Dissertations / Theses on the topic 'Ergonomie des interfaces informatisées'
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Bruch, Jean-Frédéric. "Analyse du cordon ombilical par microscopie informatisée "HOME" (Highly Optimized Microscope Environment) : algorithmes de segmentation et de paramétrisation, ergonomie des interfaces homme-machine, applications médicales concrètes." Paris 12, 1996. http://www.theses.fr/1996PA120080.
Full textSucupira, Furtado Maria Elizabeth. "Mise en oeuvre d'une méthode de conception d'interfaces adaptatives pour des systèmes de supervision à partir des spécifications conceptuelles." Aix-Marseille 3, 1997. http://www.theses.fr/1997AIX30009.
Full textNazin, Remi. "Ergonomie théorique de l’humain-machine : quels fondements épistémologiques pour une conception sûre ?" Thesis, Université de Lorraine, 2019. http://www.theses.fr/2019LORR0012/document.
Full textThe safe design and controlled development of human(s)-machine(s) systems is a major challenge for society as a whole and, especially, in critical areas such as the military, aerospace and medical fields that are brought to evolve, thanks to the progress made by automation. At the same time, the techniques available to ensure the implementation of solutions that meet these needs are also constantly increasing with regard to their power dimensions, energy efficiency and miniaturization, which corresponds to the notion of convergence between Nanotechniques-Biotechniques-Informatics-Cognitive Sciences.All this makes necessary to have theoretical ergonomics, not in the sense sometimes understood of a detachment of the practice but in the sense of ergonomics based on a conceptual and formal framework making possible to render the methodologies and norms used through general principles intelligible.Thus, theoretical ergonomics are not a theory of ergonomics but a theory of anthropotechnics, which seeks to develop a methodology and a pragmatic epistemology, capable of providing the conceptual foundations for what exists today and to allow the future development of ergonomics as a scientific field. It is based on the central idea that at the base of any Human(s)-Machine(s) Interface occurs a particular interaction ; semiotic interaction.This particular interaction, specific to living beings, is at the basis of the integration between the individual and his environment. It is what allows it to act in the world, by producing meaning from sensible perception. By considering the human as an integrated biological system, in the sense of Chauvet, as a system whose behavior is the product of implicit couplings at different levels of structure, it is possible to found a postcognitive paradigm in general psychology. The peculiarity of this paradigm is that it makes possible to envisage the behavior of the individual from his biology and in a non-reductionist way.From the work of Chauvet and Fass, it is possible to establish a mathematical modeling of these biological phenomena, allowing to formalize the specifications of a technical system, based on the requirements related to human factors. Thanks to this conceptual framework, it is possible to analyze and reform some valuable tools for the ergonomist like the criterium of Bastien and Scapin for which we propose a generalization to all technical systems. The primary function of this criterology is to allow an interactive system to meet a fundamental set of requirements related to human factors. By generalizing and formalizing it, it becomes possible to envisage a modeling of the fundamental parameters of the semiotic interaction.This approach results in a design ontology, which aims to be a formal framework for modeling human(s)-machine(s) interactions. We propose an application to MIDAS, a human performance modeling tool developed by NASA. The purpose of this ontology is to allow the modeling of the interaction simultaneously to the modeling of the behavior of the user which makes it possible to highlight what are the hamartogenic parameters of a given hypothesis of conception.Thus, the use of design ontologies opens the way to the construction of formal models, correct by construction, of the human(s)-machine(s) interaction and its optimal conditions of implementation, allowing a more assured design of critical systems
Gonot, Antoine. "Conception et évaluation d'interfaces de navigation dans les environnements sonores 3D." Paris, CNAM, 2008. http://www.theses.fr/2008CNAM0616.
Full textWe are dealing with usability and Human Computer Interaction, so we are interested, not only in the way to functionalize the spatial auditory cues, but also in the way a spatial auditory display should be implemented. The first study was concerned by an egocentric perspective (or first person view), which offers the minimum of visual information about the space being explored. The experiment was a game-like test, in which the task was to navigate in a simplified virtual town using auditory cues that are provided by different targets. We observed different localization behaviours, more or less effective, which explain the differences in performance between binaural and sterephonic rendering (binaural globally reduced the time needed to make a decision at each crossroad). Secondly, we have defined the architecture of a “zoomable” auditory interface, based on a sonic abstraction composed of two audio nodes, whose semantic is borrowed from MPEG-4 standard: the DirectiveSounds, which are monophonic sounds individually spatialized, and the SurroundingSounds, which are native multi-channel sounds encoding the spatial configuration of a scene (amplitude panning). Once a first prototype has been implemented, we have conducted a last experiment, assessing to which extend the replacement of a group of DirectiveSounds by a single SurroundingSound, is an impairment for the end-user. The results showed that such a substitution offered an enhancement compared to a stereophonic upmix, only when the number of sound sources in the scene was sufficiently important
Giraud, Stéphanie. "L'accessibilité des interfaces informatiques riches pour les déficients visuels." Thesis, Nice, 2014. http://www.theses.fr/2014NICE2035/document.
Full textVisually impaired people face many difficulties when navigating on the web with a screen reader, especially as web interfaces become increasingly rich because of theirdynamic interactions and their informational density and diversity. This thesis compares two approaches to accessibility: the current approach called "exhaustive" which aims toensure normative accessibility - guaranteeing access to information through the application of standards - and the approach called "holistic" which aims to ensure bothnormative and effective accessibility - guaranteeing the usability of the interface - by taking into account the context of its use (difficulties, strategies, needs, etc.).The first 2 studies analysed the activity of visually impaired users resulted in a model of the web navigation of these users. This model allows for designing interfaces followingthe holistic approach by taking into account their needs, especially the filtering of irrelevant and redundant information. In 3 experiments, visually impaired users performedtasks in two versions of websites: a version based on the holistic approach that gives access directly to content associated with the user’s action and a version using theexhaustive approach that transcribes exhaustively all the information present on the screen. The results show substantial benefit provided by the holistic version as regards thecognitive load and the usability of the interface according to 3 criteria: effectiveness, efficiency and satisfaction. Thus, this thesis provides cogent arguments promoting theholistic approach in order to guide the design of interfaces and the development of assistance solutions for screen reader users
Villey-Migraine, Marjolaine. "Multimédia et carto-géographie : Ergonomie des interfaces de navigation hypermédia dans les systèmes documentaires." Paris 2, 2003. http://www.theses.fr/2003PA020016.
Full textUzan, Gérard. "Ergonomie cognitive du handicap visuel : une contribution à la conception d'aides informatiques." Paris 5, 2005. http://www.theses.fr/2005PA05S027.
Full textG. Uzan thesis deals with computer interfaces designed to allow blind people to perceive visual information by hearing it. A typical case is the computer screen translated by voice synthesis. Different visual impairments and their consequences in terms of handicap are first explained. Then, several experiments are carried out to analyze the interaction of the blind facing different hearing interfaces designed for reading texts, navigating on the Internet, or telephone mailing. A hearing system of traffic lights is also evaluated. The basic idea is that difficulties mainly result from the fact that such systems transpose visual information in an auditory mode, but mantain the genuine frame of the visual mode instead of shaping a structure proper to the auditory mode. A general model of interface, based on the concept of auxiliary co-operators, is developed and applied to a Macintosh patented system
Gardes, Joël. "Le Document numérique : la complexité des formes et les formes de la complexité." Lyon, INSA, 2009. http://theses.insa-lyon.fr/publication/2009ISAL0061/these.pdf.
Full textTelecommunication network allow wider and wider range of interconnection of high capacities in computing, memory and bandwidth of terminals. New behaviour are emerging regarding becoming pervasive information. User is no more passive or singular, but a local actor in information processing. New accessibility modes and new use cases are fundamental trends in man machine interface studies. Information presentation is a kind of crossroad between three classical domains : signal acquisition and processing, data and knowledge engineering, man machine interaction. That means that the information presentation is a pluridisciplinar theme, very close from digital document with near subjects. This thesis presents a theorical base with the aim to identify problems of digital communication in the context of pervasive information. Results are presented through proof of concepts prototypes in character and word recognition, and information distance computing. These software are issued from complexity theory and cybernetic. Their main characteristics are represented by a very simple algorithmic solution, regarding complexity to process. An other interesting characteristics is a very handing by user totally included in process loop
Scavetta, Domenico. "Les pratiques de production textuelle : du traitement de texte à l'hypertexte." Paris 8, 1994. http://www.theses.fr/1994PA080971.
Full textComputer-based textual practices are the object of a new field or research in statu nascendi. This field is characterised by the overall disconnectedness between the design processes of textual work interfaces, users' practices of interfaces, and the descriptive power of theoretical models. We propose an overview of a significant sample of practices followed by journalists, writers and scholars, and a critica l assessement of the multi-disciplinary theories and methods wich could contribute to the birth of a "sociology of electronic texts"
Riera, Bernard. "Méthodologie d'évaluation des interfaces homme-véhicule automobile." Valenciennes, 1993. https://ged.uphf.fr/nuxeo/site/esupversions/a303d416-e956-40d4-9fe9-7b824d72e02f.
Full textBastien, Joseph Maurice Christian. "Les critères ergonomiques : un pas vers une aide méthodologique à l'évaluation des systèmes interactifs." Paris 5, 1996. http://www.theses.fr/1996PA05H070.
Full textThe aim of this thesis was to lay the foundation for an inspection method of interactive systems : the " ergonomic criteria". More precisely, the work consisted in validating the criteria, evaluating their usefulness in an evaluation task and comparing the relative efficiency of the criteria to the iso 9241-part 10 dialogue principles. The results of the validation study indicated that the performances, between experts and novices in software ergonomics, did not differ in terms of correct identifications of the criteria from design flaws. A detailed analysis of the data and confusion matrices allowed the improvement of the criteria. The usefulness of the criteria was assessed in an evaluation task. The results showed that the performances of ergonomists using the criteria were superior to the performances of those relying on their own judgment. The former uncovered more design flaws than the latter. However, design flaws related to some criteria appeared to be more difficult to uncover than others. The relative effectiveness of the criteria and iso 9241-part 10 principles in guiding the evaluation of user interface was also assessed. The criteria lead to performances that were better than those obtained with the iso principles. These results are followed by a discussion of the concepts of usability, and the ergonomic quality of interactive systems. Futur work aimed at further developing the method is outlined
Alonso, Belen Maria. "Analyse des tâches mono et multi-opérateurs du contrôle aérien par le formalisme MAD pour la spécification ergonomique de l'interface." Paris 5, 1996. http://www.theses.fr/1996PA05H045.
Full textExploitation of data from task analysis for interface specification is a problem in ergonomics. The ergonomist can choose the model or method he or she wants to apply to the task analysis, but the problem is to make explicit the transfer of data from task analysis to ergonomic interface specification. Many task description methods lack a methodology relative to the steps which are to be used for interface specification. In general, task analysis models or methods focus on the execution of tasks depending on the system used. These limits are due to the fact that task-analysis methodology generally is based on system evaluation through users' execution performance. Furthermore, few task-analysis approaches do take into account collective work aspects. In this thesis, the mad formalism has been used because it allows to take into account these collective work aspects and the cognitive processes wich are used in task execution and are based on users' mental representations ; the formalism was applied on air-traffic control in order to analyse both individual ("mono-user") and collective ("multi-user") tasks. On the basis of mad task descriptions, we wanted to show that it was possible to define treatment steps on the data collected (task descriptions and other task-related data) in order to make explicit the conceptual choices with respect to the interface. Relative to the visual presentation of the functionality based on these conceptual choices, the method proposed makes available ergonomic recommendations allowing the proposal of the interaction interface which is most appropriate to the task characteristics identified previously in the mad task descriptions. In order to execute this method, a selection and classification of ergonomics recommendations has been made in order to establish an easy correspondence between both the task characteristics and the user characteristics with the interaction interface
Balbo, Sandrine. "Evaluation ergonomique des interfaces utilisateur : un pas vers l'automatisation." Phd thesis, Université Joseph Fourier (Grenoble), 1994. http://tel.archives-ouvertes.fr/tel-00005077.
Full textDelsart, Fabrice. "Diagnostic collectif dans la conduite de processus industriel : coopération et ergonomie des systèmes homme-homme et homme-machine." Paris 8, 1995. http://www.theses.fr/1995PA081062.
Full textWith an ergonomic objective, particularly in order to design a computerised diagnosis aid, we describe the cooperation of operators in charge of driving an industrial process (blast furnace). Three components of cooperation are important, they are the distribution activity, adjustment of representations, and using representations of the partner. They improve the performance and efficiency of diagnosis reached by pairs of operators in comparison with the results obtained by single operators. On this basis recommendations are proposed to integrate man-machine cooperation in designing computerised aide
Vilm, Isabelle. "Analyse de tâches dans le travail de bureau en vue de définir des interfaces : élaboration d'une méthode appliquée à un système de suivi de dossiers administratifs." Paris 8, 1993. http://www.theses.fr/1993PA080772.
Full textThis thesis was prepared in the area cognitive psychology. In this study, techniques and methods of cognitive psychology have been applied to software human computer interface (hci) with the objective of bringing a methodology hci professionals can use to more efficiently do their job. The area of investigation of this study is workflow software applications. They are designed to foster the circulation and tracking business administrative information between different individuals of a group. They belong to the broader area of cscw (computer supported cooperative work). The study is based on the analysis of individuals activities and on the premise that it is necessary ot formalise data resulting from it. Realising that office work activities are rarely totally structured, the study goes beyond the execution level and identifies generic procedures on the base of office activities execution constraints. The methodology used is "procope". It allows the building of a framework including objects classes based on procedures applied to them. The result, based on the analysis of activities, is a set of specifications used for software design. The translation of formalised data into these specifications is complex. Based on this reality, the study identifies principles enabling the definition of specifications from data formalised with procope. As a result, it is an important contribution to a real hci methodology
Aaltonen, Antti Tapani. "Facilitating personal content management in smart phones." [S.l. : [Groningen : s.n.] ; University Library Groningen] [Host], 2007. http://irs.ub.rug.nl/ppn/300719086.
Full textBuisine, Stéphanie. "Conception et évaluation d'agents conversationnels multimodaux bidirectionnels." Paris 5, 2005. http://www.theses.fr/2005PA05H008.
Full textThe goal of this PhD work is to investigate multimodal communication between conversational agents (virtual characters) and human users, with a focus on two modalities : speech and hand gesture. We examine the spontaneous multimodal behaviour that users display with agents in conversational and entertaining situations. We analyze the use of each modality, cooperation between them and the inter-individual differences related to users's age. Symmetrically, we evaluate several multimodal strategies of agents in pedagogical context : we show that these strategies are likely to influence users' memorization as well as their subjective impressions. We finally hypothesize that users's multimodal behaviour can be used to evaluate agents' behaviour. We thus draw some perspectives of new evaluation methods
Pong, Nicole Ke Chen. "Interacting with signifier-less designs : the case of swhidgets." Thesis, Lille 1, 2020. http://www.theses.fr/2020LIL1I044.
Full textAt the heart of this thesis is a common but problematic situation that users of digital systems often face in their daily interactions: to interact with the system, they need some knowledge of an interaction possibility, some piece of information about the interface, but this information is not provided in the context in which they need it. I call such interaction possibilities "non-signified", and "signifier-less designs" the interfaces and interaction techniques that rely on non-signified interaction possibilities. An example of modern signifier-less design is what I call "swhidgets" for "SWIpe-revealed HIDden WIDGETS": widgets that are hidden under the screen bezels or other interface elements, out of view and not advertised by any graphical mark, but that can be revealed by dragging them into view with a swipe gesture relying on a physical manipulation metaphor. Swhidgets are an important component of touch-based smartphone and tablets interfaces, and will be the principal signifier-less design studied in this thesis. When facing a signifier-less design, users may be confused about what they should do and how to achieve their goals; or they might have to use suboptimal ways of achieving their goals because they are unaware of the existence of more efficient options. It is thus usually advised to avoid signifier-less designs. Yet, despite designers’ awareness of the problems they may cause, signifier-less designs are common in user interfaces. They thus deserve a deeper analysis than simply advising to avoid them in interface design. Indeed, there might be good reasons to apply this design: maybe they provide some benefits that are hard to see with our current understanding of these designs, or maybe there is no way to avoid them.In this thesis, I study the question of why designers would create interfaces that do not clearly expose some of their interaction possibilities, taking the case of swhidgets as an example and focus of inquiry. As a preliminary work on swhidgets, I focus on the following questions: What are signifier-less designs and what aspects of swhidgets design make them unique? Do users know the swhidgets provided by their system? How did they get to know them despite their lack of signifiers? What are the benefits of not having signifiers in the design of swhidgets?My contributions to these questions are:- I define signifier-less designs and provide observations of this type of design in user interfaces.- I provide an analysis of the fundamental notions required to define signifier-less designs: affordances, signifiers and semiotics.- I propose a model of user discovery and adoption of interaction techniques in general, relying on three dimensions and their relationships: users’ current knowledge and skills, users’ motivations, and the design means of informing users provided by the interfaces.- I propose the notions of Degree of Knowledge and Source of Knowledge derived from this model, that can be used in experiments to evaluate how well the participants know an interaction technique and how they discovered it.- I present the design and results of two studies on iOS swhidgets that investigate how well users known them, how they discover them, their reasons for not using them, how they generally feel about them, and how they integrate them in the way they think about their interactions with the system. These studies revealed that swhidgets were globally appreciated and relatively well known by users, although there is still room for improvement, notably for some specific swhidgets.I conclude with perspective for future works regarding the transfer of knowledge about swhidgets from one application to another, the pertinence of considering all aspects of user experience to understand the design of swhidgets, and the possibility to increase the discoverability of swhidgets by using animated transitions between interface views
Tyndiuk, Florence. "Référentiels spatiaux des tâches d'interaction et caractéristiques de l'utilisateur influençant la performance en réalité virtuelle : Florence Tyndiuk." Bordeaux 2, 2005. http://www.theses.fr/2005BOR21269.
Full textIn virtual reality, to adapt interfaces to users, two dimensions must be studied : the task and the user. The first dimension deals with interaction tasks in virtual reality, more precisely manipulation and locomotion. The study and the comparison of spatial properties of virtual and real environments allow us to propose tasks hierarchical models which show problematical interaction situations for users. Depending on these problematical situations, a designer should be forced movement or help interaction. The main identified difficulty is to adapt the interface to spatial user's frame of reference (egocentric, exocentric). The second dimension concerns the identification of user's characteristics, which have an influence on performance depending on the task (locomotion, manipulation) and the interface (immersive in visual way and partial-immersive in a visual way). Concerning the partial-immersive situation, the interface is used with two displays : a desktop monitor or a large display. The field of view is kept constant. This study shows the impact on performance of spatial capacities, field dependence and video game experience, in different tasks and with different interfaces. We show also that a large display can help to have a high level of performance and decrease the impact of spatial capacities impact
Robbe, Sandrine. "Étude ergonomique de contraintes d'expression orales et gestuelles dans un environnement multimodal d'interaction homme-machine." Nancy 1, 1998. http://www.theses.fr/1998NAN10303.
Full textThierry, Benjamin G. "Donner à voir, permettre d’agir. L’invention de l’interactivité graphique et du concept d’utilisateur en informatique et en télécommunications en France (1961-1990)." Thesis, Paris 4, 2013. http://www.theses.fr/2013PA040152/document.
Full textIn the late 1950s, the computer has no user. Computing has customers, designers and servants, but its use has not resulted in the establishment of a direct relationship between the individual and the machine. It was only during the 1960s that appeared the need to equip the first professionals to use of the processing power of the computer. This appearance is historically situated in the civil aviation adminstration and created the first reflections in ergonomics on the role of interfaces in the understanding and use of the device by the user. The computer then finds the opportunity to accelerate its diffusion. From office automation to microcomputing via telematics wich represents a french way for interactivity, this doctoral thesis aims to explain the birth and the role of graphical user interfaces and user concept in the development of interactive devices in french computing and telecommunications
Fischer, Sandrine. "Etude diagnostique de l'intuitivité des interfaces innovantes basée sur les principes de transfert et d'induction des schémas : application aux ordinateurs de bord automobiles." Toulouse 2, 2010. http://www.theses.fr/2010TOU20081.
Full textThe intuitive use of complex interfaces is apprehended by a schema induction protocol, due to its interaction with prior knowledge. The protocol is specified to account for multi-states interfaces and for their decomposition into separate informational attributes. We obtain two dominant empirical patterns that are schema induction, accounting for non intuitive states, non familiar tasks, as well as for accessible states for experiential users, and inaccessible states for rational ones, and transfer, accounting for familiar tasks and intuitive states. Patterns of inoperant analysis and negative induction effect are also obtained that justify the diagnosing approach and its relevance in current frameworks for the design of intuitive interfaces
Stergiopoulos, Panagiotis. "Conception et développement d'une interface à retour d'effort sur les doigts : Application aux interactions manuelles en réalité virtuelle." Paris, ENMP, 2003. http://www.theses.fr/2003ENMP1175.
Full textMarache-Francisco, Cathie. "Gamification des interactions humain-technologie : représentation, conception et évaluation d’un guide pour la gamification des interfaces." Thesis, Université de Lorraine, 2014. http://www.theses.fr/2014LORR0365.
Full textGamification is the process of using game elements in professional digital systems, elements which are tailored to users’ profiles in order to increase their motivation and commitment with an emphasis on appealing, even amusing, interactions. This digital interface design modality questions ergonomics, especially when applied to professional contexts. Gamification needs to be defined, designed for and evaluated. Furthermore, the mechanism behind user commitment and the meaning of gamification needs to be carefully considered. The first experiment analyzes the perception of gamification by designers. They have to identify the ludic parts of gamification interfaces and then to categorize it. Two dimensions are identified: cosmetic and involvement. The second experiment analyzes the perception of gamification by end users through a comparison between gamified and non gamified versions of an interface. Analyses reveal that gamification has a primary impact, which affects positively the interaction, and an unwanted secondary impact. Then, a design guide is created which consists of a description of the design process and a toolbox (main principles, decision trees, design grid). It is validated through a third experiment: subjects, split into two groups (with / without the guide) are asked to gamify a system. The results show that the guide favors fluidity, flexibility, novelty and details. To conclude, this work provides conceptual details as well as a discussion about the ideological part of gamification and the psychological techniques, which are used to commit and motivate as well as to persuade, change behavior and control. Finally, next steps for research are suggested
Rechard, Julien. "Introduction de critères ergonomiques dans un système de génération automatique d’interfaces de supervision." Thesis, Lorient, 2015. http://www.theses.fr/2015LORIS380/document.
Full textThe ecological interface design is composed of two steps, a work domain analysis and a transcription of the information of the work domain into ecological representation (Naikar, 2010). This kind of design showed his effectiveness for the supervision of complex system (Burns, 2008). Nevertheless, Vicente (2002) highlighted two issues, the long design time and the difficulties to translate with a formal way a work domain into ecological representation. Moreover, he doesn’t exist a formal tool of validation for a work domain. Several tools and works allow to be comfortable in the possibility to find some solution (Functional methodology (Liu et al, 2002), TMTA (Morineau, 2010) and Anaxagore (Bignon, 2012). We propose several answers at the issue: how formalize the design of an ecological interface in order to reduce the time and effort linked to the design? The first proposition is a tool of verification of model of work domain based on a simulation by TMTA. The second bring thanks to a second version of the Anaxagore flow, an integration of the works of Liu et al (2002) with the principle of the ecological library of ecological widget linked to a scheme of input of high level. Based on the work domain of a fresh water system in a ship, an ecological interface has been implemented and validated experimentally. This interface has been compared with a conventional interface also generated by Anaxagore. The results show that the ecological interface promotes a biggest numbers of coherent ways in the work domain. This kind of interface also promotes a better accuracy of the diagnostic for the operators using the ecological interface
Yesse, Thierry. "Etude du parallélisme massif appliquée à la visualisation interactive de grandes bases de données scientifiques." Rouen, 1998. http://www.theses.fr/1998ROUES086.
Full textPan, Qing. "Techniques d'interactions mixtes isotonique et élastique pour la sélection 2D et la navigation / manipulation 3D." Thesis, Lille 1, 2008. http://www.theses.fr/2008LIL10093/document.
Full textThe development of human-computer interaction technologies help people to work more efficiently. Meanwhile, traditional technologies could not fulfill the new born requirements in diverse situations. ln 2D WIMP environment the popular isotonic position control device, such as mouse, touch pad, suffers from clutching which is time-consuming and makes the interaction less smooth. lt is getting worse when using a small input device to interact with a larger screen. 3D interactions attract attentions of many researchers. However, the existing techniques allowing both object and view manipulations are not natural or efficient enough to be totally accepted by users. New input devices and corresponding interaction techniques should be proposed to improve the interaction quality. ln this thesis, we propose two techniques based on isotonic-position and elastic-rate control spaces: 2D RubberEdge for reducing the clutching and 3D Haptic Boundary for efficient object manipulations and exploration in VE. For RubberEdge, we adopted a simulation of the ration of a disc, and a mathematical treatment in its mapping function to guarantee a smooth switch between position and rate control. An evaluation of a 2D selecting task was performed. The result showed that RubberEdge outperforms position-only control by 20%. We then proposed two predictive models for selection time with position-only control and with the hybrid control of RubberEdge. We also presented the first RubberEdge prototype for laptop touchpad. Haptic Boundary allows precise object manipulations inside its isotonic zone and camera manipulation on its boundary. Two kinds of force feedbacks were adopted to provide richer camera motions and to avoid the explicit mode switch which greatly increases user's mentalload. The shape and size of isotonic zone is carefully chosen to maximize the benefit of the rate control with both two force feedbacks. An evaluation of car assembling task was performed. The result showed that Haptic Boundary outperformed the unimanual interface with explicit switch by 50%. After analyze the experiment result, the orbiting inspection is combined to enhance the applicability of Haptic Boundary
Wargnier, Pierre. "Technologies d'humains virtuels dans le soin aux personnes âgées atteintes de troubles cognitifs : les expériences LOUISE et Virtual Promenade." Thesis, Paris Sciences et Lettres (ComUE), 2016. http://www.theses.fr/2016PSLEM021/document.
Full textThe work presented in this manuscript investigates the use of virtual huamans, and, more broadly, of video game technologies to improve the care of older adults with cognitive impairment. Our work revolved around two use cases of virtual humans: as non-self and as self. More specifically, we have designed, implemented and evaluated an embodied conversational agent, called LOUISE (LOvely User Interface for Servicing Elders), meant to serve as an accessible user interface in cognitive compensation systems for older adults with cognitive impairment, and a system for virtual reality-based psychological therapy addressing the consequences of falls, called Virtual Promenade. These two projects have been conducted according to the principles of living lab participatory design, involving several stakeholders in the design process (patients, caregivers and healthcare professionals)
Nanard, Jocelyne. "La Manipulation directe en interface homme-machine." Montpellier 2, 1990. http://www.theses.fr/1990MON20305.
Full textAbi-Tannous, Sarkis. "Intégration d'outils innovants (interfaces tactiles) chez une population de patients ayant une schizophrénie dans le cadre d'un processus de rééducation et de réadaptation de la mémoire de travail." Thesis, Paris 5, 2014. http://www.theses.fr/2014PA05H114.
Full textThe working memory deficits in schizophrenia form the preferred target regardless of their frequency, their relation with the functional prognosis and their involvement in all the aspects of everyday life. The cognitive remediation aims at occupying an important place in the treatment of schizophrenia, due to its proven efficiency as well as to the lack of other therapeutic means suspected of improving the targeted deficits. New technologies have a gradually important impact on the development of the methods of prevention and reeducation. Touch technology is remarkably evolving nowadays creating a new usage context, especially in the medical and paramedical domains. The use of innovative technologies in the medical and paramedical fields turns out to grow for reasons of usability, efficiency and habit related to the fact of belonging to a new generation. In this perspective, our research aims toward using new interactive technologies especially the touch interfaces in the cognitive remediation. Reflecting on the subject and following the ergonomic process will concern the modalities of integrating the touch interfaces in the process of the remediation of the visuo-spatial working memory within the schizophrenia. It is now to evaluate the usage of the new touch technologies and precisely the touch pads accused of improving the functioning of the visuo-spatial working memory through memory exercises, which is supposed to lead to a major contribution to the cognitive remediation techniques. The longitudinal study has been conducted with 20 individuals suffering from schizophrenia (DSM-IV-TR), hospitalized for a long time at the Psychiatric Hospital of the Cross (Beirut - Lebanon). This study specimen was divided into two equivalent (10 male subjects per group) and homogeneous (age, performance, level of education) groups. The first group (Classic Group) followed a program using classical activity as a remediation mean. Whereas the second (Touch Group), followed a program having touch pad as a remediation tool. Experimental tests along this longitudinal study of 4 months were conducted in 16 sessions of regaining control. Each patient participated in 4 evaluation sessions. The technique used in cognitive remediation program aims to reeducate the visuo-spatial working memory through intensive practice and training via specific therapeutic activities. In consequence, two activities were used in each session: Memory Cards and images Recall. They were presented through touch and non-touch forms according to the re-educational program of each group. Then, evaluation sessions were offered every month to measure patients' progress during the treatment. Finally, a Remote evaluation was realized after 5 months of the end of the remediation to assess the maintenance of the long-term mnesic abilities. Some promising results were obtained concerning the improvements of cognitive functions. The cognitive remediation through a touch pad allows better performance of visuo-spatial working memory of schizophrenic people. These results lead us to consider the necessity of integrating new touch technology in remediation programs to treat cognitive disorders associated with schizophrenia
Blanche, Caroline. "Contribution à l'ingénierie cognitive pour l'évaluation et la conception de systèmes d'information : application au livre électronique et à une base de données d'archive." Lorient, 2010. http://www.theses.fr/2010LORIL173.
Full textOur research pertains to the ergonomic perspective of assessment and design of Information Systems via an analytical approach stemming from the work domain. Within this framework, the main goal of this thesis is twofold. Firstly, it aims to show the relevance of a work domain approach to Information Systems assessment and design, whatever kind of system is studied. Secondly, it aims to enrich the analytical approach via work domain, and that at three levels. On a conceptual level, we try to confirm the connection between analysis by domain and ecological psychology, using the affordance concept in its full measure in the method of analysis. At the level of interface assessment in reference to the work domain, we suggest the definition of a new ergonomic principle according to which the Information System interface's active characteristic must correspond to the more or less dynamic nature of the domain to which the interface refers. Finally, at the level of interface design in reference to the work domain, we advocate joining Work Domain Analysis (WDA) and the Three Levels Model (TLM) which help define information-specifying work domain affordances. We applied this methodology to the assessment of the ergonomics of two Information Systems interfaces: an e-book and an archive database. We also proposed elements of functional specification for an Ecological Interface of the archive database
Ben, Amara Helmi. "Un outil graphique pour une interface multi-modes." Phd thesis, Ecole Nationale Supérieure des Mines de Saint-Etienne, 1992. http://tel.archives-ouvertes.fr/tel-00831761.
Full textLockner, Damien. "Évaluation émotionnelle des interfaces : vers une proposition de patterns de design contribuant au caractère empathique de la relation humain-machine." Thesis, Aix-Marseille, 2015. http://www.theses.fr/2015AIXM3146.
Full textBeyond usability, the question of the emotion has turned preponderant for application design teams wishing to get differentiated by the quality of use. But despite the important issues, good practices of design for emotion are not or poorly documented.The purpose of this thesis is therefore to contribute to the definition of emotional interface design strategies to create a positive feeling by the users.Two steps are considered:1. the identification of emotional design patterns, through the practices of designers and the related theoretical models;2. the definition of a method of assessment for the previously identified design patterns.Considering hedonomics as a new paradigm succeeding to usability, we propose a synthesis of emotional design patterns structured on the notion of applicative personality. Empathy and sympathy patterns thus appear particularly relevant. In this sense, we propose a variation of hedonomics for the “sympathetic design” of interfaces.A second phase of this work is oriented towards the evaluation of design patterns. We offer a selection of emotion measurement methods adapted to the specificities of an interface use. The conducted experiments allow to propose a method of evaluation of the emotion elicited by the interface design.Finally, we propose alternative or complementary research directions to guide future work towards the definition of recommendations for emotional interface design
Bellalem, Nadia. "Étude du mode de désignation dans un dialogue homme-machine finalise a forte composante langagière : analyse structurelle et interprétation." Nancy 1, 1995. http://www.theses.fr/1995NAN10328.
Full textAmamou, Yusr. "Analyse des traces et modélisation des stratégies d'exploration perceptive via un dispositif de couplage sensori-moteur minimaliste." Compiègne, 2008. http://www.theses.fr/2008COMP1757.
Full textThe objective of our research is to analyze the subject's interactions traces using the Tactos device, which comprises a stylus, a graphic tablet and a tactile stimulators connected to a computer equipped with an application software. The principle of this interface is to activate the stimulators when the cursor receptor field controlled by stylus crosses the virtual form that the subjects must perceive. The goal of our analysis is to define descriptors which categorize and differentiate the trajectories produced by the subjects, and to use these descriptors in order to model the various spontaneously elaborated perceptive strategies. To operate this analysis, we had resort to several mathematical tool descriptions, in particular the Fourier, and to various modelling methods. The results, by the means of the models tested and validated, make it possible to differentiate indeed a certain number of strategies employed by the human subjects. These models could be integrated into the interface; thereafter the users can have a return on the nature of their explorations, which would contribute to the training and the appropriation of the interface
Falaise, Achille. "Conception et prototypage d'un outil web de médiation et d'aide au dialogue tchaté écrit en langue seconde." Phd thesis, Université Joseph Fourier (Grenoble), 2009. http://tel.archives-ouvertes.fr/tel-00442754.
Full textBilgici, Ceren. "L'évolution de la relation de l'usager avec l'information en ligne sur l'ordinateur et le téléphone portable en Turquie : les médias traditionnels face aux réseaux sociaux." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCA063.
Full textIn this thesis, the experiences of the users with regard to the development of new technologies (of telecommunication, internet and mobile phones) in Turkey on the internet are analyzed. The objective is to demonstrate the effects of the new technologies on the practices of the internet users reaching the news via computer and mobile phone. The purpose is to observe the transformation of the daily practices on the internet due to the evolution of the broadcast, the development of the telecommunication market, the development of the adapted interface to the Website ergonomics and the invention of the new technological devices (such as smartphones). The presentation of this process consists of three different parts. The first part is about the historical evolution of internet as a new news media, the usage of new information and communication technologies and the adaptation of the society. The second part analyzes the properties of the news sites. It concerns the new ways of searching news via mobile phones. The third and last part is about the analysis of the relation between turkish users and new information and communication technologies and the transformation of the habits of searching news.According to our studies, the digitalization of the news, evolution of smart phones and the development of social media affects the mode and manners of reading. Nowadays, the practices of online news consumption is more multiple. The ergonomics of interface of websites and applications has a significant role on their media preferences
Boufath, Olfa. "La complexité de l’interface des sites web marchands et la qualité de l’expérience de magasinage en ligne : rôle de l’évaluation cognitive." Thesis, Lille 1, 2017. http://www.theses.fr/2017LIL12007/document.
Full textThis PhD work aims to understand the relationship between the online shopping experience and the cognitive evaluation generated by the merchant interface, while examining the induced behavioral responses. Our aim is to explain the relationship between on-line behavioral responses and the perception of pleasure on the one hand and cognitive evaluation on the other. We study the direct effect of cognitive evaluation on the pleasure of the online shopping experience but also its indirect effect on behavior through experience. From a managerial point of view, our work aims to provide possible answers to the site designers as to the role of the consumer in the perception of the quality of the online experience. More clearly, it is a question of identifying the combination of variables relating to the site interface and to the consumer, likely to create a favorable behavioral response
Caro, Dambreville Stéphane. "L'écriture des documents numériques : vers une cyber-rhétorique." Habilitation à diriger des recherches, Université de Bourgogne, 2006. http://tel.archives-ouvertes.fr/tel-00452919.
Full textTarby, Jean-Claude. "Gestion Automatique du Dialogue Homme-Machine à partir de Spécifications Conceptuelles." Phd thesis, Université des Sciences Sociales - Toulouse I, 1993. http://tel.archives-ouvertes.fr/tel-00174589.
Full textLe travail présenté est basé sur la méthode Diane+ conçue initialement pour la spécification du dialogue homme-machine. Diane+ repose sur la planification hiérarchique et intègre le niveau de l'utilisateur. Elle est utilisée pour spécifier la répartition des tâches entre l'homme et la machine tout en laissant une latitude décisionnelle à l'utilisateur. Cette spécification utilise un formalisme simple et concis prenant en compte les répartitions les plus complexes. Ce formalisme permet, à partir des spécifications, de :
• générer l'interface homme-machine en intégrant des règles d'ergonomie générale,
• générer une partie du code des traitements,
• gérer automatiquement la dynamique de l'application (noyau fonctionnel et interface homme-machine),
• gérer automatiquement l'aide d'utilisation, l'aide fonctionnelle étant quant à elle implémentée par le concepteur.
De par les origines de Diane+ et les caractéristiques des IHM, ce travail utilise conjointement le modèle tâche et le modèle objet.
Dall'Armellina, Luc. "Des champs du signeDu design hypermédia à une écologie de l'écran." Phd thesis, Université Paris VIII Vincennes-Saint Denis, 2003. http://tel.archives-ouvertes.fr/tel-00274721.
Full textNos langages s'écrivent, se dessinent et se design(ent) : lettres et signes (indiciels, iconiques et symboliques) prennent place dans l'environnement changeant de l'écran, devenu aujourd'hui capable de se changer lui-même.
Le design consiste à donner un champ esthétique en même temps qu'une forme plastique, et ergonomique à une chose. Cette chose peut-être un objet (un signe), un événement (une action), un espace (une interface) ou un jeu d'interaction (comportement). C'est l'art de la configuration des signes pensé dans un usage social. Le design tient un rôle central dans le champ de la création numérique. Il concerne maintenant le son, l'image fixe et animée, le texte, et les conditions même du dévoilement et de la présence des signes, soit l'interactivité. La question du design est celle de la technologie immiscée par effraction dans le champ de l'art. La technologie interroge et bouscule fortement la doxa comme la critique, la pratique artistique comme celle de la monstration.
Nous reformulons l'activité du design avec le qualificatif de néo-design, marquant ainsi l'évolution de celui-ci par rapport aux pratiques pré-numériques. Nous rencontrons le terme de meta-design (LAB-au) et proposons celui de meta-signe, insistant sur le fait que le designer numérique produit aujourd'hui moins des représentations (images) que des systèmes capables de générer, organiser des agencements (interfaces) qui opèrent un environnement intelligent.
Cet environnement est fait de nouveaux types de signes que nous avons génériquement nommés e-mouvants, soulignant la particularité associant l'électronique et le mouvant, pour rendre compte si besoin de ce nouveau champ du sensible. Ce qui a pour effet direct de ne plus pouvoir considérer la technologie seulement dans ses modes opératoires d'outils, mais de la considérer comme une production de l'esprit matérialisée et en actes.
L'écran connecté au computer nous fait donc passer d'un régime de signes lié à la représentation à un régime lié à l'émergence et à l'expérience du monde. Nous passons progressivement à un environnement sémiotique, complexe et fortement interconnecté, autopoïétique. Cette transformation profonde de notre environnement symbolique peut désormais être abordée à travers ce que nous avons nommé une écologie de l'écran.
C'est donc le système dans son entier qui porte et relaie l'opérabilité. Pourquoi ce terme ? Il a l'avantage de trouver son origine dans le mot œuvre (du latin opera). Opérer, c'est « être au travail, diriger un travail intellectuel » (« Robert électronique » 1992), mais c'est aussi mettre en œuvre, un travail par la pratique. L'opérateur est bien lié à l'œuvre, c'est celui qui œuvre, man-œuvre, ou œuvre avec ses mains en vue de réaliser certaines opérations. L'opérabilité en tant que ce qui peut être opéré, c'est-à-dire « accompli (une action), effectué (une transformation), par une suite ordonnée d'actes ou d'opérations » se constitue comme l'espace d'émergence d'un méta langage et dont la programmation est le mode d'écriture et dont l'action génère l'accomplissement.
L'écran est le lieu et l'acteur d'un changement radical du paradigme espace-temps pour le lecteur comme pour l'auteur, au profit d'une triade systémique que nous avons nommée espace-temps-opérabilité dessinant en son centre le concept de praxis hypermédia. Cette dimension émerge dans le double mouvement de l'opérabilité de la machine calculante et de l'engagement du lecteur devenu un scripteur, c'est-à-dire un acteur-acté-actant.
Cette praxis, dans le sens d'une activité qui unit l'action, l'intellection et l'expérience sensible dessine une éco-sémio-systémie, ou plus simplement une écologie des signes de l'écran. Elle inscrit de nouvelles modalités de saisie de nos univers symboliques où l'espace comme lieu et mémoire, le temps (boucle, ritournelle, temps suspendu) et la présence (contrôle, action, engagement) altèrent et revisitent profondément la notion d'espace-temps connue jusqu'ici.
Ce qui a pu s'énoncer comme une praxis hypermédia fait reposer le récit sur de nouvelles bases. L'analyse de quelques œuvres a permis de proposer l'idée de l'e-narratif (narratif électronique) qui serait cette forme qu'il conviendrait d'appeler encore l'épi-narratif , comme l'épiphénomène électronique du narratif, venant augmenter le narratif tel que nous le connaissions jusqu'ici.
L' e- narratif serait constitué d'au moins deux composantes :
L'infra-narratif, qui opère des constructions de sens par le jeu complexe des signes e-mouvants dans l'environnement de l'écran agi. L'infra-narratif se situerait au niveau perception-réception des signes dynamiques en permettant à l'opérateur une construction du sens dynamique non liée à la succession temporelle narrative habituelle mais s'articulant plutôt sur un axe paradigmatique des signes en mouvement et selon un processus sémiotique dynamique, dans un temps de perception très court.
Le praxo-narratif, généré par l'action dans l'environnement processuel de l'écran et dans le temps d'une praxis peut être rapproché du l'« extra-noématique » d'Espen Aarseth. Ce qui le distingue du narratif est le caractère « agi » qui n'existe pas – sauf exception - comme tel dans les médias pré-numériques. Ce qui se produit de narratif dans la suite ou conséquence de l'action n'est peut-être pas encore déterminant pour le narratif mais l'est pour assurer l'engagement du lecteur comme acteur dans le dispositif. C'est à ce titre l'effectuation du mouvement d'identification du spectateur tel qu'il n'était pas effectué au cinéma, d'un dasein, ou d'une existence incarnée.
Dib, Abderrahmane. "Prise en compte de la sécurité et la fiabilité humaine pour l'évaluation et l'amélioration de la sûreté des systèmes homme-machine : application au TGV." Compiègne, 1994. http://www.theses.fr/1994COMPD724.
Full textSpeicher, Maximilian. "Search Interaction Optimization." Doctoral thesis, Universitätsbibliothek Chemnitz, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-208102.
Full textIm Laufe der vergangenen 25 Jahre haben sich Suchmaschinen zu einem der wichtigsten, wenn nicht gar dem wichtigsten Zugangspunkt zum World Wide Web (WWW) entwickelt. Diese Entwicklung resultiert vor allem aus der kontinuierlich steigenden Zahl an Dokumenten, welche im WWW verfügbar, jedoch sehr unstrukturiert organisiert sind. Überdies werden Suchergebnisse immer häufiger in Kategorien klassifiziert und in Form semantischer Informationen bereitgestellt, die direkt in der Suchmaschine konsumiert werden können. Dies spiegelt einen allgemeinen Trend wider. Durch die wachsende Zahl an Dokumenten und technologischen Neuerungen wandeln sich die Bedürfnisse von sowohl Nutzern als auch Suchmaschinen ständig. Nutzer wollen mit immer besseren Suchergebnissen und Interfaces versorgt werden, während Suchmaschinen-Unternehmen Werbung platzieren und Gewinn machen müssen, um ihre Dienste kostenlos anbieten zu können. Damit geht die Notwendigkeit einher, in hohem Maße benutzbare und optimierte Suchergebnisseiten – sogenannte SERPs (search engine results pages) – für Nutzer bereitzustellen. Gängige Methoden zur Evaluierung und Optimierung von Usability sind jedoch größtenteils kostspielig oder zeitaufwändig und basieren meist auf explizitem Feedback. Sie sind somit entweder nicht effizient oder nicht effektiv, weshalb Optimierungen an Suchmaschinen-Schnittstellen häufig primär aus dem Unternehmensblickwinkel heraus durchgeführt werden. Des Weiteren sind bestehende Methoden zur Vorhersage der Relevanz von Suchergebnissen, welche größtenteils auf der Auswertung von Klicks basieren, nicht auf neuartige SERPs zugeschnitten. Zum Beispiel versagen diese, wenn Suchanfragen direkt auf der Suchergebnisseite beantwortet werden und der Nutzer nicht klicken muss. Basierend auf den Prinzipien des nutzerzentrierten Designs entwickeln wir eine Lösung in Form eines ganzheitlichen Ansatzes für die oben beschriebenen Probleme. Dieser Ansatz orientiert sich sowohl an Nutzern als auch an Entwicklern. Unsere Lösung stellt automatische Methoden bereit, um unternehmenszentriertem Design entgegenzuwirken und implizites Nutzerfeedback für die effizienteund effektive Evaluierung und Optimierung von Usability und insbesondere Ergebnisrelevanz nutzen zu können. Wir definieren Personas und Szenarien, aus denen wir ungelöste Probleme und konkrete Anforderungen ableiten. Basierend auf diesen Anforderungen entwickeln wir einen entsprechenden Werkzeugkasten, das Search Interaction Optimization Toolkit. Mittels eines Bottom-up-Ansatzes definieren wir zudem eine gleichnamige Methodik auf einem höheren Abstraktionsniveau. Das Search Interaction Optimization Toolkit besteht aus insgesamt sechs Komponenten. Zunächst präsentieren wir INUIT [1], ein neuartiges, minimales Instrument zur Bestimmung von Usability, welches speziell auf sinnvolle Korrelationen mit implizitem Nutzerfeedback in Form Client-seitiger Interaktionen abzielt. Aus diesem Grund dient es als Basis für die direkte Herleitung quantitativer Usability-Bewertungen aus dem Verhalten von Nutzern. Das Instrument wurde basierend auf Untersuchungen etablierter Usability-Standards und -Richtlinien sowie Experteninterviews entworfen. Die Machbarkeit und Effektivität der Benutzung von INUIT wurden in einer Nutzerstudie untersucht und darüber hinaus durch eine konfirmatorische Faktorenanalyse bestätigt. Im Anschluss beschreiben wir WaPPU [2], welches ein kontextsensitives, auf INUIT basierendes Tool zur Durchführung von A/B-Tests ist. Es implementiert das neuartige Konzept des Usability-based Split Testing und ermöglicht die automatische Evaluierung der Usability beliebiger SERPs basierend auf den bereits zuvor angesprochenen quantitativen Bewertungen, welche direkt aus Nutzerinteraktionen abgeleitet werden. Hierzu werden Techniken des maschinellen Lernens angewendet, um automatisch entsprechende Usability-Modelle generieren und anwenden zu können. WaPPU ist insbesondere nicht auf die Evaluierung von Suchergebnisseiten beschränkt, sondern kann auf jede beliebige Web-Schnittstelle in Form einer Webseite angewendet werden. Darauf aufbauend beschreiben wir S.O.S., die SERP Optimization Suite [3], welche das Tool WaPPU sowie einen neuartigen Katalog von „Best Practices“ [4] umfasst. Sobald eine durch WaPPU gemessene, suboptimale Usability-Bewertung festgestellt wird, werden – basierend auf dem Katalog von „Best Practices“ – automatisch entsprechende Gegenmaßnahmen und Optimierungen für die untersuchte Suchergebnisseite vorgeschlagen. Der Katalog wurde in einem dreistufigen Prozess erarbeitet, welcher die Untersuchung bestehender Suchergebnisseiten sowie eine Anpassung und Verifikation durch 20 Usability-Experten beinhaltete. Die bisher angesprochenen Tools fokussieren auf die generelle Usability von SERPs, jedoch ist insbesondere die Darstellung der für den Nutzer relevantesten Ergebnisse eminent wichtig für eine Suchmaschine. Da Relevanz eine Untermenge von Usability ist, beinhaltet unser Werkzeugkasten daher das Tool TellMyRelevance! (TMR) [5], die erste End-to-End-Lösung zur Vorhersage von Suchergebnisrelevanz basierend auf Client-seitigen Nutzerinteraktionen. TMR ist einvollautomatischer Ansatz, welcher die benötigten Daten auf dem Client abgreift, sie auf dem Server verarbeitet und entsprechende Relevanzmodelle bereitstellt. Die von diesen Modellen getroffenen Vorhersagen können wiederum in den Ranking-Prozess der Suchmaschine eingepflegt werden, was schlussendlich zu einer Verbesserung der Usability führt. StreamMyRelevance! (SMR) [6] erweitert das Konzept von TMR, indem es einen Streaming-basierten Ansatz bereitstellt. Hierbei geschieht die Sammlung und Verarbeitung der Daten sowie die Bereitstellung der Relevanzmodelle in Nahe-Echtzeit. Basierend auf umfangreichen Nutzerstudien mit echten Suchmaschinen haben wir den entwickelten Werkzeugkasten als Ganzes evaluiert, auch, um das Zusammenspiel der einzelnen Komponenten zu demonstrieren. S.O.S., WaPPU und INUIT wurden zur Evaluierung und Optimierung einer realen Suchergebnisseite herangezogen. Die Ergebnisse zeigen, dass unsere Tools in der Lage sind, auch kleine Abweichungen in der Usability korrekt zu identifizieren. Zudem haben die von S.O.S.vorgeschlagenen Optimierungen zu einer signifikanten Verbesserung der Usability der untersuchten und überarbeiteten Suchergebnisseite geführt. TMR und SMR wurden mit Datenmengen im zweistelligen Gigabyte-Bereich evaluiert, welche von zwei realen Hotelbuchungsportalen stammen. Beide zeigen das Potential, bessere Vorhersagen zu liefern als konkurrierende Systeme, welche lediglich Klicks auf Ergebnissen betrachten. SMR zeigt gegenüber allen anderen untersuchten Systemen zudem deutliche Vorteile bei Effizienz, Robustheit und Skalierbarkeit. Die Dissertation schließt mit einer Diskussion des Potentials und der Limitierungen der erarbeiteten Forschungsbeiträge und gibt einen Überblick über potentielle weiterführende und zukünftige Forschungsarbeiten
Liron, Romain. "Approche écologique dans la conception d’outils cognitifs dans le domaine administratif : application à l’artisanat du bâtiment." Thesis, Lorient, 2016. http://www.theses.fr/2016LORIL391/document.
Full textThis work adopts the cognitive engineering framework for the design and evaluation of cognitive tools interfaces in the administrative handicraft field. This framework relies on an ecological approach of work systems. The objectives of this work were twofold. First, it consisted in showing the heuristic value of the ecological approach. Second, we aimed at proposing a user interface for a mobile digital cognitive tool assisting administrative tasks. More precisely, we proposed to consolidate the work domain analysis framework by considering some of the more complex characteristics to model, that is to say recursion and the ethical dimension. Afterwards, we tested a recent method named “Turing Machine Task Analysis” to validate and verify the work domain model. We also proposed a new verification and validation method for work domain model, named “viewpoints method”. Based on a modeling of the administrative handicraft domain, we tested several user interface mockups for a cognitive tool. This experiment permitted us to measure the degree of application of the Ecological Interface Design principles. Finally, we proposed and tested a final mockup for craftsmen
Charbonneau, Sylvain. "L'informatisation de l'accueil téléphonique." Thèse, 2004. http://hdl.handle.net/1866/17395.
Full textNkunzimana, Gérard. "Interactions humain-machine et différences culturelles : l'utilisabilité Bantu comparée." Thèse, 2008. http://hdl.handle.net/1866/6611.
Full text