Interactive Logic Models: Using Design and Technology to Explore the Effects of Dynamic Situations on Program Logic

2017 ◽  
Vol 17 (2) ◽  
pp. 20-28
Author(s):  
M. Elizabeth Snow ◽  
Nancy Snow

Logic models are commonly used by evaluators to illustrate relationships among a program's inputs, activities, outputs, and outcomes. They are useful in helping intended users develop programs, communicate a program's theory of change, and design evaluations. However, as static documents, logic models can be challenging to build, work with, and present to stakeholders, especially for large and complex programs. Challenged by this inadequacy of static logic models, a program evaluator turned to a graphic designer and a software developer for help. Together, this interdisciplinary group developed web-based software (Dylomo) that allows evaluators to create logic models that better communicate the logic within the model. In this paper, we describe the process by which this interdisciplinary group created this new technology—including a user-testing experience at the Canadian Evaluation Society Conference in Canada in June 2016—to build and present logic models that use interactivity and allow program evaluators to more easily demonstrate the logic within a complex program and to visually explore the potential effects of changes within the program's landscape. This software is freely available on the web, so readers can apply it to their own evaluation practice.

2020 ◽  
Author(s):  
Marta Marques ◽  
Marcela Matos ◽  
Elina Mattila ◽  
Jorge Encantado ◽  
Cristiana Duarte ◽  
...  

BACKGROUND Many weight loss programs show short-term effectiveness, but subsequent weight loss maintenance is difficult to achieve. Digital technologies offer promising means to delivering behaviour change approaches at low cost and on a wide scale. The NoHoW project was a European Commission H2020-funded project aimed to develop, test, and evaluate a digital Toolkit designed to promote successful long-term weight management. The Toolkit was tested in an 18-month large-scale international 2 x 2 factorial (motivation and self-regulation versus emotion regulation) randomised controlled trial, conducted in overweight/obese adults who lost ≥5% of their body weight in the preceding twelve months before enrolment into the intervention. OBJECTIVE This paper describes the development of the NoHoW Toolkit focusing on the logic models, content and specifications, and results from user testing. METHODS The Toolkit was developed using a systematic approach including (1) development of the theory-based logic models, (2) selection of behaviour change techniques, (3) translation of these techniques into a digital web-based app (NoHoW Toolkit components), (4) technical development, (5) user evaluation and refinement of the Toolkit. RESULTS The Toolkit included a set of web-based tools and inputs from digital tracking devices (smart scales and activity trackers), with modules targeting weight, physical activity, and dietary behaviours. The final Toolkit was comprised of 34 sessions, distributed through 15 modules, providing active content over a 4-month period. The motivation and self-regulation arm consisted of 8 modules (17 sessions), the emotion regulation arm was presented with 7 modules (17 sessions), and the combined arm received the full Toolkit (15 modules, 34 sessions). The sessions included a range of implementations, such as videos, testimonies, and questionnaires. Further, the Toolkit contained 5 specific data tiles for monitoring weight, steps, healthy eating, mood and sleep. CONCLUSIONS A systematic approach to the development of digital solutions based on theory, evidence, and user testing, may significantly contribute to the advancement of the science of behaviour change and improve current solutions for sustained weight management. Testing the Toolkit using a 2x2 design provided a unique opportunity to examine the effect of motivation and self-regulation and emotion regulation separately, as well as the effect of their interaction in weight loss maintenance. CLINICALTRIAL ISRCTN88405328


Author(s):  
Mohammad Subekti ◽  
Lukman Lukman ◽  
Donny Indrawan ◽  
Ganesh Putra

This study is intended to generate an application tools (CASE tools) that allows a software developer to create a modeling system design using Unified Modeling Language (UML), especially in making use case, activity or class diagrams more quickly and easily. The tools developed will also facilitate developers in doing UML modeling by accessing the network through a web-based internet application. With the web-based applications, the users require only a browser and an internet connection to use this application. This application also helps developers to understand of how to make UML diagrams correctly and good. In this research traditional methods Scrum model is used. Scrum method is Agile methods that is a process to cultivate software easily and can be developed in accordance with the development of information technology. Scrum is using empirical methods or in other words every stage in it involves inspection and adaptation.


2020 ◽  
Author(s):  
Katrina Elizabeth Champion ◽  
Lauren Anne Gardner ◽  
Cyanna McGowan ◽  
Cath Chapman ◽  
Louise Thornton ◽  
...  

BACKGROUND Chronic diseases are the leading cause of death worldwide. Addressing key lifestyle risk factors during adolescence is critical for improving physical and mental health outcomes and reducing chronic disease risk. Schools are ideal intervention settings, and electronic health (eHealth) interventions afford several advantages, including increased student engagement, scalability, and sustainability. Although lifestyle risk behaviors tend to co-occur, few school-based eHealth interventions have targeted multiple behaviors concurrently. OBJECTIVE This study aims to summarize the co-design and user testing of the Health4Life school-based program, a web-based cartoon intervention developed to concurrently prevent 6 key lifestyle risk factors for chronic disease among secondary school students: alcohol use, smoking, poor diet, physical inactivity, sedentary recreational screen time, and poor sleep (the <i>Big 6</i>). METHODS The development of the Health4Life program was conducted over 18 months in collaboration with students, teachers, and researchers with expertise relevant to the Big 6. The iterative process involved (1) scoping of evidence and systematic literature review; (2) consultation with adolescents (N=815) via a cross-sectional web-based survey to identify knowledge gaps, attitudes, barriers, and facilitators in relation to the Big 6; (3) content and web development; and (4) user testing of the web-based program with students (n=41) and teachers (n=8) to evaluate its acceptability, relevance, and appeal to the target audience. RESULTS The co-design process resulted in a six-module, evidence-informed program that uses interactive cartoon storylines and web-based delivery to engage students. Student and teacher feedback collected during user testing was positive in terms of acceptability and relevance. Commonly identified areas for improvement concerned the length of modules, age appropriateness of language and alcohol storyline, the need for character backstories and links to syllabus information, and feasibility of implementation. Modifications were made to address these issues. CONCLUSIONS The Health4Life school-based program is the first universal, web-based program to concurrently address 6 important chronic disease risk factors among secondary school students. By adopting a multiple health behavior change approach, it has the potential to efficiently modify the Big 6 risk factors within one program and to equip young people with the skills and knowledge needed to achieve and maintain good physical and mental health throughout adolescence and into adulthood.


Author(s):  
Vivin Ayu Lestari

E-government is an effort to utilize information and communication technology especially internet to improve public service quality which generally implemented in a web based application. Usability is one of the important quality criteria for the success of a web. In this study we developed a framework for evaluation of usability in e-government consisting of  eight stages: (1) determining the evaluation objectives, (2) determining the usability aspects, (3) determining the metrics usability, (4) selecting usability evaluation method candidates, (5) determining the required criteria of the method to be evaluated, (6) evaluating the method, (7) selecting and making the instrument, and (8) evaluate usability.. The results of the application of this framework in the case study of e-finance resulted in two methods used: user testing and questionnaires. The evaluation of usability in e-government for e-finance case studies using the proposed framework results in usability level of e-finance in terms of effectiveness, efficiency, and user satisfaction are 96%, 92%, and 70 respectively. Which can be identified to be grouped into 16 problems consisting of aspects of effectiveness and efficiency.


Author(s):  
Kelly E. Proulx ◽  
Mark A. Hager ◽  
Denise A. Wittstock

Traditional volunteer management is a bureaucratic process involving recruitment, screening, training, assignment, scheduling, recognition, retention, and reporting on volunteers. New workplace technologies provide ways to conduct these tasks with greater efficiency and increased accuracy, thereby enhancing both the volunteer experience and the impact of volunteers on organizational operations. This chapter reviews the literature regarding theories of technology acceptance and use, technology use in nonprofit organizations, and technology in volunteer programs. Three organizational case studies provide insights into both the promise and limitations of the adoption and use of Volgistics, a commonly used Web-based software designed for volunteer management in nonprofit organizations. The authors conclude by discussing what these cases suggest for the challenges and promise of adoption of new technology in the management of volunteers.


Facilities ◽  
2005 ◽  
Vol 23 (1/2) ◽  
pp. 31-46 ◽  
Author(s):  
Seán T. McAndrew ◽  
Chimay J. Anumba ◽  
Tarek M. Hassan ◽  
Alistair K. Duke

PurposeThe purpose of the paper is to discuss the scope for improving the delivery of FM services through the use of wireless web‐based communications infrastructure, delivered via an application service provider (ASP) business model. This paper discusses the findings from case studies of three organisations and their approach to the management of facilities.Design/methodology/approachAn investigation was undertaken to ascertain the current state of play in terms of managing and tracking processes within the facilities management department of three different organisations. These case studies were chosen from distinct sectors, namely health care, higher education, and banking. Emphasis is placed on analysing how the organisations currently operate with their existing FM systems and the degree of influence technology has on existing processes. This was considered mainly in terms of computer‐aided facilities management (CAFM) and computer‐integrated facilities management (CIFM).FindingsThe study found that a new wireless web‐based service for FM systems would be considered useful. Although notoriously slow adopters of new technology, there was an acceptance by the facilities managers interviewed that a wireless web‐based approach would improve current practice, especially with respect to real‐time job reporting and tracking and in the determination of FM operative working time utilisation.Practical implicationsFurther work by the author is focusing on the development of a suitable demonstrator to illustrate the key concepts of a wireless web‐based FM service which will then be tested and evaluated. For further information, visit the research project web site at www.wirelessfm.org Originality/value – The paper hopefully stimulates discussion in the area of emerging wireless technologies that have the potential to streamline and improve current practices for the management of facilities, in particular that of real‐time job reporting and tracking.


2004 ◽  
Vol 38 (01n02) ◽  
pp. 153-167
Author(s):  
CHOR-FAI AU

As the home computer and the Internet are becoming more and more popular, social service agencies in Hong Kong are beginning to show interests in making use of the new technology to extend social welfare services to the community. This paper presents the results of an empirical study to evaluate the Cyber-Parenting Project as a pioneer attempt in providing parenting education through the Internet and gives recommendations for future attempts of similar nature. The discussion covers the conceptualisation, design, implementation and utility of the Cyber-Parenting Project, and the recommendations include issues on system design, provision, testing, and monitoring of web-based social service programs. 由於家用電腦及萬維網的應用日益普及,本港的社會服務機構亦開始思考如何應用這新科技去進一步延展社會福利服務到社區;而“Cyber親職教育網”便是利用萬維網去提供親職教育的一項創新計劃。本文就對該計劃進行的實證研究結果去評估該計劃在構思、設計、執行、及效用各方面的得失,並因應評估結果作出關乎系統設計、提供、測試、及監控等多方面的建議,供有興趣發展網上服務的福利機構及人仕參考。


2005 ◽  
Vol 33 (2) ◽  
pp. 219-248 ◽  
Author(s):  
Xun Ge ◽  
Ching-Huei Chen ◽  
Kendrick A. Davis

The present study investigated the effects of question prompts in scaffolding novice instructional designers solving ill-structured, instructional design problems in a Web-based learning environment. The effects of question prompts were studied under different prompting conditions (Question-Elaboration vs. Question-Guidance), taking into consideration various levels of learners' prior knowledge and experience. The study employed a comparative, multiple-case study design using the technique of think-aloud protocols, which were followed by interviews. Eight graduate students from the program of Instructional Design and Technology participated in the study. While the qualitative findings supported the previous research on the advantages of question prompts in scaffolding ill-structured problem solving, they also shed light on the specific cognitive and metacognitive functions, as well as limitations, of question prompts in different conditions. The study has implications for designing instructional scaffolds for supporting ill-structured problem solving of various domains in a Web-based learning environment.


Author(s):  
Huda Ibrahim ◽  
Thamer Ahmad AL-Rawashdeh

Applying web-based training system is highly preferable in meeting time constraints, however, its success is subject to users’ acceptance. Previous studies highlight human challenge as the most important barrier in the implementation of an ICT-based training system. Users tend to show resistance in using new technology and online approaches. They favour the traditional way such as the face-to-face method of training. This paper presents the results of a study conducted to assess the acceptance of a web-based training by public sector employees. The study applied the Unifi ed Theory of Acceptance and Use Technology (UTAUT) with the focus on three system characteristics; system flexibility, system enjoyment, and system interactivity. A total of 290 employees from the Jordanian Public Sector participated in the study. The fi ndings revealed that system fl exibility and system enjoyment have direct effects while system interactivity has an indirect effect on the employees’ intention to use the web-based training system. In addition, system flexibility is proven to have the strongest relationship to users’ intention to use the web-based training system.  


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