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1.
User-centred design for multiscreen e-health applications for elderly people
Emilija Stojmenova, 2013, doctoral dissertation

Abstract: This work identifies the weaknesses of the conventional UCD methods and presents a conceptual model for modifying standard UCD research procedures in such a way that they will be appropriate and supportive for the design and development of multiscreen e-health applications for elderly people. The suggested model would be used for adapting selected UCD methods for the targeted population and e-health applications’ usage contexts. A multiscreen e-health application named Med-Reminder was used in order to evaluate the modifications of the UCD methods and compare the efficiency of the modified UCD methods with the efficiency of the standard UCD methods. The user-centred design efficiency scale (UCD_ES) and heuristic observation were used to compare the efficiencies of the standard and modified UCD methods and to determine which UCD methods would be more appropriate when doing research with elderly people within the e-health domain.
Keywords: User-centred design, UCD methods, elderly people, e-health, multiscreen, Med-Reminder
Published: 09.07.2013; Views: 1476; Downloads: 137
.pdf Full text (3,42 MB)

2.
USE OF GAMIFICATION IN EVERYDAY LIFE
Ana Filip, 2015, master's thesis

Abstract: Gamification is the use of game-designed elements and techniques in non-game related context. It is a relatively new concept that can be used in education, business, and in everyday life.The thesis presents different aspects of gamification use in everyday life. The author of the work has sought to explore how many people and to what extent they know the concept of gamification, what they think about it and whether they agree that such a concept gives positive results in various fields. This study included the fields of: education, healthy living and marketing.
Keywords: gamification, user experience design, user engagement
Published: 05.06.2015; Views: 787; Downloads: 97
.pdf Full text (2,84 MB)

3.
Adapted user-centered design
Emilija Stojmenova Duh, Bojan Imperl, Tomaž Žohar, Dejan Dinevski, 2012, original scientific article

Abstract: Being familiar with all the benefits of e-Health and the strategic plan for the Slovenian health sectors informatization, Telekom Slovenia and the Faculty of Medicine from the University of Maribor, along with other partners, have initiated an e-Health project. The project group is developing various e-Health services that are based on modern ICT (information and communications technology) solutions and will be available on several screens. In order to meet the users needs and expectations and, consequently, achieve the high acceptance of e-Health services, the user-centered design (UCD) approach was employed in the e-Health project. However, during the research it was found that conventional UCD methods are not completely appropriate for older adults: the target population of the e-Health services. That is why the selected UCD methods were modified and adapted for older adults. The modified UCD methods used in the research study are presented in this paper. Using the results of the adapted UCD methods, a prototype for a service named MedReminder was developed. The prototype was evaluated by a group of 12 study participants. The study participants evaluated the MedReminder service as acceptable with a good potential for a high adoption rate among its target population, i.e., older adults.
Keywords: ICT, e-Health, MedReminder, user-centered design, modification, adaptation, older adults
Published: 21.06.2017; Views: 272; Downloads: 54
.pdf Full text (1,04 MB)
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4.
Materials design for language m-learning
Dejan Pukšič, Melita Zemljak, Marjan Krašna, 2015, original scientific article

Abstract: Today's smart phones are versatile multimedia devices. Their processing power is incredible compared to decades-old personal computers (PCs), and the time is right to use them in education. The touch screen has provided a haptic user interface that cannot be considered as merely another mouse. The design of m-learning materials therefore needs to follow a special set of rules to maximize the efficiency of constraints posed by the devices and the user interface. In the article the design considerations are presented in the context of a practical application for using mobile devices in language learning with the application BlaBla$^{TM}$.
Keywords: m-learning, design, mobile assisted language learning, haptic user interface
Published: 21.09.2017; Views: 254; Downloads: 57
.pdf Full text (729,26 KB)
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