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- Volume 24, Issue 3, 2018
Information Design Journal - Volume 24, Issue 3, 2018
Volume 24, Issue 3, 2018
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User experience (ux) in health education apps
Author(s): Eurides Castro Juniorpp.: 203–219 (17)More LessAbstractThe popularization of mobile devices has contributed to the democratization of health education in areas of difficult access through mobile learning. For effective learning to occur it is necessary to consider aspects of the user experience (ux) and aspects of human cognition in the interaction with artifacts in a social context. In this scope, a ux study of an app for health was conducted in Brazil. The app was developed by the Open University of the Unified Health System (una-sus) of the Federal University of Maranhão (ufma). The app was evaluated through interaction testing with simultaneous interviews, followed by a satisfaction questionnaire. 16 physicians took part in the study, which was conducted in their work context. In general, users did not have any prolems using the app. However, there were problems in navigating and understanding elements of the graphic interface that could affect ux and content learning. The results of the study are discussed from the perspective of Information Design and according to the Theory of Situated Cognition. Based on these results and on the literature, some recommendations for the design of health apps are put forward.
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Compass
Author(s): Aurora Cristina Bunn Vieira da Silva and Juliana Buenopp.: 220–235 (16)More LessAbstractDepression and anxiety are common mental health disorders worldwide. People with psychiatric disorders often lack the ability to deal with aspects/activities of daily life. This article describes the development of the Compass app, an app designed to help individuals suffering from mental health disorders. The app presents organizational and planning tools to improve the daily life of these individuals, and, consequently, their well-being. A user-centered design approach was employed in the development of the app, and design requirements were established based on the literature on Mental Health, Psychology, Information and Graphic Design. A functional prototype of the app was created for user testing, and a satisfaction questionnaire was conducted with potential users. The results showed that Compass was a useful and usable app, and that its interface design was easy to interact with and navigate. The results also showed that there were some problems with the design of the app. These problems were taken into consideration in the redesign stage and led to improvements.
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How users find their way in hospitals
Author(s): Kelli C. A. Silva Smythepp.: 236–253 (18)More LessAbstractThis paper presents a study about the information behaviour of users during spatial orientation in a hospital in Brazil. The theoretical basis of the study draws on wayfinding processes, spatial cognition and aspects of human information behaviour. Moreover, the case study reported employed the wib-methodology. The results point out the main behavioural strategies employed by users when finding their way in a hospital, and the information barriers related to the signage and the elements of the built environment. The results ratify the need for a human centred design approach so as to develop effective wayfinding design solutions.
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A study on the comprehension of graphic representations of architectural project designs by elderly users
Author(s): Ivana Figueiredo de Oliveira Aquinopp.: 254–269 (16)More LessAbstractThe elderly population is increasing worldwide, leading to a growing concern about the quality of life of this segment of the population, including housing issues. Aging brings several perceptual, cognitive and motor limitations that make it difficult to understand spatial information. These limitations have an impact on the elderly’s understanding of graphic representations of dwelling projects, as effectiveness in the communication between architects and elderly users may be jeopardized. With this in mind, a study on elderly users’ understanding of project representations was conducted in Brazil. The study investigated the understanding of three project representations: 2D technical drawings; electronic model with 3D static perspectives of the space; and digital simulation of virtual tour through a house project. 15 people took part in the study. In general, the results showed poor comprehension of all representations, the virtual tour representation yielding the most positive outcomes. The possible influence of age and gender on the performance of the participants is discussed. It is concluded that ageing and realism in depiction affect elderly users’ assimilation of information presented in architectural projects, corroborating the literature.
Volumes & issues
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Volume 29 (2024)
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Volume 28 (2023)
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Volume 27 (2022)
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Volume 26 (2021)
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Volume 25 (2019)
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Volume 24 (2018)
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Volume 23 (2017)
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Volume 22 (2016)
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Volume 21 (2014)
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Volume 20 (2013)
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Volume 19 (2011)
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Volume 18 (2010)
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Volume 17 (2009)
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Volume 16 (2008)
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Volume 15 (2007)
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Volume 14 (2006)
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Volume 13 (2005)
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Volume 12 (2004)
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Volume 11 (2002)
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Volume 10 (2000)
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Volume 9 (1998)
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Volume 8 (1995)
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Volume 7 (1993)
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Volume 6 (1990)
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Volume 5 (1986)
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Volume 4 (1984)
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Volume 3 (1982)
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Volume 2 (1981)
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Volume 1 (1979)
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