Search results for " Design"

showing 10 items of 5050 documents

Physical activity and sedentary time in relation to academic achievement in children

2017

Objectives To investigate the independent and combined associations of objectively measured moderate-to-vigorous physical activity (MVPA) and sedentary time (ST) with reading and arithmetic skills. Design Cross-sectional/prospective. Methods Participants were 89 boys and 69 girls aged 6–8 years. MVPA and ST were measured using a combined heart rate and movement sensor and body fat percentage by dual-energy X-ray absorptiometry in Grade 1. Reading fluency, reading comprehension, and arithmetic skills were assessed using standardized tests in Grades 1–3. The data were analyzed using linear regression analyses and analyses of covariance with repeated measures. Results In boys, MVPA was directl…

kognitioMaleCross-sectional studylastentautioppieducationPhysical Therapy Sports Therapy and RehabilitationStandardized testAcademic achievementta3111Academic performanceBody fat percentageMotor activityPediatricsDevelopmental psychology03 medical and health sciencesFluency0302 clinical medicineCognitionsedentary behaviorAccelerometryHumansta516Orthopedics and Sports Medicine030212 general & internal medicineProspective Studiesta315ChildExerciseSedentary lifestyleOriginal ResearchAcademic Successmotor activitybusiness.industry4. Educationacademic performanceRepeated measures design030229 sport sciencesSedentary behaviorCross-Sectional StudiesReading comprehensionReadingLinear ModelsFemalebusinessPsychologyhuman activitiesMathematicsJournal of Science and Medicine in Sport
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Empathy in Technology Design and Graffiti

2021

This paper discusses empathic understanding, what it means, and how it can be acquired. After an overview of some theories and models from the existing literature, two experiments are presented, where participants were assessing graffiti works. From the results of these experiments, it can be concluded that empathic understanding involves both embodied processes and abstract inferences. Furthermore, understanding can be based on perceived, mechanistic bodily similarities and movements or on folk-psychological inferences mentalized between the observer/empathizer and an object/empathized. Empathic understanding it can also be gained by recognizing and implementing learned bodily skills and c…

kognitiovuorovaikutusComputer sciencekäyttäjätmedia_common.quotation_subjectContext (language use)EmpathytunteetempatiagraffititSociocultural evolutionstereotypiattechnology designmedia_commonDesign technologyempathic understandingmerkitykset (semantiikka)GraffitiObject (philosophy)ymmärtäminensuunnittelugraffitiEmbodied cognitionteknologiasuunnittelijatAffect (linguistics)käyttäjäkokemusCognitive psychology
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Kopīgas telpas izveides nosacījumi izglītības iestādēs

2021

Diplomdarba “Kopīgas telpas izveides nosacījumi izglītības iestādēs” mērķis ir izstrādāt interjera dizaina projektu kopīgi izmantojamajām telpām Vecbebru tehnikuma kompleksā. Analizējot pieejamo literatūru teorētiskajā daļā tiek pētīts kā ir mainījušies skolas ēku telpu plānojumi, kopīgi izmantojamo telpu veidi un apkopoti izglītības iestādes kopīgi izmantojamo telpu risinājumu nosacījumi. Empīriskajā daļā tiek pētītas un analizētas dažādas izglītības iestādes un to kopīgi izmantojamo telpu interjera risinājumu veidi. Darba apjoms – 97 lpp., kurās iekļauts ievads, 3 nodaļas, 4 apakšnodaļas, literatūras saraksts ar 94 vienībām, 6 pielikumi. Radošajā daļā tika izstrādāts interjera projekts te…

kopīgi izmantojamas telpasizglītības iestādeMākslas zinātneeducational institutioninterjera dizainsinterior design
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Evaluation of IS Curriculum Design : A Pilot Study using the California Critical Thinking Skills Test

2017

kriittinen ajatteluCCTSTcurriculum designarviointi
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Efficient design and modeling strategies for follow-up studies with time-varying covariates

2015

Epidemiological studies can often be designed in several ways, some of which may be more optimal than others. Possible designs may differ in the required resources or the ability to provide reliable answers to the questions under study. In addition, once the data are collected, the selected modeling approach may affect how efficiently the data are utilized. The purpose of this dissertation is to investigate efficient designs and analysis meth ods in follow-up studies with longitudinal measurements. A key question is how to select optimally a subcohort for a new longitudinal covariate measurement if we cannot afford to measure the entire cohort. Another key question we consider is how to determine …

kuolleisuustime-varying covariatesdata collectionkustannustehokkuusanalyysimenetelmätennusteetfollow-up studypitkittäistutkimusoptimaalisuusrisk predictiondataaikariippuvat kovariaatitSeurantatutkimustutkimusmenetelmätsydän- ja verisuonitauditcardiovascular disease mortalitylongitudinal measurementssimulointioptimal designepidemiologiakohorttitutkimustutkimusaineistoterveysriskit
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Online and face-to-face role-play simulations in promoting social work students’ argumentative problem-solving

2013

This paper reports on a teaching experiment in which social work students (n=38) practiced problem solving through argumentative tasks. A teaching experiment was carried out at a Mikkeli University of Applied Sciences in Finland in connection with a course concerning preventative work against alcohol- and drug abuse. This quasiexperimental study investigated whether role-play simulation conducted either online (15 students) or face-to-face (14 students) improved students’ problem solving on social issues. As a pre-test, the students wrote an essay after having watched a dramatization of problematic cases on elderly people’s use of alcohol. The students also attended lectures (30 x 45 min) o…

kvasikokeellinen tutkimusrole-play simulationroolipeliquasi-experimental designverkko-opiskeluill-structured problem-solvingComputingMilieux_COMPUTERSANDEDUCATIONsosiaalialan koulutusargumentointionline studiessocial work educationsosiaaliset ongelmatepämuodollinen ongelmanratkaisu
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Sosiaalialan korkeakoulutettujen ammattilaisten arviot asiakastietojärjestelmistä 2020

2022

Artikkelissa tarkastellaan sosiaalialan korkeakoulutettujen ammattilaisten arvioita käyttämistään asiakastietojärjestelmistä. Artikkelissa arvioidaan Sote-tieto hyötykäyttöön strategian tavoitteiden toteutumista sosiaalialan ammattilaisten näkökulmasta ja tuotetaan tuotemerkkikohtaista tietoa käyttäjäkokemuksista kehittämisen tueksi. Artikkelin tutkimuskysymyksenä oli: Minkälaisia arvioita sosiaalialan korkeakoulutetut ammattilaiset antavat käyttämilleen asiakastietojärjestelmille vuonna 2020 käyttäjäkokemuksiinsa perustuen? Tutkimusaineistona hyödynnettiin STePS 3.0 -hankkeessa syyslokakuussa 2020 ammattiliittojen kanssa yhteistyössä kerättyä tutkimusaineistoa (n=990), josta tähän artikkel…

kyselylomakkeetkyselytutkimussurveytutkimuksetquestionnairesinformation systemskäyttäjäkeskeinen käyttöliittymäsuunnittelukäyttäjäkeskeinen suunnittelukäyttöliittymätsurveyssosiaalihuoltoasiakastiedotsosiaalialasocial welfareuser-centered designsurvey-tutkimustietojärjestelmät
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Opiskelijoiden työelämä- ja yrittäjyystaitojen edistämistä työelämän toimintakulttuuria simuloimalla ja käsitteitä selkeyttämällä

2020

käsitteetyrittäjyyskasvatuskorkea-asteen koulutusopetusmenetelmättyöelämävalmiudetsimulointiExperience Designertyöelämäyrittäjyys
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Towards Action-Oriented User Interface Design

2011

The ultimate goal of user interface design is to develop a product which people can use to reach their goals. By action we normally refer to our attempts to reach certain goals, and this is why it is natural to think user interface design as an activity we engage in when designing tools, instruments or technologies for people to realize their action goals. This paper suggests a novel action-oriented user interface development method that aims to develop a user interface interaction model. This interaction model is based on an organized tree structure composed of node states with relevant usability-related attributes and operations between the nodes. peerReviewed

käytettävyysusability attributeskäytettävyysattribuutituser interface designkäyttäjäkokemuskäyttöliittymäsuunnittelu
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Apperceiving visual elements in human-technology interaction design

2017

Visual design of technological artefacts is an integral part of peoples’ experiences in technology-interaction. Visual product properties are capable of eliciting affective responses and multisensorial experiences in human- technology interaction. Current research in the field of human-technology interaction focuses on visual, emotional and multisensory aspects of interaction in addition to functionality and usability. However, the focus has not been on how performative aspects of visual elements affect technology-interaction as a cognitive sense making process shaping human experiences. To design technological contact points to be made sense of, the substance of visual representations requ…

käytettävyysvisuaalisuusvisual elementsapperceptionaesthetic appealesteettisyyshuman-technology interactionvisual experienceargument-based designkäyttöliittymätmuotoiluihminen-konejärjestelmätvisuaalinen suunnittelukäyttäjäkokemus
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