scholarly journals Aplicación interactiva para el aprendizaje con evaluaciones en el área de las matemáticas

2021 ◽  
Vol 9 (19) ◽  
pp. 16-31
Author(s):  
Luis Abraham Tlapa García ◽  
Juana Elisa Escalante Vega ◽  
Lorena Alonso Ramírez

The following document presents the development process of an interactive mobile application, as a support strategy for the teaching - learning process in the area of mathematics, for students of the Educational Experience (EE), Fundamentals of Mathematics at the Faculty of Statistics and Informatics. Using User Centered Design (UCD), which proposes to put the client at the center of research and design, to obtain an application that achieves a user experience (UX), satisfactory, when interacting with the application, allowing greater speed in the completion of tasks, which is simple to learn and intuitive, this to increase its pleasure and ease of use for the beneficiary, obtaining these results with usability tests to the application. All this because currently many applications are known as support in the area of mathematics, which have usability problems obtaining a bad UX. This work follows a user-centered methodology to create usable applications and a good UX for university students in the area of mathematics.

2020 ◽  
Author(s):  
Iris A.G.M. Geerts ◽  
Liselore J.A.E Snaphaan ◽  
Inge M.B. Bongers

BACKGROUND Despite the potential value of assistive technology to support people with dementia (PWD) in everyday activities, use of these technologies is still limited. To ensure that assistive technologies better address the specific needs and daily context of PWD and their informal caregivers, it is particularly important to involve them in all different phases of assistive technology development. The literature rarely describes the involvement of PWD throughout the development process of assistive technologies, which makes it difficult to further reflect on and improve active involvement of PWD. OBJECTIVE This two-part study aimed to gather insights on the user-centered design (UCD) applied in the development process of the alpha prototype of the serious game PLAYTIME by describing the methods and procedures of the UCD as well as evaluating the UCD from the perspective of all involved stakeholders. METHODS The first three phases of the user-driven Living Lab of Innovate Dementia 2.0 were applied to directly involve PWD and their informal caregivers through qualitative research methods, including focus groups and a context-field study, in the development of the alpha prototype of PLAYTIME from exploration to design to testing. After the testing phase, a total number of 18 semi-structured interviews were conducted with PWD, their informal caregivers and the project members of PLAYTIME to evaluate the applied UCD from the perspective of all involved stakeholders. The interviews addressed five of the principles for successful UCD and the appropriateness of the different methods used in the focus groups and context-field study. RESULTS Results of the interviews focused, amongst others, on the level of involvement of PWD and their informal caregivers in the development process, the input provided by PWD and their informal caregivers, the value of early prototyping, continuous iterations of design solutions and in-context testing, the role of dementia care professionals in the multidisciplinary project team, and the appropriateness of open- and closed-ended questions for obtaining input from PWD and their informal caregivers. CONCLUSIONS The description and evaluation of the UCD applied in the development process of the alpha prototype of PLAYTIME resulted in several insights on the relevance of UCD for all involved stakeholders as well as how PWD can be involved in the subsequent phases of usable and meaningful assistive technology development.


Author(s):  
Sadaf Anwar ◽  
Yasir Hafeez Motla ◽  
Yasir Siddiq ◽  
Sohail Asghar ◽  
M. Shabbir Hassan ◽  
...  

2019 ◽  
Vol 1175 ◽  
pp. 012094
Author(s):  
Riyanthi Angrainy Sianturi ◽  
Inggrid Sylvia Simanjuntak ◽  
Paul Marten Simanjuntak ◽  
Gomgom Purba

SinkrOn ◽  
2022 ◽  
Vol 7 (1) ◽  
pp. 33-38
Author(s):  
Meriska Defriani ◽  
Mochzen Gito Resmi ◽  
Okta Amien Permana

Anyelir Cake And Bakery is the largest cake shop in Purwakarta which is engaged in the production of various kinds of cakes.  In the process of distributing products from the central store to branch stores, they still use WhatsApp to place orders. This causes frequent discrepancies in the number of products requested and the number of products received due to an error in reading the message. In this study, a mobile-based application will be built that is able to manage order data more accurately. The development of this application uses the User Centered Design (UCD). This is a design method that focuses on user needs so that the final result of this application does not need to change user behavior when using the application. The UCD method consists of four stages, namely plan the human centered design, specify user and organizational requirements, product design solutions, and evaluate design against user requirements. In the development process, application testing was carried out to get feedback from users with good scores, namely an average of 4 (agree) and 5 (strongly agree). This shows that the application is in accordance with the needs of the user.


2020 ◽  
Vol 81 (1-4) ◽  
pp. 24-29
Author(s):  
Yingdong Liu ◽  
Benoît Encelle ◽  
Karim Sehaba

This paper presents a user-centered approach for the design/re-design of a mobile application for chronic pain management, with a focus on chronic low back pain, sometimes referred to as "invisible disability". Within the framework of a multidisciplinary project involving physicians, patients and computer scientists, the work presented here describes firstly an identification and representation process of the needs/expectations of the users of such an application (patients/physicians), based on a data-driven persona development method and, secondly, an evaluation process of the user experience (UX) of the current version of the application, using among others usability tests. The aim of the approach is to establish (re-)design guidelines in order to improve this kind of application.


2017 ◽  
Vol 41 (1) ◽  
Author(s):  
Grace Hsu ◽  
Stephanie Crawford ◽  
Gennaro Paolella ◽  
Sandra Cuellar ◽  
Scott Wirth ◽  
...  

Oral anticancer medications (OAMs) can be challenging for patients due to their complex regimen. The goal of this research is to design a customized mobile application that can empower low health literacy patients taking OAMs and increase adherence and satisfaction with clinical care. A User-Centered Design approach was implemented by consulting with clinicians and patients at an early stage of development. Animations were incorporated to distill complex medical concepts and information. An iterative design process ensures that the tool is customized for patient engagement.


2018 ◽  
Author(s):  
Lauren Griffin ◽  
Donghee Lee ◽  
Alyssa Jaisle ◽  
Peter Carek ◽  
Thomas George ◽  
...  

BACKGROUND Patients are increasingly using mobile health (mHealth) apps to monitor their health and educate themselves about medical issues. Despite the increasing popularity of such apps, poor design and usability often lead to suboptimal continued use of these apps and subsequently to poor adherence to the behavior changes at which they are aimed. One solution to these design problems is for app developers to use user-centered design (UCD) principles to consider the context and needs of users during the development process. OBJECTIVE This study aimed to present a case study on the design and development process for an mHealth app that uses virtual human technology (VHT) to encourage colorectal cancer (CRC) screening among patients aged 50 years and above. METHODS We have first provided an overview of the project and discussed its utilization of VHT. We have then reviewed UCD principles and how they can be incorporated into the development of health apps. We have described how we used UCD processes during the app’s development. We have then discussed the unique roles played by communication researchers, computer scientists, clinicians, and community participants in creating an mHealth app that is credible, usable, effective, and accessible to its target audience. RESULTS The principles of UCD were woven throughout the project development, with researchers collecting feedback from patients and providers at all stages and using that feedback to improve the credibility, usability, effectiveness, and accessibility of the mHealth app. The app was designed in an iterative process, which encouraged feedback and improvement of the app and allowed teams from different fields to revisit topics and troubleshoot problems. CONCLUSIONS Implementing a UCD process contributed to the development of an app, which not only reflected cross-disciplinary expertise but also the needs, wants, and concerns of patients.


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