Science (Universidade Europeia)
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Re-designing dark patterns to improve privacy
Dark patterns are highly unethical tools used in digital design to obtain, inter alia, as much personal data as possible from users; normally, without their consent. However, the methods followed by dark patterns can be re-purposed to actually enhance users' privacy, thus turning them into ethical tools. This ongoing research aims to show how dark patterns can be re-designed to steer users into choosing the strictest privacy settings. From the point of view of ethical design practices, this implies a substantial transformation of something inherently bad into a public interest enabler
Classifier precision analysis for sleep apnea detection using ECG signals
This article presents a study on the efficiency of implementing classifiers for the detection of sleep apnea moments based on a minute-to-minute Electrocardiogram (ECG) signal, detailing the comparison of the accuracy for different classifiers. At each ECG signal, a Sgolay filter was applied to extract the Heart Rate Variability (HRV) and the ECG-Derived Respiration (EDR) and they were used for the training, testing and validation of the classifiers. The same features were extended in a second phase in order to understand if all the classified features were important. According to the results obtained, the best accuracy was 82.12%, with a sensitivity and a specificity of 88.41% and 72.29%, respectively. This study shows the importance of choosing the right classifier for a specific problem as well as choosing and using the best features for a better accuracy. These promising early-stage results may lead to complementary studies to improve the classifiers for a possible real-world application. The performance of the proposed model was compared with other approaches used for the detection of sleep apnea
a look into hotel businesses
The co-creation paradigm advocates businesses to focus on customers' skills and resources
in order to create value. The co-creative experience emerges in this context as an opportunity for the
customer to actively participate in the creation of personalized value. Customer co-creation is addressed
in this study through the analysis of the propositions of co-creative experiences facilitated by three hotels
operating in Portugal. Results from this research bring insights that help similar businesses to strengthen
their orientation towards co-creation
Adaptação ao ensino superior militar: Preditores do sucesso académico
A cultura militar apresenta características que exigem elevados níveis de adaptação,
ao nível psicológico, físico e emocional. Os estudantes do ensino superior militar constituem uma
população sujeita a elevados níveis de stress, particularmente durante o primeiro ano da Academia
Militar de Portugal. Os cadetes enfrentam diversos desafios para se formarem como oficiais do
quadro permanente do Exército Português e da Guarda Nacional Republicana. O estudo pretende
identificar e caraterizar os stressores presentes no esforço adaptativo ao ensino superior militar,
analisando a forma como evoluem ao longo dos anos e se constituem como possíveis preditores
do sucesso académico. A amostra é constituída por 601 candidatos e futuros alunos à Academia
Militar. Nesse sentido, foram realizados dois estudos, um de natureza transversal e outro longitudinal,
que mostraram que o bem-estar físico e psicológico e a gestão do tempo são os fatores que
mais contribuem para a perceção da autoeficácia académica e explicam parcialmente o sucesso
académico a médio prazo (segundo ano). O caráter longitudinal do estudo acentua os resultados
obtidos e remete para que, em estudos posteriores, se estabeleçam correlações com medidas da
autoestima e de desempenho já como oficiais em contexto operacional
Threshold concepts and design for social change
The transition from ambiguous and unclear areas of academic enquiry towards well-defined knowledge boundaries confronts design for social change. Research relevant to the epistemological dimensions of the related academic discipline is limited. Identification of Threshold Concepts (TCs) unique to this academic area can help define appropriate knowledge boundaries. TCs are essential knowledge portals that, once mastered, can result in a transformed way of developing knowledge. Transformation may be emergent or protracted. This paper identifies a number of TCs and elaborates on their significance. Data were collected through a questionnaire with participants from academic and social design practice. This paper argues that it is of educational value to consider that some TCs in the related Higher Education (HE) curricula have to do with ways of thinking and practice, rather than the mastering of discrete conceptual ideas. This has implications for curriculum development in the area of design for social change
Enhancing design thinking approaches to innovation through gamification
Purpose: The paper aims to explore the relationship between gamification and design thinking approach to innovation in the context of the early stage of innovation process (ESoIP). Design thinking is conceptually appropriate to support innovative, complex and uncertain business environments. Still, its practices have demonstrated some difficulties in managing the ESoIP, such as lack of structure and clarity around goals. This paper argues that gamification can enhance and complement design thinking in the management of firms' ESoIP. Design/methodology/approach: Given the need to achieve a deeper understanding of the linkages between gamification and design thinking, the paper follows an exploratory theory building approach for this complex reality of innovation. The case study research method was conducted in three firms (Trivalor, Novartis and Microsoft) that applied a gamification approach to the ESoIP. Findings: The results demonstrate that gamification has the power to enhance and complement design thinking practices by getting tasks more organized and improving coordination and employees' engagement in the innovation process. Practical implications: The paper provides critical managerial contributions on how firms can use gamification to improve design thinking approaches to ESoIP. Its consequences are also crucial to innovation, R&D, and product/service development managers interested in using gamification to support the ideation and concept development of new solutions complementing traditional design thinking approaches. Originality/value: Merging the gamification and design thinking approaches is novel, particularly on firms' ESoIP. The paper provides a comprehensive discussion of design thinking shortcomings and the role that gamification can play in overcoming them
Um “mapa estratégico” para o marketing
A avaliação da performance de marketing é um tema vital em muitas empresas. Nesse
contexto, uma questão fundamental consiste em como conceptualizar e operacionalizar, com rigor,
os instrumentos que conduzam a formas mais holísticas e equilibradas de avaliar a performance
de marketing, não apenas para efeitos de monitorização e melhoria, mas também para comunicar
estratégias. Infelizmente, apesar da existência de um número crescente de métricas individualizadas,
os estudos de modelização do fenómeno apresentados na literatura são escassos e a grande
maioria não é suportada empiricamente. O presente trabalho desenvolve e testa um modelo integrado
de avaliação da performance de marketing baseado na filosofia e nos princípios do Balanced
Scorecard. Os dados foram obtidos através de um questionário respondido por 107 empresas
portuguesas. Os resultados, analisados com base no método de equações estruturais, confirmam a
robustez teórica do modelo e sugerem a sua viabilidade para avaliar a atuação de marketing. Nesse
sentido, este estudo constitui um aprofundamento da temática em causa e fornece um instrumento
destinado a orientar a seleção de um conjunto relevante de indicadores que auxilie as empresas a
basearem análises de tipo avaliativo e decisões sobre alocação de recursos
Preliminary findings regarding the effect of an interactive wall to promote hand hygiene among healthcare workers
Interactive walls offer promise for behaviour change due to their ability to engage and maintain the attention and interest of users, in a fun and appealing way. This paper presents an interactive wall designed to promote compliance with World Health Organization’s hand hygiene guidelines and discusses its acceptance and user experience by healthcare workers. Although hand hygiene is considered the most effective method to prevent healthcare-associated infections, compliance rates with hand hygiene guidelines still remain below recommended levels, raising morbidity, deaths and healthcare costs. Thus, keeping healthcare workers motivated and involved in maintaining best hand hygiene practices is at the heart of this problem. The study was conducted at a Portuguese hospital and pre- and post-intervention data was collected. Preliminary results gathered about risk perceptions, consequences of non-compliance with hand hygiene guidelines and user experience, suggest that a solution like this, which is based on prospective memory and disgust emotions, triggered by visual reminders, easy to learn and use, and involving gesture-based interaction, can be a good approach to complement existing initiatives to improve compliance with hand hygiene guidelines in hospital settings
Influencers and social causes: How does the type of cause interfere with the success of the promotion of causes?
O marketing de influência e de causas sociais tem vindo a ser considerado
como uma ferramenta bastante interessante para os resultados de produtos e
marcas. No entanto, pouco se sabe sobre a relação entre influenciadores e causas
sociais como forma de alterar os comportamentos dos consumidores. O presente
estudo tem como objetivo entender como a associação de influenciadores a causas
sociais pode alterar as intenções de comportamento dos seguidores. Um estudo
experimental com utilizadores do Instagram revela a importância da coerência entre
o influenciador e o tipo de causa social para aumentar as intenções de associação
às causas sociais pelos seguidores. Os resultados sugerem implicações teóricas e
práticas para o marketing de influência e de causas sociais
An age-friendly system design for smart home: Findings from heuristic evaluation
The age group of 65 years has been described as the fastest growing demographic in the world. As life expectancy increases, older adults prefer to remain independent at home. Smart Home systems and Assistive Technologies have been developed to enable older adults to live in their own homes as they age, enhancing safety, independence and quality of life. Although considerable Smart Home mobile applications exist focused on older adult’s wellbeing, they still face considerable challenges in usability, feasibility and accessibility regarding design of interfaces. There is a gap in recent research on evaluation of User Interface (UI) designed or adapted to address older adults needs and abilities. The main objective of the paper is to show findings of a Heuristic Evaluation (Nielsen’s 10 Heuristics) of an age-friendly smart home application which is a part of an ongoing project. Experts identified the potential usability problems through task analysis that could impact the experience of older adults as they interact with the UIs. Afterwards, the experts identified violated heuristics and estimated severity rating for each violation. The results showed that 80 usability problems found, 8 out of 10 heuristics were violated, and 78 violations were encountered. However, only 3% of the problems were considered catastrophic and it must be a high priority to fix them. It is concluded that findings should be supported with more experts and target user testing to provide insights to designers and developers to create more usable interfaces to address the needs and abilities of the older adults