paper presents the instruent's adaptation into Spanish using reliability and validity analysis and drawing on a sample of 1035 Spanish workers who hold various jobs in an array of occupational categories. The total instrument's internal consistency was Cronbach's alpha of .92 and the various scales' reliability ranged from .70 to .96, except for three dimensions. There was initially a difference in the comparative fit of the two versions' factor structures, but the model with 21 work characteristics (motivational -task and knowledge-, social, and work context) showed the highest goodness of fit of the various models tested, confirming previous results from the U.S. version as well as adaptations into other languages and contexts. CFA results indicated goodness of fit of factor configurations corresponding to each of the four major categories of work characteristics, with CFI and TLI around .90, as well as SRMR and RMSEA below .08. Thus it brings to the table a reliable, valid measure of work design with clear potential applications in research as well as professional practice, applications that could improve working conditions, boost productivity, and generate more personal and professional development opportunities for workers.

  4. Teachers’ Pedagogic Design of Digital Interactive Whiteboard Materials in the UK Secondary School

    Directory of Open Access Journals (Sweden)

    Carey Jewitt

    2008-03-01

    Full Text Available Teachers have always made texts for use in the classroom. The wide spread introduction of Interactive whiteboard (IWB technology into UK classrooms, and the screen more generally, makes the multimodal resources of color, image, dynamic movement, and sound newly available for pedagogic design in newly connectable ways. These facilities present teachers with new questions about how to design and use teaching materials, new possibilites and constraints. This presentation will examine teachers' design of digital multimodal resources for IWBs and the influence of prevalent policy discourses of interactivity, multimodality and fast pace influence on teacher’s digital materials for the IWB.

  5. Summary, Working Group 1: Electron guns and injector designs

    International Nuclear Information System (INIS)

    Ben-Zvi, I.; Bazarov, I.V.

    2006-01-01

    We summarize the proceedings of Working Group 1 of the 2005 Energy Recovery Linac (ERL) Workshop. The subject of this working group, the electron gun and injector design, is arguably the most critical part of the ERL as it determines the ultimate performance of this type of accelerators. Working Group 1 dealt with a variety of subjects: The technology of DC, normal-conducting RF and superconducting RF guns; beam dynamics in the gun and injector; the cathode and laser package; modeling and computational issues; magnetized beams and polarization. A short overview of these issues covered in the Working Group is presented in this paper

  6. Design of an interactive digital nutritional education package for elderly people.

    Science.gov (United States)

    Ali, Nazlena Mohamad; Shahar, Suzana; Kee, You Lee; Norizan, Azir Rezha; Noah, Shahrul Azman Mohd

    2012-12-01

    Designing a system for the elderly is crucial, as aging is associated with physiological changes that may impair perception, cognition and other social aspects; therefore, many aspects need consideration, especially in interface design. This study was conducted to develop a digital nutritional education package (WE Sihat) by following appropriate guidelines for elderly people to achieve better design interface and interaction. Touch-screen technology was used as a platform for user interaction. The nutritional content was based on previous nutrition studies and a lifestyle education package on healthy aging, which contains four modules. The questionnaires were distributed to 31 Malay subjects aged 60-76 years old, containing an evaluation about the overall content, graphics, design layout, colour, font size, audio/video, user-perceived satisfaction and acceptance levels. The findings showed positive feedback and acceptance. Most subjects agreed that the digital nutritional education package can increase their nutritional knowledge for a healthy lifestyle and is easy to use. The touch-screen technology was also well accepted by elderly people and can be used as a kiosk for disseminating nutrition education for healthy aging.

  7. Beginnings and Endings in Social Work Supervision: The Interaction between Attachment and Developmental Processes

    Science.gov (United States)

    Bennett, Susanne; Deal, Kathleen Holtz

    2009-01-01

    This article discusses the interaction of attachment processes and stages of social work student development within the field supervisory relationship and suggests ways supervisors can modify interactions with students. Attachment theory and research provide a framework for understanding innate capacities of students and the relational dynamics of…

  8. Designing Playful Interactive Installations for Urban Environments - The SwingScape Experience

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Kortbek, Karen Johanne; Christensen, Claus Møller

    2012-01-01

    . The design issues include: creating playful and collective interaction, making a familiar swing interaction simulate the experience of a music mixing board, providing gentle integration of multimedia (light and sound) in the atmosphere of an urban space, and finally making installations robust and safe...... at an urban playground. The objectives of SwingScape are to encourage physical activity as well as creating a playful and social experience in an urban space. The interaction techniques include movement sensors built into swings, LED lights, and an ambient loudspeaker system covering approx. 180 square meters...

  9. How do marital status, work effort, and wage rates interact?

    Science.gov (United States)

    Ahituv, Avner; Lerman, Robert I

    2007-08-01

    How marital status interacts with men's earnings is an important analytic and policy issue, especially in the context of debates in the United States over programs that encourage healthy marriage. This paper generates new findings about the earnings-marriage relationship by estimating the linkages among flows into and out of marriage, work effort, and wage rates. The estimates are based on National Longitudinal Survey of Youth panel data, covering 23 years of marital and labor market outcomes, and control for unobserved heterogeneity. We estimate marriage effects on hours worked (our proxy for work effort) and on wage rates for all men and for black and low-skilled men separately. The estimates reveal that entering marriage raises hours worked quickly and substantially but that marriage's effect on wage rates takes place more slowly while men continue in marriage. Together; the stimulus to hours worked and wage rates generates an 18%-19% increase in earnings, with about one-third to one-half of the marriage earnings premium attributable to higher work effort. At the same time, higher wage rates and hours worked encourage men to marry and to stay married. Thus, being married and having high earnings reinforce each other over time.

  10. Cultural ergonomics in interactional and experiential design: conceptual framework and case study of the Taiwanese twin cup.

    Science.gov (United States)

    Lin, Chih-Long; Chen, Si-Jing; Hsiao, Wen-Hsin; Lin, Rungtai

    2016-01-01

    Cultural ergonomics is an approach that considers interaction- and experience-based variations among cultures. Designers need to develop a better understanding of cultural ergonomics not just to participate in cultural contexts but also to develop interactive experiences for users. Cultural ergonomics extends our understanding of cultural meaning and our ability to utilize such understanding for design and evaluate everyday products. This study aims to combine cultural ergonomics and interactive design to explore human-culture interaction in user experiences. The linnak is a typical Taiwanese aboriginal cultural object. This study examined the cultural meaning and operational interface of the linnak, as well as the scenarios in which it is used in interaction and user experiences. The results produced a cultural ergonomics interface for examining the manner in which designers communicate across cultures as well as the interweaving of design and culture in the design process. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  11. Two-Level Designs to Estimate All Main Effects and Two-Factor Interactions

    NARCIS (Netherlands)

    Eendebak, P.T.; Schoen, E.D.

    2017-01-01

    We study the design of two-level experiments with N runs and n factors large enough to estimate the interaction model, which contains all the main effects and all the two-factor interactions. Yet, an effect hierarchy assumption suggests that main effect estimation should be given more prominence

  12. Optimum design of the metal bellows on the SolidWorks platform

    Directory of Open Access Journals (Sweden)

    Mikhail V. Chugunov

    2017-06-01

    Full Text Available Introduction: The metal bellows are widely used in various technical systems as the sensitive, compensating and separating elements. A variety of possible constructive solutions using bellows causes a broad range of standard sizes specified in GOST. In this regard the problem of the metal bellows design, which in the present case resolves itself to the choice of the bellow corresponding to the set specifications optimum, is important. Thus, the purpose of the research is the development of technique and software for the optimum design automation of the considered class structures. Materials and Methods: SolidWorks is the world leader in the area of CAD/CAE computer aided design-engineering system and possesses not only a developed standard functionality, but also opportunities of extension of this functionality by the user. In this article SolidWorks is used as a platform for the development of Add-In application to create automatically the metal bellow 3D model for the given parameters from the database corresponding to the given specifications. At the same time access to SolidWorks simulation functionality, through the analysis of SolidWorks Simulation, and to the appropriate database is provided by COM technology. For the solution of the optimization problem, the functionality of the Add-In-application developed by authors of this article is used. A development environment is MS Visual Studio C ++ (2015. The basis for work is object-oriented programming with API SolidWorks use. Results: The technique of optimum design of the metal bellows is developed. The software represents the SolidWorks application for practical use creating the project solution in the form of 3D models (parts and assemblies corresponding to the given specifications. Discussion and Conclusions: The developed technique and software reduce considerably time for the development of the project for structures of the considered class.

  13. Understanding organizational agility: a work-design perspective

    OpenAIRE

    Holsapple, Clyde W.; Li, Xun

    2008-01-01

    This paper introduces a unified theoretical model of organizational agility and investigates the attributes of knowledge-intensive work-design systems, which contribute to achieving and sustaining organizational agility. Even though there has been considerable research on the topic of agility, these studies are not unified regarding their conceptualizations of agility and/or tend to adopt fairly limited views of agility dimensionality. Here, we organize a review of existing definitions and ...

  14. Enculturating science: Community-centric design of behavior change interactions for accelerating health impact.

    Science.gov (United States)

    Kumar, Vishwajeet; Kumar, Aarti; Ghosh, Amit Kumar; Samphel, Rigzin; Yadav, Ranjanaa; Yeung, Diana; Darmstadt, Gary L

    2015-08-01

    Despite significant advancements in the scientific evidence base of interventions to improve newborn survival, we have not yet been able to "bend the curve" to markedly accelerate global rates of reduction in newborn mortality. The ever-widening gap between discovery of scientific best practices and their mass adoption by families (the evidence-practice gap) is not just a matter of improving the coverage of health worker-community interactions. The design of the interactions themselves must be guided by sound behavioral science approaches such that they lead to mass adoption and impact at a large scale. The main barrier to the application of scientific approaches to behavior change is our inability to "unbox" the "black box" of family health behaviors in community settings. The authors argue that these are not black boxes, but in fact thoughtfully designed community systems that have been designed and upheld, and have evolved over many years keeping in mind a certain worldview and a common social purpose. An empathetic understanding of these community systems allows us to deconstruct the causal pathways of existing behaviors, and re-engineer them to achieve desired outcomes. One of the key reasons for the failure of interactions to translate into behavior change is our failure to recognize that the content, context, and process of interactions need to be designed keeping in mind an organized community system with a very different worldview and beliefs. In order to improve the adoption of scientific best practices by communities, we need to adapt them to their culture by leveraging existing beliefs, practices, people, context, and skills. The authors present a systems approach for community-centric design of interactions, highlighting key principles for achieving intrinsically motivated, sustained change in social norms and family health behaviors, elucidated with progressive theories from systems thinking, management sciences, cross-cultural psychology, learning

  15. From the past to the future: Integrating work experience into the design process.

    Science.gov (United States)

    Bittencourt, João Marcos; Duarte, Francisco; Béguin, Pascal

    2017-01-01

    Integrating work activity issues into design process is a broadly discussed theme in ergonomics. Participation is presented as the main means for such integration. However, a late participation can limit the development of both project solutions and future work activity. This article presents the concept of construction of experience aiming at the articulated development of future activities and project solutions. It is a non-teleological approach where the initial concepts will be transformed by the experience built up throughout the design process. The method applied was a case study of an ergonomic participation during the design of a new laboratory complex for biotechnology research. Data was obtained through analysis of records in a simulation process using a Lego scale model and interviews with project participants. The simulation process allowed for developing new ways of working and generating changes in the initial design solutions, which enable workers to adopt their own developed strategies for conducting work more safely and efficiently in the future work system. Each project decision either opens or closes a window of opportunities for developing a future activity. Construction of experience in a non-teleological design process allows for understanding the consequences of project solutions for future work.

  16. Applying systemic-structural activity theory to design of human-computer interaction systems

    CERN Document Server

    Bedny, Gregory Z; Bedny, Inna

    2015-01-01

    Human-Computer Interaction (HCI) is an interdisciplinary field that has gained recognition as an important field in ergonomics. HCI draws on ideas and theoretical concepts from computer science, psychology, industrial design, and other fields. Human-Computer Interaction is no longer limited to trained software users. Today people interact with various devices such as mobile phones, tablets, and laptops. How can you make such interaction user friendly, even when user proficiency levels vary? This book explores methods for assessing the psychological complexity of computer-based tasks. It also p

  17. 3D for Graphic Designers

    CERN Document Server

    Connell, Ellery

    2011-01-01

    Helping graphic designers expand their 2D skills into the 3D space The trend in graphic design is towards 3D, with the demand for motion graphics, animation, photorealism, and interactivity rapidly increasing. And with the meteoric rise of iPads, smartphones, and other interactive devices, the design landscape is changing faster than ever.2D digital artists who need a quick and efficient way to join this brave new world will want 3D for Graphic Designers. Readers get hands-on basic training in working in the 3D space, including product design, industrial design and visualization, modeling, ani

  18. Design Principles of Worked Examples: A Review of the Empirical Studies

    Science.gov (United States)

    Shen, Chun-Yi; Tsai, Hui-Chun

    2009-01-01

    Many researchers investigated the efficacy of using worked examples in classroom instruction and provided evidence in the effectiveness of worked example instruction in mathematics, computer programming, physics, and etc. However, there are limited studies in worked example design. The purpose of this study is to generate the instructional design…

  19. A new approach in the design of an interactive environment for teaching Hamiltonian digraphs

    International Nuclear Information System (INIS)

    Iordan, A E; Panoiu, M

    2014-01-01

    In this article the authors present the necessary steps in object orientated design of an interactive environment that is dedicated to the process of acquaintances assimilation in Hamiltonian graphs theory domain, especially for the simulation of algorithms which determine the Hamiltonian trails and circuits. The modelling of the interactive environment is achieved through specific UML diagrams representing the steps of analysis, design and implementation. This interactive environment is very useful for both students and professors, because computer programming domain, especially digraphs theory domain is comprehended and assimilated with difficulty by students

  20. On designing low pressure loss working spaces for a planar Stirling micromachine

    Science.gov (United States)

    Hachey, M.-A.; Léveillé, É.; Fréchette, L. G.; Formosa, F.

    2015-12-01

    In this paper, research was undertaken with the objective to design low pressure loss working spaces for a Stirling cycle micro heat engine operating from low temperature waste heat. This planar free-piston heat engine is anticipated to operate at the kHz level with mm3 displacement. Given the resonant nature of the free-piston configuration, the complexity of its working gas’ flow geometry and its projected high operating frequency, flow analysis is relatively complex. Design considerations were thus based on fast prototyping and experimentation. Results show that geometrical features, such as a sharp 90° corner between the regenerator and working spaces, are strong contributors to pressure losses. This research culminated into a promising revised working space configuration for engine start-up, as it considerably reduced total pressure losses, more than 80% at Re = 700, from the original design.

  1. Computer Aided Design of Kaplan Turbine Piston with SolidWorks

    OpenAIRE

    Camelia Jianu

    2010-01-01

    The paper presents the steps for 3D computer aided design (CAD) of Kaplan turbine piston made in SolidWorks.The present paper is a tutorial for a Kaplan turbine piston 3D geometry, which is dedicaded to the Parts Sketch and Parts Features design and Drawing Geometry and Drawing Annotation.

  2. An exploration in kitchen blender interactions aimed at designing for high levels of engagement

    NARCIS (Netherlands)

    van Rheden, V.; Hengeveld, B.J.

    2015-01-01

    This paper illustrates three novel kitchen blender interactions aimed at bringing about a higher level of engagement with interactive products, as a response to current, seemingly un-engaging interactions. We describe our starting points and approach after which we present the designed blender

  3. CADRIGS--computer aided design reliability interactive graphics system

    International Nuclear Information System (INIS)

    Kwik, R.J.; Polizzi, L.M.; Sticco, S.; Gerrard, P.B.; Yeater, M.L.; Hockenbury, R.W.; Phillips, M.A.

    1982-01-01

    An integrated reliability analysis program combining graphic representation of fault trees, automated data base loadings and reference, and automated construction of reliability code input files was developed. The functional specifications for CADRIGS, the computer aided design reliability interactive graphics system, are presented. Previously developed fault tree segments used in auxiliary feedwater system safety analysis were constructed on CADRIGS and, when combined, yielded results identical to those resulting from manual input to the same reliability codes

  4. Multiagent Modeling and Simulation in Human-Robot Mission Operations Work System Design

    Science.gov (United States)

    Sierhuis, Maarten; Clancey, William J.; Sims, Michael H.; Shafto, Michael (Technical Monitor)

    2001-01-01

    This paper describes a collaborative multiagent modeling and simulation approach for designing work systems. The Brahms environment is used to model mission operations for a semi-autonomous robot mission to the Moon at the work practice level. It shows the impact of human-decision making on the activities and energy consumption of a robot. A collaborative work systems design methodology is described that allows informal models, created with users and stakeholders, to be used as input to the development of formal computational models.

  5. Usability and Interaction Design - New Challenges for the Scandinavian Tradition

    DEFF Research Database (Denmark)

    Bødker, Susanne; Sundblad, Yngve

    2008-01-01

    Computer use and interaction possibilities are changing quickly, while use contexts and application types are radically broadening. Technology no longer consists of static tools belonging only to the workplace but permeates work on the move, homes and everyday lives. Pervasive technologies...

  6. Improving the radiologist–CAD interaction: designing for appropriate trust

    International Nuclear Information System (INIS)

    Jorritsma, W.; Cnossen, F.; Ooijen, P.M.A. van

    2015-01-01

    Computer-aided diagnosis (CAD) has great potential to improve radiologists' diagnostic performance. However, the reported performance of the radiologist–CAD team is lower than what might be expected based on the performance of the radiologist and the CAD system in isolation. This indicates that the interaction between radiologists and the CAD system is not optimal. An important factor in the interaction between humans and automated aids (such as CAD) is trust. Suboptimal performance of the human–automation team is often caused by an inappropriate level of trust in the automation. In this review, we examine the role of trust in the radiologist–CAD interaction and suggest ways to improve the output of the CAD system so that it allows radiologists to calibrate their trust in the CAD system more effectively. Observer studies of the CAD systems show that radiologists often have an inappropriate level of trust in the CAD system. They sometimes under-trust CAD, thereby reducing its potential benefits, and sometimes over-trust it, leading to diagnostic errors they would not have made without CAD. Based on the literature on trust in human–automation interaction and the results of CAD observer studies, we have identified four ways to improve the output of CAD so that it allows radiologists to form a more appropriate level of trust in CAD. Designing CAD systems for appropriate trust is important and can improve the performance of the radiologist–CAD team. Future CAD research and development should acknowledge the importance of the radiologist–CAD interaction, and specifically the role of trust therein, in order to create the perfect artificial partner for the radiologist. This review focuses on the role of trust in the radiologist–CAD interaction. The aim of the review is to encourage CAD developers to design for appropriate trust and thereby improve the performance of the radiologist–CAD team. - Highlights: • Radiologists often have an inappropriate

  7. Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives

    OpenAIRE

    Ladeira , Ilda; Marsden , Gary; Green , Lesley

    2011-01-01

    Part 1: Long and Short Papers; International audience; We describe an ongoing collaboration with the District Six Museum, in Cape Town, aimed at designing a storytelling prototype for preserving personal experience narratives. We detail the design of an interactive virtual environment (VE) which was inspired by a three month ethnography of real-life oral storytelling. The VE places the user as an audience member in a virtual group listening to two storytelling agents capable of two forms of i...

  8. Accelerator physics analysis with interactive tools

    International Nuclear Information System (INIS)

    Holt, J.A.; Michelotti, L.

    1993-05-01

    Work is in progress on interactive tools for linear and nonlinear accelerator design, analysis, and simulation using X-based graphics. The BEAMLINE and MXYZPTLK class libraries, were used with an X Windows graphics library to build a program for interactively editing lattices and studying their properties

  9. Design of Mobile Gateway for Implementation of Smart Work System

    Directory of Open Access Journals (Sweden)

    Sang-Young Oh

    2015-01-01

    Full Text Available In the development of new technologies based on mobile system, there is a growing interest as a fundamental technology. In particular, in order to realize a mobile office and mobile phones, conferencing remote document is a technique that can realize smart network services solutions with enhanced real-time communication, real-time information sharing, and collaboration. Therefore, in this paper, the design meets the diverse needs of customers and the smart work platform mobile-based fast and conveniently it is trying to develop. For this reason, I have developed a mobile gateway that is based on the communication server construction OPEN API development, management of mobile ID, protocol design, and design of SSL/TLS security tunnel. Also, we developed a smart work platform that you apply this, you are trying to provide information systems environment of mobile company.

  10. Main and interactive effects of shiftwork, age and work stress on health in an Italian sample of healthcare workers

    DEFF Research Database (Denmark)

    Conway, Paul Maurice; Campanini, P; Sartori, S

    2008-01-01

    Among healthcare workers, shiftwork (mostly if nightwork is also included), ageing and work-related stress may be factors leading to impaired health. Such risk factors may also operate in interaction, resulting in an even increased harm for health. The present study aims at evaluating...... gastrointestinal disorders, poor work ability and job dissatisfaction. Work stress was the risk factor with the highest relevance for poor health. Ageing was associated with lower physical health. Few significant interactions were observed. Shiftwork with nights and high work stress significantly interacted...

  11. Interactive Design and Development of Real Arm Movements for Application in Rehabilitation

    Science.gov (United States)

    Rosman, Rafidah; Hadi, Muhammad Zaidan Abdul; Abu Bakar, Nurulliyana

    2018-03-01

    An interactive real arm movements for application in rehabilitation is designed and developed. The aim is to encourage hand paralysis patients performing their physical therapy by introducing games application in replacing conventional hand therapy module and methods. In this project, the accelerometer is used for tracking the orientation of the arm. As the arm moves, the values from x, y and z axis from the accelerometer changes and are being read by the Analog Inputs of the Arduino Board. After being read by the Analog Inputs of the Arduino Board, the 3D model moves as well. Solidworks software was used to modeled the hand in which the data is then transferred to Matlab/Simulink using SimMechanicalLink from Mathworks. Lastly, the sensor glove was programmed to work as a controller of games application in hand rehabilitation thus makes it an enjoyable therapy process.

  12. A tabletop interactive storytelling system: designing for social interaction

    NARCIS (Netherlands)

    Alofs, Thijs; Theune, Mariet; Swartjes, I.M.T.

    This paper presents the Interactive Storyteller, a multi-user interface for AI-based interactive storytelling, where stories emerge from the interaction of human players with intelligent characters in a simulated story world. To support face-to-face contact and social interaction, we position users

  13. A Novel Design for Drug-Drug Interaction Alerts Improves Prescribing Efficiency.

    Science.gov (United States)

    Russ, Alissa L; Chen, Siying; Melton, Brittany L; Johnson, Elizabette G; Spina, Jeffrey R; Weiner, Michael; Zillich, Alan J

    2015-09-01

    Drug-drug interactions (DDIs) are common in clinical care and pose serious risks for patients. Electronic health records display DDI alerts that can influence prescribers, but the interface design of DDI alerts has largely been unstudied. In this study, the objective was to apply human factors engineering principles to alert design. It was hypothesized that redesigned DDI alerts would significantly improve prescribers' efficiency and reduce prescribing errors. In a counterbalanced, crossover study with prescribers, two DDI alert designs were evaluated. Department of Veterans Affairs (VA) prescribers were video recorded as they completed fictitious patient scenarios, which included DDI alerts of varying severity. Efficiency was measured from time-stamped recordings. Prescribing errors were evaluated against predefined criteria. Efficiency and prescribing errors were analyzed with the Wilcoxon signed-rank test. Other usability data were collected on the adequacy of alert content, prescribers' use of the DDI monograph, and alert navigation. Twenty prescribers completed patient scenarios for both designs. Prescribers resolved redesigned alerts in about half the time (redesign: 52 seconds versus original design: 97 seconds; p<.001). Prescribing errors were not significantly different between the two designs. Usability results indicate that DDI alerts might be enhanced by facilitating easier access to laboratory data and dosing information and by allowing prescribers to cancel either interacting medication directly from the alert. Results also suggest that neither design provided adequate information for decision making via the primary interface. Applying human factors principles to DDI alerts improved overall efficiency. Aspects of DDI alert design that could be further enhanced prior to implementation were also identified.

  14. Design of biped hip simulator using SolidWorks

    Science.gov (United States)

    Zainudin, M. R.; Yahya, A.; Fazli, M. I. M.; Syahrom, A.; Harun, F. K. C.; Nazarudin, M. S.

    2017-10-01

    The increasing number of people who underwent both hip implant surgery based on World Health Organization (WHO) has received massive attention from researchers lately to develop various types of hip simulators in order to test the hip implant. Various number of hip simulator have been developed with different functions and capabilities. This paper presents the design development of biped hip simulator using SolidWorks software by taking into consideration some improvement and modifications. The finite element method is used to test the design whether it is safe to be used or not. The biped hip simulator has been successfully designed and ready to be fabricated as the endurance testing shown a positive results. The von Mises stress induced in the material is an alloy steel which is 2,975,862.3 N/m2 lower than the yield strength. Thus, the design is safe to be used as it obey the safety criterion.

  15. Interaction region

    International Nuclear Information System (INIS)

    Anon.

    1982-01-01

    The Interaction Region Group addressed the basic questions of how to collide the SLC beams, how to maximize and monitor the luminosity, and how to minimize the detector backgrounds at the interaction region. In practice, five subgroups evolved to study these questions. The final focus group provided three alternative designs to acheive the 1 to 2 micron beam spot size required by the SLC, as well as studying other problems including: eta, eta' matching from the collider arcs, the implementation of soft bends near the interaction region, beam emittance growth, and magnet tolerances in the final focus. The beam position monitor group proposed two devices, a strip line monitor, and a beamstrahlung monitor, to bring the beams into collision. The luminosity monitor group reviewed the possible QED processes that would be insensitive to weak interaction (Z 0 ) effects. The beam dumping group proposed locations for kicker and septum magnets in the final focus that would achieve a high dumping efficiency and would meet the desired beam tolerances at the Moller scattering target in the beam dump line. Working with the Polarization Group, the Moller experiment was designed into the beam dump beam line. A beam dump was proposed that would maintain radiation backgrounds (penetrating muons) at acceptible levels. The detector backgrounds group proposed soft-bend and masking configurations to shield the detector from synchrotron radiation from the hard/soft bends and from the final focus quadrupoles and evaluated the effectiveness of these designs for the three final focus optics designs. Backgrounds were also estimated from: large angle synchrotron radiation, local and distant beam-gas interactions, 2-photon interactions, and from neutrons and backscattered photons from the beamstrahlung dump

  16. NetWorking News - A Method for Engaging Children Actively In Design

    DEFF Research Database (Denmark)

    Nørregaard, Peter; Dindler, Christian; Fritsch, Jonas

    2003-01-01

    For many years cooperative design was primarily concerned with the development of IT supported systems for professional users. However, the cooperative design approach can embrace other social practices such as children’s everyday life. At a methodological level there is no difference in designing...... the Networking News workshop, offers an opportunity to make first hand studies of children’s IT supported social activities in an informal classroom setting....... with adults or children. However there is a need for new methods to support communication and collaboration between designers and children. This article proposes a new method for understandings children’s appropriation of new technology in an interactive workshop setting. The method, which we call...

  17. An Agenda for Designing Natural Interaction in a Museum Context

    DEFF Research Database (Denmark)

    Lund, Morten

    2012-01-01

    to the design of digitally based interaction. The digital nature of these technologies enables convergense and new combinations of existing objects and contexts, but also the establishment of new objects and contexts. This potential of digital technologies is very well illustrated by the Multiverse model...

  18. Designing Interactive Multimedia Instruction To Enable and Enhance Information Literacy.

    Science.gov (United States)

    Amidon, Leslie E.

    2001-01-01

    Addresses key strategies for the design and development of Interactive Multimedia Instruction (IMI) programs for adult learners, focusing on the removal of learning barriers and the incorporation of information literacy principles. Barriers include financial constraints, socio-economic and social class, communication skills, time constraints,…

  19. FMEA and consideration of real work situations for safer design of production systems.

    Science.gov (United States)

    Lux, Aurélien; Mawo De Bikond, Johann; Etienne, Alain; Quillerou-Grivot, Edwige

    2016-12-01

    Production equipment designers must ensure the health and safety of future users; in this regard, they augment requirements for standardizing and controlling operator work. This contrasts with the ergonomic view of the activity, which recommends leaving operators leeway (margins for manoeuvre) in performing their task, while safeguarding their health. Following a brief analysis of design practices in the car industry, we detail how the Failure Modes and Effects Analysis (FMEA) approach is implemented in this sector. We then suggest an adaptation that enables designers to consider real work situations. This new protocol, namely, work situation FMEA, allows experience feedback to be used to defend the health standpoint during designer project reviews, which usually only address quality and performance issues. We subsequently illustrate the advantage of this approach using two examples of work situations at car parts manufacturers: the first from the literature and the second from an in-company industrial project.

  20. Brush and learn : transforming tooth brushing behavior through interactive materiality, a design exploration

    NARCIS (Netherlands)

    Bruns, M.; Stienstra, J.T.; Dijkstra, R.

    2014-01-01

    To counteract the increased tendency in skill learning addressing our cognitive abilities we discuss an opportunity on how performance skills can be trained by means of inherent feed forward through interactive materiality. We address this approach in the context of designing an interactive

  1. User-Centered Design and Interactive Health Technologies for Patients

    Science.gov (United States)

    De Vito Dabbs, Annette; Myers, Brad A.; Mc Curry, Kenneth R.; Dunbar-Jacob, Jacqueline; Hawkins, Robert P.; Begey, Alex; Dew, Mary Amanda

    2010-01-01

    Despite recommendations that patients be involved in the design and testing of health technologies, few reports describe how to involve patients in systematic and meaningful ways to ensure that applications are customized to meet their needs. User-centered design (UCD) is an approach that involves end-users throughout the development process so that technology support tasks, are easy to operate, and are of value to users. In this paper we provide an overview of UCD and use the development of Pocket Personal Assistant for Tracking Health (Pocket PATH), to illustrate how these principles and techniques were applied to involve patients in the development of this interactive health technology. Involving patient-users in the design and testing ensured functionality and usability, therefore increasing the likelihood of promoting the intended health outcomes. PMID:19411947

  2. Work Design Theory: A Review and Critique with Implications for Human Resource Development

    Science.gov (United States)

    Torraco, Richard J.

    2005-01-01

    Six theoretical perspectives on work design are examined for their contributions to our understanding of how work is organized and designed in organizations: sociotechnical systems theory, process improvement, adaptive structuration theory, the job characteristics model, technostructural change models, and activity theory. A critique of these…

  3. Three roles for textiles as tangible working materials in co-design processes

    DEFF Research Database (Denmark)

    Heimdal, Elisabeth Jacobsen; Rosenqvist, Tanja Schultz

    2012-01-01

    Textiles are increasingly complex materials used in a growing number of applications, e. g. in architecture. The textile industry must therefore engage with other professions when developing both textiles and products of which textiles are a part. In this article, we argue that tools taken from...... the field of participatory design represent a potential for staging such co-design situations and report on our experience from a co-design process where architects, engineers and textile experts engaged in designing future textile solutions for Danish hospital environments. During this process we used what...... we call tangible working materials to stage the collaboration between the stakeholders engaged as co-designers. Our experience using the tangible working materials showed us that they can be divided into three types, with different attributes and roles in the design process: real, mediating...

  4. Online Group Work Design: Processes, Complexities, and Intricacies

    Science.gov (United States)

    Kleinsasser, Robert; Hong, Yi-Chun

    2016-01-01

    This paper describes the challenges of designing and implementing online group work. We are responsible for a seven-and-a-half week's online literacy and bi-literacy graduate course in a Bilingual/English as a Second Language (BLE/ESL) Master of Arts program. One of the tasks includes online literacy circle exchanges where students are encouraged…

  5. New service of Earth Interactions offers sneak peek at work in progress

    Science.gov (United States)

    A new service of the all-electronic journal Earth Interactions (Web site http://EarthInter-actions.org) now provides online access to abstracts or preprints of selected papers being presented at various Earth system science conferences. The new service, “Earth Abstractions,” is separate from the peer-reviewed articles in Earth Interactions. The editors select the sessions that will be featured. AGU Spring Meeting abstracts are now highlighted on the site.The abstract titles in Earth Abstractions will link directly to online extended abstracts or preprints located on the authors' home servers if such abstracts are made available. As the author updates the preprint and posts it to the same URL, Earth Abstractions will continue to feature the most recent information from the author related to that work. Readers can preview an author's work as it evolves prior to the meeting as well as refer to it for a year after the meeting has ended. This exchange also provides a means for authors to receive positive feedback on their papers independent of the conference session, which may help those who plan to submit papers about their work to a peer-reviewed journal.

  6. 77 FR 9946 - Draft Guidance for Industry on Drug Interaction Studies-Study Design, Data Analysis, Implications...

    Science.gov (United States)

    2012-02-21

    ... industry entitled ``Drug Interaction Studies--Study Design, Data Analysis, Implications for Dosing, and... data analysis in the context of identifying potential drug interactions. The guidance also addresses... Studies--Study Design, Data Analysis, and Implications for Dosing and Labeling.'' Comments were received...

  7. Relationship between Work Interference with Family and Parent-Child Interactive Behavior: Can Guilt Help?

    Science.gov (United States)

    Cho, Eunae; Allen, Tammy D.

    2012-01-01

    Despite its theoretical and practical importance, behavioral consequences of work-family conflict that reside in the family domain rarely have been examined. Based on two studies, the current research investigated the relationship of work-interference-with-family (WIF) with parent-child interactive behavior (i.e., educational, recreational, and…

  8. Concept and design of a virtual reality work environment for industrial designers; Konzeption und Entwurf eines VR Arbeitsplatzes im Bereich des Industrial Design

    Energy Technology Data Exchange (ETDEWEB)

    Hofmann, T.; Bruder, R. [Universitaet Essen (Germany). Institut fuer Ergonomie und Designforschung

    2002-07-01

    This concept of a working environment for industrial designers is based on the use of Virtual Reality. The project aims at making the design process using new technologies just as intuitive as the work involving traditional tools. Basis of the development is a human centered principle, not the concentration on available technologies. The project was developed in cooperation with the Fraunhofer Gesellschaft (Institute for media communication) in Sankt Augustin, Germany. (orig.)

  9. Emotional Engagement, Social Interactions, and the Development of an Afterschool Game Design Curriculum

    Science.gov (United States)

    Kwah, Helen; Milne, Catherine; Tsai, Tzuchi; Goldman, Ricki; Plass, Jan L.

    2016-01-01

    This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins' (Interaction ritual…

  10. Investigating the role of aesthetics for interaction design

    DEFF Research Database (Denmark)

    Stavrakos, Stavros-Konstantinos; Ahmed-Kristensen, Saeema

    2013-01-01

    Two important aspects when designing products is to focus on comfort and to define the aesthetic and emotional value of the product. The main purpose of this research is to answer the question of how attractiveness perceived through the sensory inputs affects the assessment of comfort as well...... when the levels of attractiveness increase and vice versa. The findings further indicate that there are strong, significant correlations between scores of comfort and product adjectives commonly used to describe product attributes such as size, weight and surface material. Hence, there is an emotional...... dimension of comfort which is initiated by the visual input during a human – product interaction and is affected by the attractiveness towards the product. In their endeavor to develop successful and comfortable products designers should focus more on attractiveness....

  11. Using Contact Work in Interactions with Adults with Learning Disabilities and Autistic Spectrum Disorders

    Science.gov (United States)

    Brooks, Sharon; Paterson, Gail

    2011-01-01

    This article describes a project about using contact work with people with learning disabilities and autistic spectrum disorder. People with learning disabilities and additional autistic spectrum disorder are at risk of becoming socially isolated because of their difficulties in interacting with others. Contact work is a form of Pre-Therapy, which…

  12. Dalla disciplina del progetto, le ragioni di un percorso magistrale di studi in interaction design

    Directory of Open Access Journals (Sweden)

    Alessandra Bosco

    2014-04-01

    Full Text Available ITLa trasformazione del ruolo e della professione del designer nella condizione socio-economica culturale contemporanea, contraddistinta da una molteplicità di stimoli visivi, dal sovraffollamento dei prodotti, dall’uso di nuove tecnologie e dalla pervasività dei device, orienta la scelta di indirizzare un percorso di studi magistrale nell’ambito multidisciplinare dell’interaction design. La formazione specifica che si articola in maniera sinergica tra laboratori e corsi teorici trova fondamento nelle discipline dello human factors, delle teorie dell’interazione e della critica del design. Il paper argomenta le ragioni, i metodi e le scelte effettuate dal gruppo di docenti che tra il 2010 e il 2014 ha progettato tale percorso didattico all’Università degli Studi della Repubblica di San Marino.ENThe transformation of the designer’s role in the contemporary social, economic and cultural context, characterized by a growing overload of visual stimuli, new technological products, and a multitude of pervasive mobile devices, led the decision to steer the graduate degree programme in design towards the multidisciplinary field of interaction design. This specific branch of learning builds its fundamentals in the synergetic teaching of theoretical and studio courses focusing on human factors, theories of interaction and design criticism. This paper investigates the motivations, the methods and the choices made by a group of professors of the University of the Republic of San Marino to create a new graduate programme in interaction design.

  13. Design And Implementation Of An Interactive Website; A Case Study ...

    African Journals Online (AJOL)

    An interactive website has been designed for the Department of Physics, University of Uyo, using Hypertext Markup Language (HTML) involving structuring, coding, and testing. This will enable the Department to gather, process, store and disseminate an up- to- date information to the whole world on the academic ...

  14. The design and testing of interactive hospital spaces to meet the needs of waiting children.

    Science.gov (United States)

    Biddiss, Elaine; McPherson, Amy; Shea, Geoffrey; McKeever, Patricia

    2013-01-01

    To design an innovative interactive media display in a pediatric hospital clinic waiting space that addresses the growing demand for accessible, contact-surface-free options for play. In healthcare settings, waiting can be anxiety provoking for children and their accompanying family members. Opportunities for positive distraction have been shown to reduce waiting anxiety, leading to positive health outcomes. An interactive media display, ScreenPlay, was created and evaluated using a participatory design approach and a combination of techniques including quality function deployment and mixed data elicitation methods (questionnaires, focus groups, and observations). The user and organizational design requirements were established and used to review contemporary strategies for positive distraction in healthcare waiting spaces and to conceptualize and test ScreenPlay. Ten staff members, 11 children/youths, and 6 parents participated in the design and evaluation of ScreenPlay. ScreenPlay provided a positive, engaging experience without the use of contact surfaces through which infections can be spread. It was accessible to children, youth, and adults of all motor abilities. All participants strongly agreed that the interactive media display would improve the healthcare waiting experience. ScreenPlay is an interactive display that is the result of a successful model for the design of healthcare waiting spaces that is collaborative, interdisciplinary, and responsive to the needs of its community. Design process, healing environments, hospital, interdisciplinary, pediatric.

  15. Design of a High Gradient Quadrupole for the LHC Interaction Regions

    International Nuclear Information System (INIS)

    Bossert, R.; Gourlay, S.A.; Heger, T.; Huang, Y.; Kerby, J.; Lamm, M.J.; Limon, P.J.; Mazur, P.O.; Nobrega, F.; Ozelis, J.P.; Sabbi, G.; Strait, J.; Zlobin, A.V.; Caspi, S.; Dell'orco, D.; McInturff, A.D.; Scanlan, R.M.; Van Oort, J.M.; Gupta, R.C.

    1997-03-01

    A collaboration of Fermilab, Lawrence Berkeley National Laboratory and Brookhaven National Laboratory is currently engaged in the design of a high gradient quadrupole suitable for use in the LHC interaction regions. The cold iron design incorporates a two-shell, cos2θ coil geometry with a 70 mm aperture. This paper summarizes the progress on a magnetic and mechanical design that meets the requirements of maximum gradient ≥250 T/m, operation at 1.8K, high field quality and provision for adequate cooling in a high radiation environment

  16. LOADS INTERACTION DOMAINS METHODOLOGY FOR THE DESIGN OF STEEL GREENHOUSE STRUCTURES

    Directory of Open Access Journals (Sweden)

    Sergio Castellano

    2007-03-01

    Full Text Available Aim of this research is to develop a design methodology which correlates main structural design parameters, whose production is characterised by high levels of standardization, such as the height of gutter or the distance between frames, with actions on the greenhouse. The methodology, based on the use of charts and abacus, permits a clear and a direct interpretation of the structural response to design load combinations and allows the design of structural improvements with the aim of the optimization of the ratio benefits (structural strength/costs. The study of structural interaction domains allowed a clear and a direct interpretation of the structural response to design load combinations. The diagrams highlight not only if the structure fulfils the standard requirements but also the safety levels with respect to design load combinations and allow the structural designer how to operate in order to optimize the structural response with standard requirements achieving the best ratio benefits (structural safety/ costs. The methodology was developed basing on criteria assigned by EN13031 on two different kinds of greenhouse structures: an arched greenhouse with a film plastic covering and a duo pitched roof greenhouse cover with rigid plastic membranes. Structural interaction domains for arched greenhouse showed a better capability of the structure to resist to vertical loads then to horizontal one. Moreover, the climatic load distribution on the structure assigned by EN13031 is such that the combination of climatic actions is less dangerous for the structure then their individual application. Whilst, duo pitched roof steel greenhouse interaction domains, showed a better capability of the structure to resist to vertical loads then to horizontal one and that, in any case, the serviceability limit states analysis is more strict then the ULS one. The shape of structural domains highlighted that the combination of actions is more dangerous for the

  17. Considerations of fluid-structure interaction effects in the design of high-level waste storage tanks

    International Nuclear Information System (INIS)

    Stuart, R.J.; Shipley, L.E.; Ghose, A.; Hiremath, M.S.

    1994-01-01

    For the seismic evaluation and design of the large number of underground high-level waste storage tanks (HLWST) at DOE sites, an important consideration is the adequate estimation of the fluid-structure interaction effects on the design forces. The DOE Tanks Seismic Experts Panel (TSEP) has developed seismic design and evaluation guidelines which include simplified methods for estimating hydrodynamic effects on tanks. For the practical analysis and design of HLWSTs, however, more sophisticated methods are often needed. The research presented in this paper demonstrates the effectiveness and reliability of finite element method based techniques, developed and utilized by ARES, to evaluate the fluid-structure interaction effects on underground HLWSTs. Analysis results for simple cylindrical tank configurations are first compared with previously published data, to benchmark the techniques. Next, for an actual HLWST configuration, correlations are established between these techniques and the TSEP guidelines, for the design parameters affected by fluid-structure interaction. Finally, practical design situations which may require a level of analysis sophistication that goes beyond the simplified TSEP guidelines are presented. This level of sophistication is frequently required when attempting to validate or upgrade the design qualifications of existing tanks

  18. Design Mining Interacting Wind Turbines.

    Science.gov (United States)

    Preen, Richard J; Bull, Larry

    2016-01-01

    An initial study has recently been presented of surrogate-assisted evolutionary algorithms used to design vertical-axis wind turbines wherein candidate prototypes are evaluated under fan-generated wind conditions after being physically instantiated by a 3D printer. Unlike other approaches, such as computational fluid dynamics simulations, no mathematical formulations were used and no model assumptions were made. This paper extends that work by exploring alternative surrogate modelling and evolutionary techniques. The accuracy of various modelling algorithms used to estimate the fitness of evaluated individuals from the initial experiments is compared. The effect of temporally windowing surrogate model training samples is explored. A surrogate-assisted approach based on an enhanced local search is introduced; and alternative coevolution collaboration schemes are examined.

  19. Development of MCAERO wing design panel method with interactive graphics module

    Science.gov (United States)

    Hawk, J. D.; Bristow, D. R.

    1984-01-01

    A reliable and efficient iterative method has been developed for designing wing section contours corresponding to a prescribed subcritical pressure distribution. The design process is initialized by using MCAERO (MCAIR 3-D Subsonic Potential Flow Analysis Code) to analyze a baseline configuration. A second program DMCAERO is then used to calculate a matrix containing the partial derivative of potential at each control point with respect to each unknown geometry parameter by applying a first-order expansion to the baseline equations in MCAERO. This matrix is calculated only once but is used in each iteration cycle to calculate the geometry perturbation and to analyze the perturbed geometry. The potential on the new geometry is calculated by linear extrapolation from the baseline solution. This extrapolated potential is converted to velocity by numerical differentiation, and velocity is converted to pressure by using Bernoulli's equation. There is an interactive graphics option which allows the user to graphically display the results of the design process and to interactively change either the geometry or the prescribed pressure distribution.

  20. Empowerment of disability benefit claimants through an interactive website: design of a randomized controlled trial

    Directory of Open Access Journals (Sweden)

    Bruinvels David J

    2009-05-01

    Full Text Available Abstract Background Individuals claiming a disability benefit after long-term sickness absence, have to undergo medical disability assessments. These assessments, often carried out by specialized physicians, can be complicated by wrong expectations or defensive attitudes of disability benefit claimants. It is hypothesized that empowerment of these claimants will enhance the physician-patient relationship by shifting claimants from a passive role to a more active and constructive role during disability assessments. Furthermore, empowerment of claimants may lead to a more realistic expectation and acceptance of the assessment outcome among claimants and may lead to a more accurate assessment by the physician. Methods/Design In a two-armed randomized controlled trial (RCT, 230 claimants will be randomized to either the intervention or control group. For the intervention group, an interactive website was designed http://www.wiagesprek.nl using an Intervention Mapping procedure. This website was tested during a pilot study among 51 claimants. The final version of the website consists of five interactive modules, in which claimants will be prepared and empowered step-by-step, prior to their upcoming disability assessment. Other website components are a forum, a personal health record, a personal diary, and information on disability assessment procedures, return to work, and coping with disease and work disability. Subjects from the control group will be directed to a website with commonly available information only. Approximately two weeks prior to their disability assessment, disability claimants will be recruited through the Dutch Workers Insurance Authority (UWV. Outcomes will be assessed at five occasions: directly after recruitment (baseline, prior to disability assessment, directly after disability assessment as well as 6 and 16 weeks after the assessment. The study's primary outcome is empowerment, measured with the Vrijbaan questionnaire

  1. An α-Helix-Mimicking 12,13-Helix: Designed α/β/γ-Foldamers as Selective Inhibitors of Protein-Protein Interactions.

    Science.gov (United States)

    Grison, Claire M; Miles, Jennifer A; Robin, Sylvie; Wilson, Andrew J; Aitken, David J

    2016-09-05

    A major current challenge in bioorganic chemistry is the identification of effective mimics of protein secondary structures that act as inhibitors of protein-protein interactions (PPIs). In this work, trans-2-aminocyclobutanecarboxylic acid (tACBC) was used as the key β-amino acid component in the design of α/β/γ-peptides to structurally mimic a native α-helix. Suitably functionalized α/β/γ-peptides assume an α-helix-mimicking 12,13-helix conformation in solution, exhibit enhanced proteolytic stability in comparison to the wild-type α-peptide parent sequence from which they are derived, and act as selective inhibitors of the p53/hDM2 interaction. © 2016 The Authors. Published by Wiley-VCH Verlag GmbH & Co. KGaA.

  2. Proceedings of the 5th Danish Human-Computer Interaction Research Symposium

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Nielsen, Lene

    2005-01-01

    Lene Nielsen DEALING WITH REALITY - IN THEORY Gitte Skou PetersenA NEW IFIP WORKING GROUP - HUMAN WORK INTERACTION DESIGN Rikke Ørngreen, Torkil Clemmensen & Annelise Mark-Pejtersen CLASSIFICATION OF DESCRIPTIONS USED IN SOFTWARE AND INTERACTION DESIGN Georg Strøm OBSTACLES TO DESIGN IN VOLUNTEER BASED...... for the symposium, of which 14 were presented orally in four panel sessions. Previously the symposium has been held at University of Aarhus 2001, University of Copenhagen 2002, Roskilde University Center 2003, Aalborg University 2004. Torkil Clemmensen & Lene Nielsen Copenhagen, November 2005 CONTENT INTRODUCTION...

  3. Red textures and the work of juxtaposition

    Directory of Open Access Journals (Sweden)

    Corinne A. Kratz

    Full Text Available Simon Gush's evocative work Red is an installation, an exhibit, a film, a website, and a provocation to think about what these different forms convey and do, and how they do so. What kinds of engagement, work and knowledge production are involved in curating, designing and creating work in different formats, each of which combines varied media and forms of expression? This article considers the design and interpretive possibilities of Red's different forms, paying particular attention to juxtaposition as a fundamental technique in designing and constructing exhibits, films and websites. The analysis examines the layerings, interactions, timings and textures involved and draws in other exhibitions to highlight the ways that Red and history museums approach their work and relations to time, history and historiography.

  4. Team learning center design principles

    Energy Technology Data Exchange (ETDEWEB)

    Daily, B.; Loveland, J.; Whatley, A. [New Mexico State Univ., Las Cruces, NM (United States)] [and others

    1995-06-01

    This is a preliminary report of a multi-year collaboration of the authors addressing the subject: Can a facility be designed for team learning and would it improve the efficiency and effectiveness of team interactions? Team learning in this context is a broad definition that covers all activities where small to large groups of people come together to work, to learn, and to share through team activities. Multimedia, networking, such as World Wide Web and other tools, are greatly enhancing the capability of individual learning. This paper addresses the application of technology and design to facilitate group or team learning. Many organizational meetings need tens of people to come together to do work as a large group and then divide into smaller subgroups of five to ten to work and then to return and report and interact with the larger group. Current facilities were not, in general, designed for this type of meeting. Problems with current facilities are defined and a preliminary design solution to many of the identified problems is presented.

  5. Using Tablet PCs and Interactive Software in IC Design Courses to Improve Learning

    Science.gov (United States)

    Simoni, M.

    2011-01-01

    This paper describes an initial study of using tablet PCs and interactive course software in integrated circuit (IC) design courses. A rapidly growing community is demonstrating how this technology can improve learning and retention of material by facilitating interaction between faculty and students via cognitive exercises during lectures. While…

  6. LHC interaction region quadrupole cryostat design

    International Nuclear Information System (INIS)

    Nicol, T.H.; Darve, Ch.; Huang, Y.; Page, T.M.

    2002-01-01

    The cryostat of a Large Hadron Collider (LHC) Interaction Region (IR) quadrupole magnet consists of all components of the inner triplet except the magnet assembly itself. It serves to support the magnet accurately and reliably within the vacuum vessel, to house all required cryogenic piping, and to insulate the cold mass from heat radiated and conducted from the environment. It must function reliably during storage, shipping and handling, normal magnet operation, quenches, and seismic excitations, and must be able to be manufactured at low cost. The major components of the cryostat are the vacuum vessel, thermal shield, multi-layer insulation system, cryogenic piping, and suspension system. The overall design of a cryostat for superconducting accelerator magnets requires consideration of fluid flow, proper selection of materials for their thermal and structural performance at both ambient and operating temperature, and knowledge of the environment to which the magnets will be subjected over the course of their expected operating lifetime. This paper describes the current LHC IR inner triplet quadrupole magnet cryostats being designed and manufactured at Fermilab as part of the US-LHC collaboration, and includes discussions on the structural and thermal considerations involved in the development of each of the major systems

  7. Training Students’ Science Process Skills through Didactic Design on Work and Energy

    Science.gov (United States)

    Ramayanti, S.; Utari, S.; Saepuzaman, D.

    2017-09-01

    Science Process Skills (SPS) has not been optimally trained to the students in the learning activity. The aim of this research is finding the ways to train SPS on the subject of Work and Energy. One shot case study design is utilized in this research that conducted on 32 students in one of the High Schools in Bandung. The students’ SPS responses were analyzed by the development SPS based assessment portfolios. The results of this research showed the didactic design that had been designed to training the identifying variables skills, formulating hypotheses, and the experiment activity shows the development. But the didactic design to improve the students’ predicting skills shows that the development is still not optimal. Therefore, in the future studies need to be developed the didactic design on the subject Work and Energy that exercising these skills.

  8. Design of an Interactive Game for Teaching War Ethics

    Science.gov (United States)

    Doukas, Nikolaos; Drigas, Athanasios; Bardis, Nikolaos G.

    This work focuses on the use of computer simulations and computer games for the training of prospective and serving Armed Forces officers. A study of the use of computer simulations and games for teaching and training in the context of both the Armed Forces and civilian applications is presented. The study leads to high level specifications for the design of the proposed training game. The functional design of the proposed game is then explained and its rules are listed. The design is shown to offer the flexibility required for the teaching courses it is meant to serve. Further research necessary for the development of optimization algorithms necessary for the design is described.

  9. Interactive Multimedia-Based Animation: A Study of Effectiveness on Fashion Design Technology Learning

    Science.gov (United States)

    Wiana, W.

    2018-01-01

    The learning process is believed will reach optimal results if facilitated by diversity of learning’s device from aspects of the approach, method, media or it’s evaluation system, in individually, groups, or as well as classical. One of the learning’s Device can be developed in an attempt to improve the results of the study is Computer Based Learning (CBL). CBL was developed aim to help students to understand the concepts of the learning material which presented interactively by the system and able to provide information and learning process better. This research is closely related to efforts to improve the quality of Fashion design in digital format learning, with specific targets to generate interactive multimedia-based animation as effective media and learning resources for fashion design learning. Applications that are generated may be an option for delivering learning material as well as to engender interest in learning as well as understanding with students against the subject matter so that it can improve the learning achievements of students. The instruments used to collect data is a test sheet of mastering the concept which developed on the basis of indicators understanding the concept of fashion design, the material elements and principles of fashion design as well as application on making fashion design. As for the skills test is done through test performance to making fashion design in digital format. The results of testing against the mastery of concepts and skills of fashion designing in digital formatted shows that experimental group obtained significantly higher qualifications compared to the control group. That means that the use of interactive multimedia-based animation, effective to increased mastery of concepts and skills on making fashion design in digital format.

  10. The social interaction of return to work explored from co-workers experiences.

    Science.gov (United States)

    Tjulin, Åsa; MacEachen, Ellen; Stiwne, Elinor Edvardsson; Ekberg, Kerstin

    2011-01-01

    The objective was to explore the role and contribution of co-workers in the return-to-work process. The social interaction of co-workers in the return-to-work process are analysed within the framework of the Swedish national and local employer organisational return-to-work policies. An exploratory qualitative method was used, consisting of open-ended interviews with 33 workplace actors across seven work units. Organisational return-to-work policies were collected from the three public sector employers. The key findings that emerged during analysis showed that some co-workers have a more work-task oriented approach towards the return-to-work process, whilst others had a more social relational approach. In both situations, the social relations worked hand in hand with job tasks (how task were allocated, and how returning workers were supported by others) and could make or break the return-to-work process. A suggestion for improvement of return-to-work models and policies is the need to take into account the social relations amongst workplace actors, especially involving co-workers when planning for return-to-work interventions. Otherwise the proper attention to work arrangements, social communication and the role of co-workers in the return-to-work process might not be seen.

  11. Interactive Workspaces

    DEFF Research Database (Denmark)

    Mogensen, Preben Holst

    augmented reality, interactive building elements, and mobile devices to support new ways of working in a diversity of application domains with work situations ranging from individual work, through local collaboration, to distributed collaboration. The work situations may take place in offices/project rooms......Many application domains such as architecture, engineering, industrial design, city planning, environmental supervision, health care etc. share the properties of users working collaboratively with complex mixtures of physical and digital materials. Studies in such domains show that it is hard...... to maintain and integrate these heterogeneous materials in traditional desktop computing environments. Our thesis is that pervasive computing technologies can be developed to support a more natural user collaboration in a rich variety of application. This may be achieved by going beyond the traditional...

  12. Design, testing, and delivery of an interactive graphics display subsystem

    Science.gov (United States)

    Holmes, B.

    1973-01-01

    An interactive graphics display system was designed to be used in locating components on a printed circuit card and outputting data concerning their thermal values. The manner in which this was accomplished in terms of both hardware and software is described. An analysis of the accuracy of this approach is also included.

  13. Instructional Design to Measure the Efficacy of Interactive E-Books in A High School Setting

    Directory of Open Access Journals (Sweden)

    Maria Victoria PABRUA BATOON

    2018-04-01

    Full Text Available This article describes a qualitative research analysis on the implementation of interactive e-books in high school courses using a case study approach. The subjects of the study included seven professors and 16 freshmen who were surveyed and interviewed with a questionnaire designed according to the Kemp Model of Instructional Design. The study revealed that participants use interactive e-books as a technological educational resource. The professors pointed out that the design of the interactive e-books helped students develop essential learning skills: technological ability, reading and writing skills, as well as cognition and metacognition abilities. Furthermore, the students noted that the use of interactive e-books has a positive effect on their grades due to its high audio and visual contents. However, the students indicated that they were allured to chat, to play or to navigate in their mobile device while they were using it. Finally, this study can contribute to the relative knowledge about the use of mobile technology in education, as well as, it aids the professor to make a reflection about the Instructional Design of the educational technological resources used in the classroom to promote better result in the process of learning.

  14. Musical Interaction Design with the CUI32Stem

    DEFF Research Database (Denmark)

    Overholt, Daniel

    2012-01-01

    The Create USB Interface is an open source microcontroller board that can be programmed in C, BASIC, or Arduino languages. The latest version is called the CUI32Stem, and it is designed to work ‘hand-in-hand’ with the GROVE prototyping system that includes a wide range of sensors and actuators...

  15. Interactive design of generic chemical patterns.

    Science.gov (United States)

    Schomburg, Karen T; Wetzer, Lars; Rarey, Matthias

    2013-07-01

    Every medicinal chemist has to create chemical patterns occasionally for querying databases, applying filters or describing functional groups. However, the representations of chemical patterns have been so far limited to languages with highly complex syntax, handicapping the application of patterns. Graphic pattern editors similar to chemical editors can facilitate the work with patterns. In this article, we review the interfaces of frequently used web search engines for chemical patterns. We take a look at pattern editing concepts of standalone chemical editors and finally present a completely new, unpublished graphical approach to pattern design, the SMARTSeditor. Copyright © 2013 Elsevier Ltd. All rights reserved.

  16. An intelligent and interactive carpet role of design in a textile innovation project

    NARCIS (Netherlands)

    Deckers, E.J.L.; Stouw, van der B.; Peutz, J.

    2012-01-01

    This paper presents an ongoing innovation project on the development of an intelligent and interactive carpet called PeR+, short for Perception Rug Plus. This design-research project is a collaboration between an international flooring company, DESSO, and the Department of Industrial Design at the

  17. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts , Cody; Sharlin , Ehud; Woytiuk , Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  18. Design of the SSC medium-beta Interaction Regions

    International Nuclear Information System (INIS)

    Nosochkov, Y.M.

    1993-06-01

    In the SSC design the 87.12 km long collider lattice consists of two 35.28 km identical arcs located on the North and South sides of the machine and two 8.28 km clusters placed on the West and on the East. Each cluster contains two Interaction Regions (IRs), the Utility section and the interconnect sections between them. According to present plans the goal for the optics in the East IRs is to provide for a high value of the luminosity and, hence, for a low β at the Interaction Point (IP). The West IRs are aimed at providing for a large space for detector which can be achieved at the cost of higher value of the β and lower luminosity. The optics of each IR are based on the same optical configuration which gives an opportunity to use mostly identical quadrupoles and dipoles in four IRs. Trivial modification of the central region in this basic configuration allows for a wide range of values for detector free space from L = 20 m to L = 90 m, suitable for the experiments in both clusters. L denotes here the distance between the IP and the nearest magnetic element of the machine. In this paper we briefly review the current design of the so-called medium-β IR optics with a large free space for detector of L = 90 m, which could be used in the West cluster

  19. When sad groups expect to meet again : Interactive affective sharing and future interaction expectation as determinants of work groups' analytical and creative task performance

    NARCIS (Netherlands)

    Klep, Annefloor H. M.; Wisse, Barbara; van der Flier, Henk

    2013-01-01

    The present study examines the moderating role of future interaction expectation in the relationship between affective sharing and work groups' task performance. We argue that group affect, a group defining characteristic, becomes more salient to its members when it is interactively shared, and that

  20. The Iterative Design Process in Research and Development: A Work Experience Paper

    Science.gov (United States)

    Sullivan, George F. III

    2013-01-01

    The iterative design process is one of many strategies used in new product development. Top-down development strategies, like waterfall development, place a heavy emphasis on planning and simulation. The iterative process, on the other hand, is better suited to the management of small to medium scale projects. Over the past four months, I have worked with engineers at Johnson Space Center on a multitude of electronics projects. By describing the work I have done these last few months, analyzing the factors that have driven design decisions, and examining the testing and verification process, I will demonstrate that iterative design is the obvious choice for research and development projects.

  1. Do work relationships matter? Characteristics of workplace interactions that enhance or detract from employee perceptions of well-being and health behaviors

    Science.gov (United States)

    Mastroianni, Karen; Storberg-Walker, Julia

    2014-01-01

    This qualitative case study adopted the position that health and health behaviors are complex social constructs influenced by multiple factors. Framed by the social ecological model, the study explored how work interactions enhanced or detracted from the perceptions of well-being and health behaviors. Despite the fact that previous studies indicated that the social workplace environment contributed to employee health, there was little information regarding the characteristics. Specifically, little was known about how employees perceived the connections between workplace interactions and health, or how social interactions enhanced or detracted from well-being and health behaviors. The participants included 19 volunteers recruited from four companies, who shared their experiences of workplace interactions through interviews and journaling assignments. The findings indicated that feelings of well-being were enhanced by work interactions, which were trusting, collaborative, and positive, as well as when participants felt valued and respected. The study also found that interactions detracted from well-being and health behaviors when interactions lacked the aforementioned characteristics, and also included lack of justice and empathy. The enhancing and detracting relationships generated physical symptoms, and influenced sleeping and eating patterns, socializing, exercise, personal relations, careers, and energy. Surprisingly, the study found that regardless of how broadly participants defined health, when they were asked to rate their health, participants uniformly rated theirs on physical attributes alone. The exclusive consideration of physical attributes suggests that participants may have unconsciously adopted the typical western medical view of health – an individually determined and physiologic characteristic. Despite research suggesting health is more than biology, and despite defining health broadly, participants uniformly adopted this traditional view. The

  2. Do work relationships matter? Characteristics of workplace interactions that enhance or detract from employee perceptions of well-being and health behaviors.

    Science.gov (United States)

    Mastroianni, Karen; Storberg-Walker, Julia

    2014-01-01

    This qualitative case study adopted the position that health and health behaviors are complex social constructs influenced by multiple factors. Framed by the social ecological model, the study explored how work interactions enhanced or detracted from the perceptions of well-being and health behaviors. Despite the fact that previous studies indicated that the social workplace environment contributed to employee health, there was little information regarding the characteristics. Specifically, little was known about how employees perceived the connections between workplace interactions and health, or how social interactions enhanced or detracted from well-being and health behaviors. The participants included 19 volunteers recruited from four companies, who shared their experiences of workplace interactions through interviews and journaling assignments. The findings indicated that feelings of well-being were enhanced by work interactions, which were trusting, collaborative, and positive, as well as when participants felt valued and respected. The study also found that interactions detracted from well-being and health behaviors when interactions lacked the aforementioned characteristics, and also included lack of justice and empathy. The enhancing and detracting relationships generated physical symptoms, and influenced sleeping and eating patterns, socializing, exercise, personal relations, careers, and energy. Surprisingly, the study found that regardless of how broadly participants defined health, when they were asked to rate their health, participants uniformly rated theirs on physical attributes alone. The exclusive consideration of physical attributes suggests that participants may have unconsciously adopted the typical western medical view of health - an individually determined and physiologic characteristic. Despite research suggesting health is more than biology, and despite defining health broadly, participants uniformly adopted this traditional view. The study

  3. Work boot design affects the way workers walk: A systematic review of the literature.

    Science.gov (United States)

    Dobson, Jessica A; Riddiford-Harland, Diane L; Bell, Alison F; Steele, Julie R

    2017-05-01

    Safety boots are compulsory in many occupations to protect the feet of workers from undesirable external stimuli, particularly in harsh work environments. The unique environmental conditions and varying tasks performed in different occupations necessitate a variety of boot designs to match each worker's occupational safety and functional requirements. Unfortunately, safety boots are often designed more for occupational safety at the expense of functionality and comfort. In fact, there is a paucity of published research investigating the influence that specific variations in work boot design have on fundamental tasks common to many occupations, such as walking. This literature review aimed to collate and examine what is currently known about the influence of boot design on walking in order to identify gaps in the literature and develop evidence-based recommendations upon which to design future research studies investigating work boot design. Copyright © 2017 Elsevier Ltd. All rights reserved.

  4. Design, synthesis and DNA interactions of a chimera between a platinum complex and an IHF mimicking peptide.

    Science.gov (United States)

    Rao, Harita; Damian, Mariana S; Alshiekh, Alak; Elmroth, Sofi K C; Diederichsen, Ulf

    2015-12-28

    Conjugation of metal complexes with peptide scaffolds possessing high DNA binding affinity has shown to modulate their biological activities and to enhance their interaction with DNA. In this work, a platinum complex/peptide chimera was synthesized based on a model of the Integration Host Factor (IHF), an architectural protein possessing sequence specific DNA binding and bending abilities through its interaction with a minor groove. The model peptide consists of a cyclic unit resembling the minor grove binding subdomain of IHF, a positively charged lysine dendrimer for electrostatic interactions with the DNA phosphate backbone and a flexible glycine linker tethering the two units. A norvaline derived artificial amino acid was designed to contain a dimethylethylenediamine as a bidentate platinum chelating unit, and introduced into the IHF mimicking peptides. The interaction of the chimeric peptides with various DNA sequences was studied by utilizing the following experiments: thermal melting studies, agarose gel electrophoresis for plasmid DNA unwinding experiments, and native and denaturing gel electrophoresis to visualize non-covalent and covalent peptide-DNA adducts, respectively. By incorporation of the platinum metal center within the model peptide mimicking IHF we have attempted to improve its specificity and DNA targeting ability, particularly towards those sequences containing adjacent guanine residues.

  5. The ZAP Project: Designing Interactive Computer Tools for Learning Psychology

    Science.gov (United States)

    Hulshof, Casper; Eysink, Tessa; de Jong, Ton

    2006-01-01

    In the ZAP project, a set of interactive computer programs called "ZAPs" was developed. The programs were designed in such a way that first-year students experience psychological phenomena in a vivid and self-explanatory way. Students can either take the role of participant in a psychological experiment, they can experience phenomena themselves,…

  6. Surface computing and collaborative analysis work

    CERN Document Server

    Brown, Judith; Gossage, Stevenson; Hack, Chris

    2013-01-01

    Large surface computing devices (wall-mounted or tabletop) with touch interfaces and their application to collaborative data analysis, an increasingly important and prevalent activity, is the primary topic of this book. Our goals are to outline the fundamentals of surface computing (a still maturing technology), review relevant work on collaborative data analysis, describe frameworks for understanding collaborative processes, and provide a better understanding of the opportunities for research and development. We describe surfaces as display technologies with which people can interact directly, and emphasize how interaction design changes when designing for large surfaces. We review efforts to use large displays, surfaces or mixed display environments to enable collaborative analytic activity. Collaborative analysis is important in many domains, but to provide concrete examples and a specific focus, we frequently consider analysis work in the security domain, and in particular the challenges security personne...

  7. Emotional engagement, social interactions, and the development of an afterschool game design curriculum

    Science.gov (United States)

    Kwah, Helen; Milne, Catherine; Tsai, Tzuchi; Goldman, Ricki; Plass, Jan L.

    2016-09-01

    This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins' (Interaction ritual chains, Princeton University Press, Princeton, 2004) sociology of emotions framework, our analysis of field notes and video data reveal how the original intended curriculum hindered the generation of positive emotions, mutual foci of attention, and feelings of group solidarity—factors important in the generation of successful group interactions. In response to teacher and student expressed emotions, we took these factors as a guide for redesigning the program curriculum and implementation in order to foster a more positive emotional climate and redirect students' positive emotions toward engagement in learning goals. This study's implications point to the possibilities for designing curricula and program implementations to engender more emotionally responsive environments for STEM learning.

  8. Design and acceptance of Rheumates@Work, a combined internet-based and in person instruction model, an interactive, educational, and cognitive behavioral program for children with juvenile idiopathic arthritis.

    Science.gov (United States)

    Armbrust, Wineke; Bos, Joyce J F J; Cappon, Jeannette; van Rossum, Marion A J J; Sauer, Pieter J J; Wulffraat, Nico; van Wijnen, Veera K; Lelieveld, Otto T H M

    2015-07-23

    Juvenile idiopathic arthritis (JIA) is a chronic rheumatic disease. Patients suffer daily discomforts such as pain, fatigue, stiffness, and mood disturbances. Their exercise capacity is decreased to a variable degree and physical activity levels may be impaired. To prevent long-term cardiovascular risks associated with JIA and medication, it is important to encourage physical activity. To achieve this we developed Rheumates@Work (R@W), a combined internet-based and in person instruction model, an interactive, educational, and cognitive behavioral program. The aim of this study is twofold: to describe the theoretical background and design of R@W based on Pender's Health Promotion Model, and to assess its acceptance. We enrolled 8 to 13-year-old JIA patients, from 3 outpatients clinics in The Netherlands, in R@W. Inclusion criteria were a low disease activity (VAS physician anonymous questionnaire concerning f.e. time investment and perceived benefits. Costs were monitored. Of the 64 patients we enrolled, 23 boys and 41 girls, 93.8 % completed the program. Participant-initiated interaction was seen in 10.7 %, 24.7 % send a mail because of technical problems. Eighty-two percent of the participants and 99 % of the parents liked the program, and 85 % of the participants indicated that they had learnt something, or quite a lot. Development costs of the program were low. The HPM is suitable for a behavioral intervention program such as R@W. Acceptance and satisfaction of R@W were high and the costs of the program were low. ISRCTN92733069.

  9. Occupational stress in human computer interaction.

    Science.gov (United States)

    Smith, M J; Conway, F T; Karsh, B T

    1999-04-01

    There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.

  10. Exploring Interaction Space as Abstraction Mechanism for Task-Based User Interface Design

    DEFF Research Database (Denmark)

    Nielsen, C. M.; Overgaard, M.; Pedersen, M. B.

    2007-01-01

    Designing a user interface is often a complex undertaking. Model-based user interface design is an approach where models and mappings between them form the basis for creating and specifying the design of a user interface. Such models usually include descriptions of the tasks of the prospective user......, but there is considerable variation in the other models that are employed. This paper explores the extent to which the notion of interaction space is useful as an abstraction mechanism to reduce the complexity of creating and specifying a user interface design. We present how we designed a specific user interface through...... mechanism that can help user interface designers exploit object-oriented analysis results and reduce the complexity of designing a user interface....

  11. RCC-CW - Rules for design and construction of PWR nuclear civil works

    International Nuclear Information System (INIS)

    2016-01-01

    RCC-CW describes the rules for designing, building and testing civil engineering works in PWR reactors. It explains the principles and requirements for the safety, serviceability and durability of concrete and metal frame structures, based on Eurocode design principles (European standards for the structural design of construction works) combined with specific measures for safety-class buildings. The code is produced as part of the RCC-CW Subcommittee, which includes all the parties involved in civil engineering works in the nuclear sector: clients, contractors, general and specialized firms, consultancies and inspection offices. The code covers the following areas relating to the design and construction of civil engineering works that play an important safety role: geotechnical aspects, reinforced concrete structures and galleries, pre-stressed containments with metal liner, metal containment and pool liners, metal frames, anchors, concrete cylinder pipes, containment leak tests. The RCC-CW code is available as an ETC-C version specific to EPR projects (European pressurized reactor). Contents of the 2016 edition of the RCC-CW Code: Part G - General: scope, standards, notations, quality management, general principles; Part D - Design: actions and combinations of actions, geotechnical aspects, pre-stressed or reinforced concrete structures, metal containment liners, metal pool liners, metal frames, anchors; Part C - Construction: geotechnical aspects, concrete, surface finish and formwork, reinforcement for reinforced concrete, pre-stressing processes, prefabricated concrete elements, metal containment liners, metal pool liners, metal frames, anchors, embedded pipelines, joint sealing, survey networks and tolerances; Part M - Maintenance and monitoring: containment integrity and rate tests

  12. Design options for improving protective gloves for industrial assembly work.

    Science.gov (United States)

    Dianat, Iman; Haslegrave, Christine M; Stedmon, Alex W

    2014-07-01

    The study investigated the effects of wearing two new designs of cotton glove on several hand performance capabilities and compared them against the effects of barehanded, single-layered and double cotton glove conditions when working with hand tools (screwdriver and pliers). The new glove designs were based on the findings of subjective hand discomfort assessments for this type of work and aimed to match the glove thickness to the localised pressure and sensitivity in different areas of the hand as well as to provide adequate dexterity for fine manipulative tasks. The results showed that the first prototype glove and the barehanded condition were comparable and provided better dexterity and higher handgrip strength than double thickness gloves. The results support the hypothesis that selective thickness in different areas of the hand could be applied by glove manufacturers to improve the glove design, so that it can protect the hands from the environment and at the same time allow optimal hand performance capabilities. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  13. Ergonomics action research II: a framework for integrating HF into work system design.

    Science.gov (United States)

    Neumann, W P; Village, J

    2012-01-01

    This paper presents a conceptual framework that can support efforts to integrate human factors (HF) into the work system design process, where improved and cost-effective application of HF is possible. The framework advocates strategies of broad stakeholder participation, linking of performance and health goals, and process focussed change tools that can help practitioners engage in improvements to embed HF into a firm's work system design process. Recommended tools include business process mapping of the design process, implementing design criteria, using cognitive mapping to connect to managers' strategic goals, tactical use of training and adopting virtual HF (VHF) tools to support the integration effort. Consistent with organisational change research, the framework provides guidance but does not suggest a strict set of steps. This allows more adaptability for the practitioner who must navigate within a particular organisational context to secure support for embedding HF into the design process for improved operator wellbeing and system performance. There has been little scientific literature about how a practitioner might integrate HF into a company's work system design process. This paper proposes a framework for this effort by presenting a coherent conceptual framework, process tools, design tools and procedural advice that can be adapted for a target organisation.

  14. Sikorsky interactive graphics surface design/manufacturing system

    Science.gov (United States)

    Robbins, R.

    1975-01-01

    An interactive graphics system conceived to be used in the design, analysis, and manufacturing of aircraft components with free form surfaces was described. In addition to the basic surface definition and viewing capabilities inherent in such a system, numerous other features are present: surface editing, automated smoothing of control curves, variable milling patch boundary definitions, surface intersection definition and viewing, automatic creation of true offset surfaces, digitizer and drafting machine interfaces, and cutter path optimization. Documented costs and time savings of better than six to one are being realized with this system. The system was written in FORTRAN and GSP for use on IBM 2250 CRT's in conjunction with an IBM 370/158 computer.

  15. Designed by Engineers: An analysis of interactionaries with engineering students

    Directory of Open Access Journals (Sweden)

    Henrik Artman

    2014-12-01

    Full Text Available The aim of this study is to describe and analyze learning taking place in a collaborative design exercise involving engineering students. The students perform a time-constrained, open-ended, complex interaction design task, an “interactionary”. A multimodal learning perspective is used. We have performed detailed analyses of video recordings of the engineering students, including classifying aspects of interaction. Our results show that the engineering students carry out and articulate their design work using a technology-centred approach and focus more on the function of their designs than on aspects of interaction. The engineering students mainly make use of ephemeral communication strategies (gestures and speech rather than sketching in physical materials. We conclude that the interactionary may be an educational format that can help engineering students learn the messiness of design work. We further identify several constraints to the engineering students’ design learning and propose useful interventions that a teacher could make during an interactionary. We especially emphasize interventions that help engineering students-retain aspects of human-centered design throughout the design process. This study partially replicates a previous study which involved interaction design students.

  16. Designing products as an integral part of choreography of interaction : the product's form as an integral part of movement

    NARCIS (Netherlands)

    Klooster, S.; Overbeeke, C.J.; Feijs, L.; Kyffin, S.; Young, B.

    2005-01-01

    Recent developments in design research concentrate on two themes (1) the unity of form, function and interaction and (2) the semantics of movement. The Design Movement approach incorporates unity of form, function and interaction through movement. Design Movement introduces the design of products as

  17. It's All Part of the Game: Video Game Interaction Design and Business Performance.

    Science.gov (United States)

    Shirinian, Ara

    2001-01-01

    Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…

  18. Correlation between safety assessments in the driver-car interaction design process.

    Science.gov (United States)

    Broström, Robert; Bengtsson, Peter; Axelsson, Jakob

    2011-05-01

    With the functional revolution in modern cars, evaluation methods to be used in all phases of driver-car interaction design have gained importance. It is crucial for car manufacturers to discover and solve safety issues early in the interaction design process. A current problem is thus to find a correlation between the formative methods that are used during development and the summative methods that are used when the product has reached the customer. This paper investigates the correlation between efficiency metrics from summative and formative evaluations, where the results of two studies on sound and navigation system tasks are compared. The first, an analysis of the J.D. Power and Associates APEAL survey, consists of answers given by about two thousand customers. The second, an expert evaluation study, was done by six evaluators who assessed the layouts by task completion time, TLX and Nielsen heuristics. The results show a high degree of correlation between the studies in terms of task efficiency, i.e. between customer ratings and task completion time, and customer ratings and TLX. However, no correlation was observed between Nielsen heuristics and customer ratings, task completion time or TLX. The results of the studies introduce a possibility to develop a usability evaluation framework that includes both formative and summative approaches, as the results show a high degree of consistency between the different methodologies. Hence, combining a quantitative approach with the expert evaluation method, such as task completion time, should be more useful for driver-car interaction design. Copyright © 2010 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  19. An Inclusive Design Method for Addressing Human Variability and Work Performance Issues

    Directory of Open Access Journals (Sweden)

    Amjad Hussain

    2013-07-01

    Full Text Available Humans play vital roles in manufacturing systems, but work performance is strongly influenced by factors such as experience, age, level of skill, physical and cognitive abilities and attitude towards work. Current manufacturing system design processes need to consider these human variability issues and their impact on work performance. An ‘inclusive design’ approach is proposed to consider the increasing diversity of the global workforce in terms of age, gender, cultural background, skill and experience. The decline in physical capabilities of older workers creates a mismatch between job demands and working capabilities which can be seen in manufacturing assembly that typically requires high physical demands for repetitive and accurate motions. The inclusive design approach leads to a reduction of this mismatch that results in a more productive, safe and healthy working environment giving benefits to the organization and individuals in terms of workforce satisfaction, reduced turnover, higher productivity and improved product quality.

  20. Computer Aided Design of Kaplan Turbine Piston with\tSolidWorks

    Directory of Open Access Journals (Sweden)

    Camelia Jianu

    2010-10-01

    Full Text Available The paper presents the steps for 3D computer aided design (CAD of Kaplan turbine piston made in SolidWorks.The present paper is a tutorial for a Kaplan turbine piston 3D geometry, which is dedicaded to the Parts Sketch and Parts Features design and Drawing Geometry and Drawing Annotation.

  1. Interaction of impeller and guide vane in a series-designed axial-flow pump

    International Nuclear Information System (INIS)

    Kim, S; Choi, Y S; Lee, K Y; Kim, J H

    2012-01-01

    In this paper, the interaction of the impeller and guide vane in a series-designed axial-flow pump was examined through the implementation of a commercial CFD code. The impeller series design refers to the general design procedure of the base impeller shape which must satisfy the various flow rate and head requirements by changing the impeller setting angle and number of blades of the base impeller. An arc type meridional shape was used to keep the meridional shape of the hub and shroud with various impeller setting angles. The blade angle and the thickness distribution of the impeller were designed as an NACA airfoil type. In the design of the guide vane, it was necessary to consider the outlet flow condition of the impeller with the given setting angle. The meridional shape of the guide vane were designed taking into consideration the setting angle of the impeller, and the blade angle distribution of the guide vane was determined with a traditional design method using vane plane development. In order to achieve the optimum impeller design and guide vane, three-dimensional computational fluid dynamics and the DOE method were applied. The interaction between the impeller and guide vane with different combination set of impeller setting angles and number of impeller blades was addressed by analyzing the flow field of the computational results.

  2. Shift work and quality of sleep: effect of working in designed dynamic light.

    Science.gov (United States)

    Jensen, Hanne Irene; Markvart, Jakob; Holst, René; Thomsen, Tina Damgaard; Larsen, Jette West; Eg, Dorthe Maria; Nielsen, Lisa Seest

    2016-01-01

    To examine the effect of designed dynamic light on staff's quality of sleep with regard to sleep efficiency, level of melatonin in saliva, and subjective perceptions of quality of sleep. An intervention group working in designed dynamic light was compared with a control group working in ordinary institutional light at two comparable intensive care units (ICUs). The study included examining (1) melatonin profiles obtained from saliva samples, (2) quality of sleep in terms of sleep efficiency, number of awakenings and subjective assessment of sleep through the use of sleep monitors and sleep diaries, and (3) subjective perceptions of well-being, health, and sleep quality using a questionnaire. Light conditions were measured at both locations. A total of 113 nurses (88 %) participated. There were no significant differences between the two groups regarding personal characteristics, and no significant differences in total sleep efficiency or melatonin level were found. The intervention group felt more rested (OR 2.03, p = 0.003) and assessed their condition on awakening as better than the control group (OR 2.35, p = 0.001). Intervention-ICU nurses received far more light both during day and evening shifts compared to the control-ICU. The study found no significant differences in monitored sleep efficiency and melatonin level. Nurses from the intervention-ICU subjectively assessed their sleep as more effective than participants from the control-ICU.

  3. An object-oriented feature-based design system face-based detection of feature interactions

    International Nuclear Information System (INIS)

    Ariffin Abdul Razak

    1999-01-01

    This paper presents an object-oriented, feature-based design system which supports the integration of design and manufacture by ensuring that part descriptions fully account for any feature interactions. Manufacturing information is extracted from the feature descriptions in the form of volumes and Tool Access Directions, TADs. When features interact, both volumes and TADs are updated. This methodology has been demonstrated by developing a prototype system in which ACIS attributes are used to record feature information within the data structure of the solid model. The system implemented in the C++ programming language and embedded in a menu-driven X-windows user interface to the ACIS 3D Toolkit. (author)

  4. Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design

    Science.gov (United States)

    Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy

    We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.

  5. Work zone design and operation enhancements : final report, March 2010.

    Science.gov (United States)

    2010-02-01

    Oregon Department of Transportation contractors are required to implement Traffic Control Plans (TCPs) to protect and direct traffic through work zones. The design and implementation of TCPs have shown variation from project-to-project across the Sta...

  6. Functional Requirements on the Design of the Detectors and the Interaction Region of an e+e- Linear Collider with a Push-Pull Arrangement of Detectors

    International Nuclear Information System (INIS)

    Markiewicz, T.

    2009-01-01

    The Interaction Region of the International Linear Collider is based on two experimental detectors working in a push-pull mode. A time efficient implementation of this model sets specific requirements and challenges for many detector and machine systems, in particular the IR magnets, the cryogenics and the alignment system, the beamline shielding, the detector design and the overall integration. This paper attempts to separate the functional requirements of a push pull interaction region and machine detector interface from any particular conceptual or technical solution that might have been proposed to date by either the ILC Beam Delivery Group or any of the three detector concepts. As such, we hope that it provides a set of ground rules for interpreting and evaluating the MDI parts of the proposed detector concept's Letters of Intent, due March 2009. The authors of the present paper are the leaders of the IR Integration Working Group within Global Design Effort Beam Delivery System and the representatives from each detector concept submitting the Letters Of Intent.

  7. Evaluating interactive computer-based scenarios designed for learning medical technology.

    Science.gov (United States)

    Persson, Johanna; Dalholm, Elisabeth Hornyánszky; Wallergård, Mattias; Johansson, Gerd

    2014-11-01

    The use of medical equipment is growing in healthcare, resulting in an increased need for resources to educate users in how to manage the various devices. Learning the practical operation of a device is one thing, but learning how to work with the device in the actual clinical context is more challenging. This paper presents a computer-based simulation prototype for learning medical technology in the context of critical care. Properties from simulation and computer games have been adopted to create a visualization-based, interactive and contextually bound tool for learning. A participatory design process, including three researchers and three practitioners from a clinic for infectious diseases, was adopted to adjust the form and content of the prototype to the needs of the clinical practice and to create a situated learning experience. An evaluation with 18 practitioners showed that practitioners were positive to this type of tool for learning and that it served as a good platform for eliciting and sharing knowledge. Our conclusion is that this type of tools can be a complement to traditional learning resources to situate the learning in a context without requiring advanced technology or being resource-demanding. Copyright © 2014 Elsevier Ltd. All rights reserved.

  8. On Virtual Face-Work: An Ethnography of Communication Approach to a Live Chat Reference Interaction

    Science.gov (United States)

    Radford, Marie L.; Radford, Gary P.; Connaway, Lynn Silipigni; DeAngelis, Jocelyn A.

    2011-01-01

    Erving Goffman's theoretical framework and concept of face-work has the potential to greatly increase the understanding of interpersonal dynamics in computer-mediated communication realms. This research used an ethnography of communication approach and the concept of face-work to analyze the transcript of an interaction between a librarian and a…

  9. Review of the works on plasma-wall interactions in fusion reactors, 1

    International Nuclear Information System (INIS)

    Sone, Kazuho

    1975-09-01

    A review is made of the works on sputtering as one of the plasma-wall interactions in thermonuclear fusion devices. The present status and future problems are described mainly in experiments of low-energy light ions such as H + , H 2 + , D + , D 2 + and He + , heavy ions including self-ions, and fast neutrons for polycrystalline metal targets. (auth.)

  10. KBS-3H. Summary report of work done during Basic Design

    International Nuclear Information System (INIS)

    Thorsager, Peder; Lindgren, Erik

    2004-09-01

    The aim of this report is to give a brief specification of achieved knowledge from Basic Design. The report will also constitute the basis for decision to continue the project or not with detail design and manufacturing of deposition equipment and other equipment necessary for realization of full scale demonstrations of horizontal deposition in long horizontal drifts at Aespoe during the period 2004-2007. The work with the project has continued during 2004 with mainly preparation of Request for Proposal (RFP) documents for the detailed design and manufacturing of the deposition equipment. Further, SKB has signed a contract with a drilling company for drilling of the horizontal deposition drifts late 2004 at Aespoe HRL. The work with the buffer issues and the safety case for the KBS-3H concept has also continued during 2004. During the work with the RFP documents for the deposition equipment and excavation of deposition drifts, some modifications or changes have been done that is not documented in this report. The main changes in the KBS-3H projects are the following: 1. The excavation of the deposition drift at Aespoe HRL will not be done with the Wassara water hammer technology as described in the report but with blind raiseboring technology instead. 2. The shell of the super container has been redesigned and also the top and bottom plate of the container are perforated and the thickness has been reduced to 8 mm, the same thickness as the container shell, and the designs of the container feet are modified. The use of an electromagnet for holding the super container during the deposition process is therefore no longer feasible with these thin end plates. The electromagnet is now replaced with a mechanical gripper on the deposition machine. These grippes are holding the front feet of the super container during the deposition process. The reader should therefore be aware that some of the description and conclusion from the Basic Design may have changed somewhat after

  11. KBS-3H. Summary report of work done during Basic Design

    Energy Technology Data Exchange (ETDEWEB)

    Thorsager, Peder [Ramboell Sverige AB, Stockholm (Sweden); Lindgren, Erik [Swedish Nuclear Fuel and Waste Management Co., Stockholm (Sweden)

    2004-09-01

    The aim of this report is to give a brief specification of achieved knowledge from Basic Design. The report will also constitute the basis for decision to continue the project or not with detail design and manufacturing of deposition equipment and other equipment necessary for realization of full scale demonstrations of horizontal deposition in long horizontal drifts at Aespoe during the period 2004-2007. The work with the project has continued during 2004 with mainly preparation of Request for Proposal (RFP) documents for the detailed design and manufacturing of the deposition equipment. Further, SKB has signed a contract with a drilling company for drilling of the horizontal deposition drifts late 2004 at Aespoe HRL. The work with the buffer issues and the safety case for the KBS-3H concept has also continued during 2004. During the work with the RFP documents for the deposition equipment and excavation of deposition drifts, some modifications or changes have been done that is not documented in this report. The main changes in the KBS-3H projects are the following: 1. The excavation of the deposition drift at Aespoe HRL will not be done with the Wassara water hammer technology as described in the report but with blind raiseboring technology instead. 2. The shell of the super container has been redesigned and also the top and bottom plate of the container are perforated and the thickness has been reduced to 8 mm, the same thickness as the container shell, and the designs of the container feet are modified. The use of an electromagnet for holding the super container during the deposition process is therefore no longer feasible with these thin end plates. The electromagnet is now replaced with a mechanical gripper on the deposition machine. These grippes are holding the front feet of the super container during the deposition process. The reader should therefore be aware that some of the description and conclusion from the Basic Design may have changed somewhat after

  12. Design of lane merges at rural freeway construction work zones.

    Science.gov (United States)

    2012-10-01

    Practices for the design and control of work zone traffic control configurations have evolved over time : to reflect safer and more efficient management practices. However, they are also recognized as areas : of frequent vehicle conflicts that can ca...

  13. Design, synthesis, and evaluation of an alpha-helix mimetic library targeting protein-protein interactions.

    Science.gov (United States)

    Shaginian, Alex; Whitby, Landon R; Hong, Sukwon; Hwang, Inkyu; Farooqi, Bilal; Searcey, Mark; Chen, Jiandong; Vogt, Peter K; Boger, Dale L

    2009-04-22

    The design and solution-phase synthesis of an alpha-helix mimetic library as an integral component of a small-molecule library targeting protein-protein interactions are described. The iterative design, synthesis, and evaluation of the candidate alpha-helix mimetic was initiated from a precedented triaryl template and refined by screening the designs for inhibition of MDM2/p53 binding. Upon identifying a chemically and biologically satisfactory design and consistent with the screening capabilities of academic collaborators, the corresponding complete library was assembled as 400 mixtures of 20 compounds (20 x 20 x 20-mix), where the added subunits are designed to mimic all possible permutations of the naturally occurring i, i + 4, i + 7 amino acid side chains of an alpha-helix. The library (8000 compounds) was prepared using a solution-phase synthetic protocol enlisting acid/base liquid-liquid extractions for purification on a scale that insures its long-term availability for screening campaigns. Screening of the library for inhibition of MDM2/p53 binding not only identified the lead alpha-helix mimetic upon which the library was based, but also suggests that a digestion of the initial screening results that accompany the use of such a comprehensive library can provide insights into the nature of the interaction (e.g., an alpha-helix mediated protein-protein interaction) and define the key residues and their characteristics responsible for recognition.

  14. The Sam-Sam interaction between Ship2 and the EphA2 receptor: design and analysis of peptide inhibitors.

    Science.gov (United States)

    Mercurio, Flavia Anna; Di Natale, Concetta; Pirone, Luciano; Iannitti, Roberta; Marasco, Daniela; Pedone, Emilia Maria; Palumbo, Rosanna; Leone, Marilisa

    2017-12-12

    The lipid phosphatase Ship2 represents a drug discovery target for the treatment of different diseases, including cancer. Its C-terminal sterile alpha motif domain (Ship2-Sam) associates with the Sam domain from the EphA2 receptor (EphA2-Sam). This interaction is expected to mainly induce pro-oncogenic effects in cells therefore, inhibition of the Ship2-Sam/EphA2-Sam complex may represent an innovative route to discover anti-cancer therapeutics. In the present work, we designed and analyzed several peptide sequences encompassing the interaction interface of EphA2-Sam for Ship2-Sam. Peptide conformational analyses and interaction assays with Ship2-Sam conducted through diverse techniques (CD, NMR, SPR and MST), identified a positively charged penta-amino acid native motif in EphA2-Sam, that once repeated three times in tandem, binds Ship2-Sam. NMR experiments show that the peptide targets the negatively charged binding site of Ship2-Sam for EphA2-Sam. Preliminary in vitro cell-based assays indicate that -at 50 µM concentration- it induces necrosis of PC-3 prostate cancer cells with more cytotoxic effect on cancer cells than on normal dermal fibroblasts. This work represents a pioneering study that opens further opportunities for the development of inhibitors of the Ship2-Sam/EphA2-Sam complex for therapeutic applications.

  15. Interactive design optimization of magnetorheological-brake actuators using the Taguchi method

    Science.gov (United States)

    Erol, Ozan; Gurocak, Hakan

    2011-10-01

    This research explored an optimization method that would automate the process of designing a magnetorheological (MR)-brake but still keep the designer in the loop. MR-brakes apply resistive torque by increasing the viscosity of an MR fluid inside the brake. This electronically controllable brake can provide a very large torque-to-volume ratio, which is very desirable for an actuator. However, the design process is quite complex and time consuming due to many parameters. In this paper, we adapted the popular Taguchi method, widely used in manufacturing, to the problem of designing a complex MR-brake. Unlike other existing methods, this approach can automatically identify the dominant parameters of the design, which reduces the search space and the time it takes to find the best possible design. While automating the search for a solution, it also lets the designer see the dominant parameters and make choices to investigate only their interactions with the design output. The new method was applied for re-designing MR-brakes. It reduced the design time from a week or two down to a few minutes. Also, usability experiments indicated significantly better brake designs by novice users.

  16. Interactive design optimization of magnetorheological-brake actuators using the Taguchi method

    International Nuclear Information System (INIS)

    Erol, Ozan; Gurocak, Hakan

    2011-01-01

    This research explored an optimization method that would automate the process of designing a magnetorheological (MR)-brake but still keep the designer in the loop. MR-brakes apply resistive torque by increasing the viscosity of an MR fluid inside the brake. This electronically controllable brake can provide a very large torque-to-volume ratio, which is very desirable for an actuator. However, the design process is quite complex and time consuming due to many parameters. In this paper, we adapted the popular Taguchi method, widely used in manufacturing, to the problem of designing a complex MR-brake. Unlike other existing methods, this approach can automatically identify the dominant parameters of the design, which reduces the search space and the time it takes to find the best possible design. While automating the search for a solution, it also lets the designer see the dominant parameters and make choices to investigate only their interactions with the design output. The new method was applied for re-designing MR-brakes. It reduced the design time from a week or two down to a few minutes. Also, usability experiments indicated significantly better brake designs by novice users

  17. A GOAL QUESTION METRIC (GQM APPROACH FOR EVALUATING INTERACTION DESIGN PATTERNS IN DRAWING GAMES FOR PRESCHOOL CHILDREN

    Directory of Open Access Journals (Sweden)

    Dana Sulistiyo Kusumo

    2017-06-01

    Full Text Available In recent years, there has been an increasing interest to use smart devices’ drawing games for educational benefit. In Indonesia, our government classifies children age four to six years old as preschool children. Not all preschool children can use drawing games easily. Further, drawing games may not fulfill all Indonesia's preschool children’s drawing competencies. This research proposes to use Goal-Question Metric (GQM to investigate and evaluate interaction design patterns of preschool children in order to achieve the drawing competencies for preschool children in two drawing Android-based games: Belajar Menggambar (in English: Learn to Draw and Coret: Belajar Menggambar (in English: Scratch: Learn to Draw. We collected data from nine students of a preschool children education in a user research. The results show that GQM can assist to evaluate interaction design patterns in achieving the drawing competencies. Our approach can also yield interaction design patterns by comparing interaction design patterns in two drawing games used.

  18. Materials Design via Optimized Intramolecular Noncovalent Interactions for High-Performance Organic Semiconductors

    Energy Technology Data Exchange (ETDEWEB)

    Guo, Xiaojie; Liao, Qiaogan; Manley, Eric F.; Wu, Zishan; Wang, Yulun; Wang, Weida; Yang, Tingbin; Shin, Young-Eun; Cheng, Xing; Liang, Yongye; Chen, Lin X.; Baeg, Kang-Jun; Marks, Tobin J.; Guo, Xugang

    2016-03-15

    We report the design, synthesis, and implemention in semiconducting polymers of a novel head-to-head linkage containing the TRTOR (3-alkyl-3'-alkoxy-2,2'-bithiophene) donor subunit having a single strategically optimized, planarizing noncovalent S···O interaction. Diverse complementary thermal, optical, electrochemical, X-ray scattering, electrical, photovoltaic, and electron microscopic characterization techniques are applied to establish structure-property correlations in a TRTOR-based polymer series. In comparison to monomers having double S···O interactions, replacing one alkoxy substituent with a less electron-donating alkyl one yields TRTOR-based polymers with significantly depressed (0.2-0.3 eV) HOMOs. Furthermore, the weaker single S···O interaction and greater TRTOR steric encumberance enhances materials processability without sacrificing backbone planarity. From another perspective, TRTOR has comparable electronic properties to ring-fused 5Hdithieno[ 3,2-b:2',3'-d]pyran (DTP) subunits, but a centrosymmetric geometry which promotes a more compact and ordered structure than bulkier, axisymmetric DTP. Compared to monosubstituted TTOR (3-alkoxy-2,2'-bithiophene), alkylation at the TRTOR bithiophene 3-position enhances conjugation and polymer crystallinity with contracted π-π stacking. Grazing incidence wide-angle X-ray scattering (GIWAXS) data reveal that the greater steric hindrance and the weaker single S···O interaction are not detrimental to close packing and high crystallinity. As a proof of materials design, copolymerizing TRTOR with phthalimides yields copolymers with promising thin-film transistor mobility as high as 0.42 cm2/(V·s) and 6.3% power conversion efficiency in polymer solar cells, the highest of any phthalimide copolymers reported to date. The depressed TRTOR HOMOs imbue these polymers with substantially increased Ion/Ioff ratios and Voc’s versus analogous subunits with multiple electron donating

  19. Materials Design via Optimized Intramolecular Noncovalent Interactions for High-Performance Organic Semiconductors

    Energy Technology Data Exchange (ETDEWEB)

    Guo, Xiaojie [Shenzhen Key Laboratory; Liao, Qiaogan [Shenzhen Key Laboratory; Manley, Eric F. [Department; Chemical; Wu, Zishan [Shenzhen Key Laboratory; Wang, Yulun [Shenzhen Key Laboratory; Wang, Weida [Shenzhen Key Laboratory; Yang, Tingbin [Shenzhen Key Laboratory; Shin, Young-Eun [Department; Cheng, Xing [Shenzhen Key Laboratory; Liang, Yongye [Shenzhen Key Laboratory; Chen, Lin X. [Department; Chemical; Baeg, Kang-Jun [Department; Marks, Tobin J. [Department; Guo, Xugang [Shenzhen Key Laboratory

    2016-03-15

    We report the design, synthesis, and implemention in semiconducting polymers of a novel head-to-head linkage containing the TRTOR (3-alkyl-3'-alkoxy-2,2'-bithiophene) donor subunit having a single strategically optimized, planarizing noncovalent S···O interaction. Diverse complementary thermal, optical, electrochemical, X-ray scattering, electrical, photovoltaic, and electron microscopic characterization techniques are applied to establish structure–property correlations in a TRTOR-based polymer series. In comparison to monomers having double S···O interactions, replacing one alkoxy substituent with a less electron-donating alkyl one yields TRTOR-based polymers with significantly depressed (0.2–0.3 eV) HOMOs. Furthermore, the weaker single S···O interaction and greater TRTOR steric encumberance enhances materials processability without sacrificing backbone planarity. From another perspective, TRTOR has comparable electronic properties to ring-fused 5H-dithieno[3,2-b:2',3'-d]pyran (DTP) subunits, but a centrosymmetric geometry which promotes a more compact and ordered structure than bulkier, axisymmetric DTP. Compared to monosubstituted TTOR (3-alkoxy-2,2'-bithiophene), alkylation at the TRTOR bithiophene 3-position enhances conjugation and polymer crystallinity with contracted π–π stacking. Grazing incidence wide-angle X-ray scattering (GIWAXS) data reveal that the greater steric hindrance and the weaker single S···O interaction are not detrimental to close packing and high crystallinity. As a proof of materials design, copolymerizing TRTOR with phthalimides yields copolymers with promising thin-film transistor mobility as high as 0.42 cm2/(V·s) and 6.3% power conversion efficiency in polymer solar cells, the highest of any phthalimide copolymers reported to date. The depressed TRTOR HOMOs imbue these polymers with substantially increased Ion/Ioff ratios and Voc’s versus analogous subunits with multiple electron

  20. Designing interfaces patterns for effective interaction design

    CERN Document Server

    Tidwell, Jenifer

    2005-01-01

    This convenient resource offers advice on creating user-friendly interface designs--whether they're delivered on the Web, a CD, or a smart" devices like a cell phone. Solutions to common UI design problems are expressed as a collection of patterns--each one containing concrete examples, recommendations, and warnings. Intended for designers with basic UI design knowledge